I like how in the Sim City universe everything is surrounded by high rises. Windmill? Skyscrapers all around! Theme park? Build Skyscrapers around it! Trainstation? A wall of Skyscrapers!
Here's a few things I've noticed - and if CM86 is still around, I'd love his input. -Police and Fire stations do, indeed, need 1 section of Transportation for full effect. -"Housing Costs" are going to be a problem no matter what. Lower land values mean lower housing costs, but they also mean lower development/density. -1-square Parklands raise Land Values but do nothing for pollution other than provide space between pollution-affected tiles. -To prevent complaints about unemployment, the ratio between fully developed R-TOPS and I-Zones should be about 2.3 or 2.4 R-Zones to 1 I-Zone. For most of my "quick" Megas, I do 120 I-Zones to 280 R-Zones, and I never get a complaint about Unemployment. -"Zone Stacking" mainly helps with Airports and Seaports - crash a plane just as it takes off from the Airport and the resulting fires (if done right) will burn all but one Square (this will also eject a line of fire 5 squares long, 1 square high a distance from the airport towards the left of the screen, and will "wrap around" to the other side of the map if the airport is on the extreme left). This 1-Square Airport counts as a full Airport, provides room for 3 more Zones, and reduces its pollution to the equivalent of 1 Fire. This is an old tip, though. If you can aim an air crash on to your Seaport and not destroy it completely, you can reduce the overall pollution there, as well. Every Square you remove is pollution it's not generating. You must fill the Squares with something, though, because if you bulldoze the rubble to clear land, the Zones rebuild. Use Parks for the Land Value boost. -Domed Stadiums are not as useful as Undomed (CM86 mentions this later). Undomed Stadiums register as a "destination" for R-Zones, but Domed stadiums do not, though they do fulfill the requirement for "Residents demand a Stadium." I'm betting this "destination" issue is a coding oversight.
Its a shame the video didnt mention how low land value needs to go for a R-TOP to downgrade, at first I thought he meant just pollution will do it, but rather it is actually the low land value, there is clearly some tolerance as on my current run I still have R-TOP's with light green land value, and on CM86 map there is some on darker green, but he also demonstrated placing some I zones next to a R-TOP will downgrade it. I am hoping just making sure is no crime on R-TOP's near edges with no gifts is enough to preserve them. I dont place them less than about 12 tiles from edge, so will be C zones as a buffer as I know they resist once fully developed.
@@chrcoluk That's what I'd generally advise - a belt of developed C-TOPs between your I and R zones. Of course, I'm a monster, and I stack all my I stuff in one section, belt it with C-TOPs, then intermix R and C in two-zone stacks. One belt of two zones thick R _or_ C, and just kinda.. make it somewhat organic to the landscape. I can Mega all the set scenario maps, if I use cheats and give myself enough time. I experimented with a Max Land Values cheat, first, to see if it was possible. It is, on all of them, if you're careful.
@@chrcoluk I was about to ask if you needed it. Have fun, and hey, let me know if you have a question. No guarantees I'll have an answer, but by gosh, I'll try. I got this game when it was first released with the SNES.. god, I feel old.
@@calanon534 same here, but having learnt much about the mechanics from gamefaqs and these videos my hunger is back for this game, I will be sure to come back if I have any questions, thank you.
Wish I could give these tutorials a second thumbs up as I'm rewatching them. These are beyond excellent! If you have found yourself here, do yourself a favor and watch all of these videos. You won't be disappointed!
I have no problems with either the save states or the money cheat. If I didn't use the money cheat I would probably resort to leaving the city running to accumulate money. I used to do that on console overnight and quite often I would wake up to see the city destroyed due to disasters. As for that startup bug, it is pretty much the worst feature of this game and this isn't even the only version to have it! As far as I know all versions of SimCity Classic have the startup bug. I know for sure SimCIty for Windows does. So, I'm perfectly happy to use save states as they restore the intended functionality of saving and loading a city.
money is only really a problem if you rushing the build, I have over 200k on my current run with no money cheat, and I will very likely have 999,999 end game, I am building either C or R's in pairs, wait for them to top, then build the next pair, it takes 2-3 years of game time to do that, so I am making over 3k profit per year (funding also maxed), so getting 9k every time I spend about 200-300. I currently have already reduced tax to 4% as well. My issue with the money cheat being used is usually the tax rate is also set to 0% which heavily skews the RCI, that I do consider cheating as I bet the lack of I zones wouldnt be possible when having to collect tax. So to me an acceptable compromise would be using the cheat but also been forced to keep tax at 7%.
I mean, I don't want to go out of my way to promote the use of emulators. But, yeah, this game really could benefit from emulation. The fact you can fast forward and save or load states to avoid the dreadful vanilla start up bug. The emulator benefits this rom the most of any rom I can think of. Disasters in this game are fun. The fire can rage for a few years after the tornado rips through. You have to bulldoze the nearby zones to avoid spread. I even like the ground it leaves after, like fire razed ground. It's simple and awesome actually, for how old this game is.
It may be a wiile since I played this but I swear you can turn disaters off from the cause disaters menu because I don't remmember putting in a debug menu code and I never played with disasters.
Hi! I am making an interactive text guide with gifs of how the game works (basically all basic mechanics of the game) you have done an amazing job with this guide, you explained the real ''science'' behind the game, which is definitely what I needed. My boyfriend has made a lua script for emulators so we can see in game a small square where the city center is in real time (you will be able to see it shift once you build more) I saw that noone really looked at the code to see why the power is very buggy (I haven't really done much researching this, so I don't know if someone actually has looked at it) We might be able to figure it out since my bf can look at code. Is there a way we could get in contact? I think youtube doesn't allow direct messages anymore, because it will be very helpful if we could get a savestate where the town is very big to analyze what's going on and stuff.
i trust you're knowledgeable in what you're saying but i was looking to play strictly on real hardware. i will probably come back to this sometime because you do seem to know what you're talking about. i was all aboard until you said that emulation is a must. also the disjointed railroads was off-putting lol
Do appreciate the guides even though I usually prefer text one's, but you did mention some things I havent seen in any text guides such as the max 31 limit for roads/rails on residential transport routes, that limit is what was causing my fluctuations, so thank you. However I would love to see you build 800k either without the money cheat, or with the money cheat and tax left at 7%, as I think 0% tax skews RCI way too much and seems too much of a cheat, I am sure you can do it as you have a 100k buffer. :) I would watch the content if you did it also. :)
Brilliant. Haven't played this in years and didn't know about the 4x4 grid. Went back and got 718k on my first attempt only ever having got to 600k before. Why don't you use the developer mode to bulldoze the water and go for 1 million???
Year 4533?? If you played 10 hours a day, it would take you almost two months to get to the year 4533. You played THAT long? I usually get to Megalopolis around the year 1950, and I've maxed out at 770k by around 1960, which is about 10 hours of gameplay. If you're telling me that I'd need to play 10 hours a day for two months just to get another 140k in population, I'm gonna go ahead and decline that offer.
I didn't cheat, but... I cheat. This all could have been explain cleanly in less than five minutes. You really should cut out all the chatty fat. Informative, but painful to listen to you tortoise your way through it.
Nope. The more drawn out, the better. It will prepare you for the even more drawn out videos in the advanced strategy series. 🙃🙃 And if you have amazing patience, you can sit and watch through my whole 920k build too. 😉
These comments are just wrong. Good luck searching through hundreds upon hundreds of pages of blabbering on GameFAQs. You will NOT find what you want lol
@@bryanx0317 I see it from both sides, usually I dont like videos for content, as its way way quicker to read a well organised text box, and the videos are really slow paced. However in this case the info on the game on gamefaqs is outdated and incomplete, so like you said, one probably has to search through conversations to find everything in which case these videos are preferable, and the effort and love is there so that was appreciated also. As an example I learnt about the max 31 limit for transport from these videos, that was nowhere to be found on gamefaqs.
I feel like, your phrasing broke this introduction. Saying you don’t cheat, just so then explaining the cheats used after that. Makes enough people loose faith right like that. And that’s a bummer, because this video series has quite some value to it. You should have said, you didn’t use a hacked version of this game. I think that is what you meant. Also: Why not explaining the debug Menu access? I’d say it’s like 1-2 minutes. -> End a game, so it shows that cu next time screen. Then, **on the second controller** input Left, A, Right, Y, Up, B, Down, X, Select, Start, Start, Select, R, R, L, L. The debug menu shows up and now set Memory to set and use whatever debug menu options you want.
RUclips playback speed only goes up to 2x
On RUclips revanced you can have it as up as 5x
even on 2x its sooooooo looonnng !!!!
My end around the start up bug back in the day was to never turn it off, lol
I like how in the Sim City universe everything is surrounded by high rises.
Windmill? Skyscrapers all around!
Theme park? Build Skyscrapers around it!
Trainstation? A wall of Skyscrapers!
Here's a few things I've noticed - and if CM86 is still around, I'd love his input.
-Police and Fire stations do, indeed, need 1 section of Transportation for full effect.
-"Housing Costs" are going to be a problem no matter what. Lower land values mean lower housing costs, but they also mean lower development/density.
-1-square Parklands raise Land Values but do nothing for pollution other than provide space between pollution-affected tiles.
-To prevent complaints about unemployment, the ratio between fully developed R-TOPS and I-Zones should be about 2.3 or 2.4 R-Zones to 1 I-Zone. For most of my "quick" Megas, I do 120 I-Zones to 280 R-Zones, and I never get a complaint about Unemployment.
-"Zone Stacking" mainly helps with Airports and Seaports - crash a plane just as it takes off from the Airport and the resulting fires (if done right) will burn all but one Square (this will also eject a line of fire 5 squares long, 1 square high a distance from the airport towards the left of the screen, and will "wrap around" to the other side of the map if the airport is on the extreme left). This 1-Square Airport counts as a full Airport, provides room for 3 more Zones, and reduces its pollution to the equivalent of 1 Fire. This is an old tip, though. If you can aim an air crash on to your Seaport and not destroy it completely, you can reduce the overall pollution there, as well. Every Square you remove is pollution it's not generating. You must fill the Squares with something, though, because if you bulldoze the rubble to clear land, the Zones rebuild. Use Parks for the Land Value boost.
-Domed Stadiums are not as useful as Undomed (CM86 mentions this later). Undomed Stadiums register as a "destination" for R-Zones, but Domed stadiums do not, though they do fulfill the requirement for "Residents demand a Stadium." I'm betting this "destination" issue is a coding oversight.
Its a shame the video didnt mention how low land value needs to go for a R-TOP to downgrade, at first I thought he meant just pollution will do it, but rather it is actually the low land value, there is clearly some tolerance as on my current run I still have R-TOP's with light green land value, and on CM86 map there is some on darker green, but he also demonstrated placing some I zones next to a R-TOP will downgrade it. I am hoping just making sure is no crime on R-TOP's near edges with no gifts is enough to preserve them. I dont place them less than about 12 tiles from edge, so will be C zones as a buffer as I know they resist once fully developed.
@@chrcoluk That's what I'd generally advise - a belt of developed C-TOPs between your I and R zones. Of course, I'm a monster, and I stack all my I stuff in one section, belt it with C-TOPs, then intermix R and C in two-zone stacks. One belt of two zones thick R _or_ C, and just kinda.. make it somewhat organic to the landscape. I can Mega all the set scenario maps, if I use cheats and give myself enough time. I experimented with a Max Land Values cheat, first, to see if it was possible. It is, on all of them, if you're careful.
@@calanon534 interesting, I just found that cheat so might play with it at some point for experimentation, thanks.
@@chrcoluk I was about to ask if you needed it. Have fun, and hey, let me know if you have a question. No guarantees I'll have an answer, but by gosh, I'll try.
I got this game when it was first released with the SNES.. god, I feel old.
@@calanon534 same here, but having learnt much about the mechanics from gamefaqs and these videos my hunger is back for this game, I will be sure to come back if I have any questions, thank you.
Wish I could give these tutorials a second thumbs up as I'm rewatching them. These are beyond excellent! If you have found yourself here, do yourself a favor and watch all of these videos. You won't be disappointed!
No cheats - but I fast forwarded 2600 years into the future - sheesh.
Good thing you can fast forward videos too 😂
Let's see a tornado 🌪️
Just picked this game back up, a blast from the past 😂🤣. Had to sub boss thanks for the great breakdown sir! Cheers 🍻🍻🍻🍻🍻🍻
I have no problems with either the save states or the money cheat. If I didn't use the money cheat I would probably resort to leaving the city running to accumulate money. I used to do that on console overnight and quite often I would wake up to see the city destroyed due to disasters.
As for that startup bug, it is pretty much the worst feature of this game and this isn't even the only version to have it! As far as I know all versions of SimCity Classic have the startup bug. I know for sure SimCIty for Windows does. So, I'm perfectly happy to use save states as they restore the intended functionality of saving and loading a city.
The startup bug really is the worst which is unfortunate. It is a huge oversight.
money is only really a problem if you rushing the build, I have over 200k on my current run with no money cheat, and I will very likely have 999,999 end game, I am building either C or R's in pairs, wait for them to top, then build the next pair, it takes 2-3 years of game time to do that, so I am making over 3k profit per year (funding also maxed), so getting 9k every time I spend about 200-300. I currently have already reduced tax to 4% as well.
My issue with the money cheat being used is usually the tax rate is also set to 0% which heavily skews the RCI, that I do consider cheating as I bet the lack of I zones wouldnt be possible when having to collect tax. So to me an acceptable compromise would be using the cheat but also been forced to keep tax at 7%.
I mean, I don't want to go out of my way to promote the use of emulators. But, yeah, this game really could benefit from emulation. The fact you can fast forward and save or load states to avoid the dreadful vanilla start up bug. The emulator benefits this rom the most of any rom I can think of.
Disasters in this game are fun. The fire can rage for a few years after the tornado rips through. You have to bulldoze the nearby zones to avoid spread. I even like the ground it leaves after, like fire razed ground. It's simple and awesome actually, for how old this game is.
It may be a wiile since I played this but I swear you can turn disaters off from the cause disaters menu because I don't remmember putting in a debug menu code and I never played with disasters.
Hi! I am making an interactive text guide with gifs of how the game works (basically all basic mechanics of the game) you have done an amazing job with this guide, you explained the real ''science'' behind the game, which is definitely what I needed. My boyfriend has made a lua script for emulators so we can see in game a small square where the city center is in real time (you will be able to see it shift once you build more) I saw that noone really looked at the code to see why the power is very buggy (I haven't really done much researching this, so I don't know if someone actually has looked at it) We might be able to figure it out since my bf can look at code. Is there a way we could get in contact? I think youtube doesn't allow direct messages anymore, because it will be very helpful if we could get a savestate where the town is very big to analyze what's going on and stuff.
i trust you're knowledgeable in what you're saying but i was looking to play strictly on real hardware. i will probably come back to this sometime because you do seem to know what you're talking about. i was all aboard until you said that emulation is a must. also the disjointed railroads was off-putting lol
Super nice
Do appreciate the guides even though I usually prefer text one's, but you did mention some things I havent seen in any text guides such as the max 31 limit for roads/rails on residential transport routes, that limit is what was causing my fluctuations, so thank you.
However I would love to see you build 800k either without the money cheat, or with the money cheat and tax left at 7%, as I think 0% tax skews RCI way too much and seems too much of a cheat, I am sure you can do it as you have a 100k buffer. :)
I would watch the content if you did it also. :)
This is stellar dude thanks.
Why not demonstrate the money cheat and Debug menu?
what happens after year 9999?
Also, can I have your save file please!
ooooooooooooooooh
Brilliant. Haven't played this in years and didn't know about the 4x4 grid. Went back and got 718k on my first attempt only ever having got to 600k before.
Why don't you use the developer mode to bulldoze the water and go for 1 million???
Year 4533?? If you played 10 hours a day, it would take you almost two months to get to the year 4533. You played THAT long?
I usually get to Megalopolis around the year 1950, and I've maxed out at 770k by around 1960, which is about 10 hours of gameplay. If you're telling me that I'd need to play 10 hours a day for two months just to get another 140k in population, I'm gonna go ahead and decline that offer.
I didn't cheat, but... I cheat.
This all could have been explain cleanly in less than five minutes. You really should cut out all the chatty fat. Informative, but painful to listen to you tortoise your way through it.
Nope. The more drawn out, the better. It will prepare you for the even more drawn out videos in the advanced strategy series. 🙃🙃
And if you have amazing patience, you can sit and watch through my whole 920k build too.
😉
Nope. Better, faster, and more concise videos out there. No need to prepare for sub standard efforts. ;)
The Strategy Guide FAQ on GameFAQs goes over most of this stuff and can be scanned/searched conveniently.
These comments are just wrong. Good luck searching through hundreds upon hundreds of pages of blabbering on GameFAQs. You will NOT find what you want lol
@@bryanx0317 I see it from both sides, usually I dont like videos for content, as its way way quicker to read a well organised text box, and the videos are really slow paced. However in this case the info on the game on gamefaqs is outdated and incomplete, so like you said, one probably has to search through conversations to find everything in which case these videos are preferable, and the effort and love is there so that was appreciated also. As an example I learnt about the max 31 limit for transport from these videos, that was nowhere to be found on gamefaqs.
I feel like, your phrasing broke this introduction. Saying you don’t cheat, just so then explaining the cheats used after that. Makes enough people loose faith right like that. And that’s a bummer, because this video series has quite some value to it. You should have said, you didn’t use a hacked version of this game. I think that is what you meant.
Also: Why not explaining the debug Menu access? I’d say it’s like 1-2 minutes. -> End a game, so it shows that cu next time screen. Then, **on the second controller** input Left, A, Right, Y, Up, B, Down, X, Select, Start, Start, Select, R, R, L, L. The debug menu shows up and now set Memory to set and use whatever debug menu options you want.
1+10000=