Showing posts with label politics. Show all posts
Showing posts with label politics. Show all posts

SimCity 257: City Hall

You're the mayor. That means you've got to have someplace to do all the important decision making things that you do everyday. Enter: the town hall.

Town Hall

The town hall is an important first step in the life of a young city. It's your personal headquarters. Your office. Your throne room. Your prison. Once built, you can change the name of your city if you choose and it grants you access to some of the more important ploppable services you're going to be using.

City Hall

Your first upgrade for town hall is to boost it to the level of city hall. When you upgrade -- which you can do from the government HUD -- the building will retrofit itself with a brand new marble facade. You will also be granted the first of your many department modules.

City Hall is going to get quite sizable. In the image above, I stacked as many of the six departments on top of each other as I could, but notice that the department of education stands alone in it's own building. You know how professors are -- so full of themselves.

Module: Sign

Just in case there's a sudden rush of people building with marble and your city hall becomes lost among the weeds, you can plop a crazy-big sign out in front of the building so your citizens can distinguish your building from, say, that of the 4th-century roman emperor who moved in across the street.

Department Coverage

For each of the following modules, bonuses and unlocked buildings are in effect for every city site in the region once any one city site has it. That means if one city hall has all the departments, the other city halls in the region don't need to bother building their own. This is a huge space saver and a reason to "specialize" in government and politics.

Department Module: Transportation

This is the department I would go for first because it's most important features is that it allows cities in the region to share Sims via a network of train stations, bus terminals, airports, and docks. Diminishes the costs involved in your transportation system.

Department Module: Utilities

I'd go for this one second, as the water towers you've been using will eventually run dry and you're going to want to have the pumping station when they do. Improves the coverage and efficiency of your utility systems -- namely power, sewage, and water. It also unlocks the sewage plant and recycling centers.

Department Module: Finance

Boosts your tax revenues and allows you to micromanage your tax rates based on class.

Department Module: Education

Gives a boost to your education system and it's effects on your Sims -- rocketing them upward from retarded mooks that regularly set themselves on fire to snobby erudites who know what the word "erudite" means. This department is required if you want a university or a high school -- and you do.

Department Module: Safety

Boosts your police, fire, and health services -- speed, coverage, and effectiveness. Once you plop this one down, you'll be allowed to use the hospital, large fire station, and precinct.

Department Module: Tourism

Effectively drives your tourism industry by generating tourists who arrive via train, bus, and ferry. You also gain a bunch of cosmetic/tourist-attracting buildings, including landmarks, stadium, and parks.

Module: SimCopter One

Allows you to fly around the city and to/from your mansion -- once you own one, that is. Of course, a real mayor would use the subway to show that he or she is one of the people. But since there are no subways in SimCity 5, your version of the gas guzzler is acceptable.

SimCity 147: Government & Politics

You are the mayor. That means that in addition to building the city, you also must run the city. You will do this predominately from your town/city hall -- though there are times where random citizens will simply step out of their house and send up a thought bubble to trick you into setting off fireworks that burn down whole blocks of factories.

Here's what the government and politics HUD has to say about maintaining happiness among your people:

  • City hall allows you to set tax rates
  • Each city hall upgrade grants you a choice of one department module
  • Many city hall modules grant access to buildings in other HUDs for all cities in the region
  • Government buildings increase nearby land value
  • Buildings start as low-density but can grow if they are kept happy/profitable
  • A building can only grow if the road it is on is big enough to permit the traffic
  • Click on an industrial building to see its progress toward the next density level
  • Density is the building's size. Land value relates to its wealth level
  • If a building loses happiness/profit, it will eventually go abandoned
  • An abandoned building may revive if its problems are resolved

Life in Town Hall

Life in a small town is very simple. People want the basics: a good education, a place to go when they're sick, some water to take a shower, and -- if you have some time -- maybe a fire department. As it turns out, the first people who move to your new city are usually people too stupid to live in their home towns and they have a tendency to set themselves on fire.

However, as the quality of your city improves and your population starts to boom, you're going to need some more impressive chops. You'll get specific requests from people like can I throw a mega-party (increases garbage) or bets from people who don't think you can get 100 people to go to the park. You can decline or ignore these requests, of course, but some of them can get you some nice bonus cash to help you develop your city.

Taxes

Noodling with your tax rates should be a measure of last resort. When you start the game, the taxes for RCI are set at 9%/9%/9%. Don't touch them. Increasing them will only give you angina and decreasing them will cut your legs out from under you even if it makes your people happy.

Happiness and Prosperity

The density of your buildings increases based on how long the residents of that building are kept happy. If you want a city packed to the sky with people, it's about longevity and keeping a steady stream of services to all of your neighborhoods. Keep a good eye on your crime and fire maps, as these are the two maps that can instantly effect population density and land values.