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It has a small physical footprint compared to the others, allowing you to have a larger city. If you set things up right, the gambling specialization will allow you to make money forever!
Just be careful; it's called gambling for a reason. Your income will depend on how you set up your casinos and how friendly it is for tourists, and if your city isn't organized properly, you'll actually lose money by pursuing gambling.
Read on to see how to make your city tourist-friendly to keep your casinos in the black. Before plopping buildings and suckering Sims who bet against the odds, you'll need to plan.
While gambling attracts your own citizens to spend money in your casinos, you won't maximize your profits unless you also attract tourists.
Some tourists can spawn in from nothingness if you have an international airport or municipal airport , but in general, you'll need other connected cities in your region to produce enough tourists for your gambling city.
If your intended gambling city is the first in its region, you can still make it work, but you'll eventually hit a glass ceiling.
The main problem that advanced gambling cities sees lies in traffic problems: Therefore, your gambling city's plans need to start before even plopping your first gambling house.
Right off the bat, set it up with mass transit in mind. Don't make an intersection right at the highway unless it's simply a T-shape, as your Sims will bottleneck there.
Create your initial avenue to be the main thoroughfare through the city, and be sure that the streets that branch off are at least medium density.
For any place that you think has the remotest chance of seeing a lot of traffic, be sure to place avenues rather than roads so you can later upgrade to streetcars.
Check out the traffic page of the wiki as well: This doesn't mean you need to throw down mass transit immediately, only plan for it.
If you plop a bus depot right away, it'll be an unnecessary expense. However, you'll want make sure your neighborhoods and blocks are set up so they can take bus stops eventually.
Once you've got your plan down, start your city as normal. Be sure to have plenty of room for commercial zones, as you'll need at least 21 commercial buildings of any density to unlock the right to place your first gambling house.
When you can, try to create a special gambling area that will hold the majority of your casinos, then plop it.
Sticking it all in the middle of town is dangerous for the aforementioned traffic problems. Placing your casino area near the highway is wise, but maybe you have some sea for eventual ferries or a rail for a train station eventually or both!
If you can't simply place the casino near the highway, try to centralize it, and even consider having one road that leads only to the casinos and mass transit hubs.
Casinos draw tourists of specific wealth levels. If all the nearby cities are full of high-wealth Sims, you might have a little difficulty starting out, although realistically, most cities have some low- and medium-wealth Sims even if the city in whole is rich.
A casino by itself tends to have trouble making money, even if it attracts tourists well. To compensate, add some modules; check the individual building pages for more information.
You can see that here: I figured out what you meant. It's especially nice since you could just set it and forget it for 4 hours, so it's super easy to keep running.
That would be a good strategy if you don't have time to micromanage the game if you're at work, or out for the day. Why not just make plastic, 7 factories, all in parallel, 84, per day?
Yes, that could certainly work. It would require a bit too frequent reloading for my taste, but would especially be a good option for those who wan to grind out money at a lower level.
Someone else suggested just producing spices, which if you stuck to only that, would work well. It would require less activity than plastic since it has a long build time.
It's probably easier to sell than plastic too. At higher levels, both are very hard to sell and you will end up loading up your trade depot and not being able to get rid of them.
Spices especially are often sold cut-rate because the new contest of mayors forces lots of people to make of them and people don't have room to store them and can't divest the space fast enough.
It was at the rate of Since donuts and flour bags require separate stores for production, they can be done simultaneously.
Hence it requires only 45 minutes to actually complete a donut. This also give way tofurther adjustments in production time, like it requires 40 minutes to actually complete a table rather than 30minutes in furniture store, because it takes 40 minutes to manufacture a plank and 2 nails to complete in buildings supply store.
I am currently selling flour and using the 'built it tear it down repeat' strategy. I only have 6 skyscrapers and the other lots I build then bulldoze for about each time.
Kind of tedious but I want to make some bank and get my infrastructure pimped out before I start tackling the rest of the map.
I think I am missing something Later in the game the upgrades are super expensive and so that doesn't work so well. I just sell wood. That's an hour and super simple.
Certain items will sell out immediately. We all know what those items are Certain items are always in supply and harder to shift, whereas other things are snapped up straight away.
Watermelons are a rare find, and get snapped up quickly - soda bottles or even burgers can be difficult to shift at times. Something to think about is game play style or times.
For most people that do sleep 8 hrs at nigh what would be the best set it and forget it item? Then in the morning sell those goods and set up more stuff to make.
Versus if you have time to micromanage for an hour what is you best return. My strategy is based on the simplest most structured way of making a decent amount of cash, with no babysitting and above all with demanded items, donuts are good but the market is flooded so it takes longer to sell.
You could turn them into cream once you have a hefty stock but the return is not great on cream. In 20 days you are on the mill.
Is there a chart like this for the set-up mentioned in the post above? The new update only lets you sell 5 items instead of Dose that affect the chart in any way?
What would I need to fill my factories with in order to maximize the production in my commercial buildings? OK, this is good. You have the right idea.
However, your analysis doesn't look at the full picture. You are looking at the craft production time only, not the raw material production time of the materials that go into each craft.
However, you have to use animal feed which takes a whopping 6 hours to produce. So the full time needed to produce the Cream is really 6: Of course this gets much more complicated when you get to more complex items.
When you use the cream along with flour to produce bread rolls, you have to factor in the total work needed to produce the cream as well as the total work needed to produce the flour, including the production of the textiles and seeds.
The coders of this game really put a great degree of complexity into it. We are all dorking out to this quite a bit for a game, but I guess the game really draws you in and makes you want to succeed.
I still remember when the first sim city came out - the graphics, the excitement of people moving into your town and watching it grow.
Thanks for sharing - all your tables have been very helpful. As mentioned in the 2nd paragraph I previously did a total time calculation.
You can find that here: I see - I jumped to your table and did not read your text in detail. It seems your approach of assuming that all raw materials are essentially unlimited means that you would have to have a very big city storage or inherently stock the items in bulk that you need to produce the crafts that you want.
However, for me, I can't possibly stock enough raw items in my item storage to be able to start crafting something instantaneously, especially if I want to shift from specializing in one item to another.
For you, I assume you have a huge city storage, thus your analysis above indeed works very well.
However, for many of us who are early in the game and limited by not wanting to pump dollars of cash into it , we will have small city storage and will have to start with producing raw items if we want to make a valuable craft.
I was making bread rolls for a while and the time to produce the raw items was quite significant and definitely slowing me down.
Anyway, quite interesting and there are certainly many ways to look at this complex game. Thanks for your inputs.
That's why I like to sell things not only in stacks of five. If you need one ice cream sandwich and you either can't afford or have the space to buy five Cheap, basic items like plastic is a different matter.
They can usually be afforded, so there you just need the space. And you've to consider the market and which products the people needs but only few cities are producing, like Cement, Glue, Bricks This chart is very helpful, but you have to analyze other factors as well as costs.
It looks like you've left out Corn available in the Farmer's Market and asserted that the F. If so, would you kindly tell whether Veg or Corn work better when mass produced, please?
I have a whole lot of seeds and minerals I need to shift but I want to maximise my profit. It got added in a later update. Given a choice between veggies and corn, go with veggies.
It's a quick turnaround and is super easy to mass produce. There's also an achievement you can unlock for making veggies, so that's an eventual bonus to making veggies.
Beef is made in the farmers market. When I was unlocking things, it was the last one to unlock in the farmers market level Cool, thanks for getting back to me.
Beef no longer appears to be in the game; The top two items at the F. If you're still playing enough to want to update the above info, you'll need to remove Beef, add Corn, and double check that the Cheese stats are still accurate.
Thanks again for your help, looks like I'm going to focus on Vegetables, Flour Bags and Bricks going forward: Meat is still used in my version: