Académique Documents
Professionnel Documents
Culture Documents
Greg Kramer
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court, Ste. 100
Roseville, CA 95661
1-800-733-3000
www.primagames.com
Acknowledgments
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Contents
Chapter 1: Welcome to the New SimCity . . . . . . . . . . . . 4
Chapter 2: Societal Values . . . . . . . . . . . . . . . . . . . . . .10
Chapter 3: Sims and Happiness . . . . . . . . . . . . . . . . . 20
Chapter 4: Buildings. . . . . . . . . . . . . . . . . . . . . . . . . 29
Chapter 5: Special Sims . . . . . . . . . . . . . . . . . . . . . . 142
Chapter 6: City Management . . . . . . . . . . . . . . . . . . . 150
Chapter 7: Disasters and Other Events . . . . . . . . . . . . . 158
Chapter 8: Society Proles . . . . . . . . . . . . . . . . . . . . 162
Chapter 9: Achievements and Unlockables . . . . . . . . . . . 180
Chapter 10: Cheats . . . . . . . . . . . . . . . . . . . . . . . . . 187
Chapter 11: Icon Glossary. . . . . . . . . . . . . . . . . . . . . . 188
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Even the streets will change if your city fits into one of the special
city profiles.
Chapter 9: Achievements and Unlocks. Fostering a city in
particular ways will earn you awards and honors that can
affect every city you make. Learn all about locked and
hidden buildings, medals, monuments, and trophies in this
revealing chapter.
Chapter 10: Cheats. Just cant get out of the financial hole?
Dying to see what that new cyberpunk building can do?
These cheats will give you the shortcuts you desire.
Chapter 11: Icon Glossary. Weve included our own glossary
of the icons youll see floating above your Sims and buildings.
Chapter 12: Modding SimCity Societies. The data behind
almost every building, Sim, and city profile in SimCity
Societies is available and accessible for those interested in
changing the game with their own creativity. Learn how to
change the attributes of a building or even add your own city
profile by mixing and matching the elements of others. The
minds behind SimCity Societies let us in on this secret world
of DIY game design.
SimCity Societies
cities look similar to
traditional SimCity
cities, but there are
many changes under
the hood.
No Zoning
In previous SimCity games, you could place special functional
buildings (for example, police stations), but everything else was
up to your Sims. You could tell them where andin SimCity4
in what density to build by delineating zones, but what actually
sprung up was beyond your direct control.
No zones here. Place
any building youve
unlocked.
Service Buildings
Fire stations and police stations, etc. are now Workplaces just
like any other, and each one can serve the entire city. Capacities can be limited (as in schools), but this has nothing
to do with making sure various buildings radii dont overlap.
A city can have a single police station as long as crime is low.
Taxes
In SimCity Societies, however, you canhold your breath
nowplace buildings individually. Want to put down nothing
but ramshackle hovels or high-rent fantasy castles for your
Sims to live in? Go right ahead! But, as the pages of this guide
will demonstrate, such choices have a profound impact on the
kind of society your city becomes.
The good news is that this system makes it far easier to
initially balance the number of workers and the number of jobs.
The challenges in keeping this balance are now left to several
other constantly shifting factors that can undermine your
precious equilibrium.
There arent anyat least there arent any tax rates to set.
The amount of revenue your city collects is a function of the
buildings you choose and how happy their workers are. All
Workplaces pay a fixed amount into the treasury, though itll
vary by the Happiness level of each individual worker. Some
upper-class residences also pay a daily rate that you could
consider tax revenue.
With no month-tomonth expenses, the
financial game is more
streamlined.
NOTE
Roads
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Since there are no taxes, the ebb and flow of Sims into
your city is now based on other factors, primarily the citys
overall level of Happiness and the availability of jobs and
housing.
Budgeting
City Layout
NOTE
NOTE
Utilities
Though you do still need to build power sources, thats the
full extent of your Sims need for utility infrastructure. All
buildings are automatically connected to the power grid (no
wires needed), and all water and trash functions are taken care
of invisibly.
Look, Ma, no power
lines. No pipes or
trash dumps either.
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Pollution
Options
Here is where you lay
the groundwork for
your new city.
Other Differences
Landscaping: Landscaping, elevation, proximity to water, etc.
have no impact on your Sims or your city.
The Outside World: Your citys fortunes arent connected to
an evolving outside world, though some random events are
credited to things happening beyond your borders. Likewise,
each of your cities exists in its own universe and cant affect
any other.
Loans: Theres no borrowing allowed, but since you have no
recurring expenditures, getting out of a financial bind is usually
just a matter of halting developments until the treasury rebuilds.
Difficulty
City Name
Event Frequency
Region
Playmode
City Name
Invent your own city name or press the Generate a City Name
button to randomly select one from the games own collection.
Region
NOTE
Pollution is a concern primarily for your citys total levels. Individual buildings, however, dont directly produce pollution that
affects neighboring buildings. What most polluting buildings
do, however, is lower Happiness ratings in surrounding Homes
and Venues.
So, when you think about pollution, what youre really
thinking about is each buildings impact on city pollution as
a whole. Where you put the building is a function of its effect
on Happiness.
TIP
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The region type you choose has little strategic effect, serving
more as a customization feature. Still, the amount of water in
your city can pose organizational and financial challenges for
your citys layout, such as the cost of bridges.
Selecting a region creates a randomly generated map
based on five variables and choice of terrain texture.
REGION
Temperate
Alpine
Desert
Savanna
Temperate Coast
Temperate Mountains
Tropical
Tropical Coast
Tundra
5%
45%
0%
5%
100%
10%
10%
80%
0%
40%
40%
40%
40%
40%
40%
40%
40%
40%
50%
30%
30%
75%
80%
80%
80%
30%
50%
15%
100%
45%
0%
45%
100%
35%
45%
0%
0%
10%
20%
30%
30%
30%
30%
30%
30%
Temperate
Alpine
Desert
Savanna
Temperate
Temperate
Lush
Temperate
Tundra
Difculty
Changing difficulty alters how
quickly Sims lose Happiness
and how much money your
Workplaces will generate.
The difficulty level you select dramatically affects your city. The
level you choose can affect two very important elements:
Happiness from Home: This is the amount of Happiness your
Sims gain or lose each day from their Homes. The cruddier
a Home is, the greater the residents daily loss of Happiness.
Lower difficulty reduces this effect, and higher difficulty exacerbates it.
Workplace Revenue: This is the amount of money
Workplaces generate. The base amount youll see in the
Buildings chapter will be changed by the citys difficulty
level. Thus, a building that produces 1,000 at Normal would
produce 1,250 at Relaxed and 750 at Challenging. This
change is not reflected in a Workplaces building card or the
gallery, which will always show the buildings base revenue.
NOTE
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DIFFICULTY
Relaxed
Normal
Challenging
WORKPLACE REVENUE
+1
+/-0
-2
125%
100%
75%
At Normal difficulty, Homes range in their daily Happiness effect from -1 to +2. Thus, at Relaxed difficulty the worst
house will have no effect on Happiness and the best house will
increase Happiness by +3 each day. Likewise, at Challenging
difficulty, the worst house would take away -3 each day and the
best would have no effect.
Homeless Sims, by the way, lose -3 Happiness per day at
Normal difficulty, -2 at Relaxed, and -5 on Challenging. The
road, therefore, from homelessness to going Rogue will be
a short one.
NOTE
FREQUENCY
Low
Normal
High
None
2%
4%
8%
0/2%
2%
2%
2%
0/2%
NOTE
Playmode
Changing the playmode
makes for a very
different experience.
It depends on what you
want to do, really.
Lastly, you can select a playmode for your new city.
Event Frequency
Setting the event frequency affects the occurrence of randomly
generated challenges to your city.
Setting event frequency to None doesnt entirely eliminate
random tragedies. All crises and global events based on your
citys level of Carbon will still occur as if youd set the level to
Low. All other crises and global events will, as youd expect, be
dropped to 0 percent. Theres no escaping the consequences
of choking pollution, you hard-hearted industrialist, you!
NOTE
NOTE
NOTE
Though difficulty
level changes the
Happiness effects of
Homes, this alteration doesnt show on
a buildings entry in
the gallery or on its
building card. So, a
very nice Home will
always show +2,
but its actual effect
may be changed by
difficulty level.
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NOTE
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Productivity
Creativity
Prosperity
Knowledge
Spirituality
Authority
Authority Producers
BUILDING
Ministry of Thought
District Courthouse
Propaganda Ministry
Bureaucracy Office
Courthouse
CyberCorp Offices
Corporate Data Center
Corporate One
Elder Council
Master Manipulator
Tech Monolith
Town Hall
Corporate Hive
Federal Bank
VALUE AMOUNT
80
40
40
20
20
20
12
12
12
10
10
10
8
8
BUILDING
VALUE AMOUNT
Large Statue
State Television
Military School
Historical Monument
Medium Statue
The Peoples Concourse
Bank
Public Clock
Temperance Union
Secret Police Kiosk
Small Statue
Iron Fence
Police Box
8
8
5
4
4
4
3
3
3
2
2
1
1
Authority Consumers
BUILDING
VALUE AMOUNT
-35
-30
-25
-20
-20
-20
-18
-15
-15
-15
-15
-14
-14
-12
-12
-12
-10
-10
-10
-10
-10
-8
BUILDING
VALUE AMOUNT
Sentinel Seminary
State Housing Project
Memorial Plaza
Conditioning Theater
Dept. of Public Health
Hall of Records
Behavioral Science Lab
Dept. of Public Works
Detention Center
Cube Apartment
Neighborhood Watch
State Housing Block
Corrupt Police Station
Police Station
Cryogenic Prison
D-Lux Sleep Tubes
Electric Pet Shop
Sheriffs Office
Sleep Tubes
Bobby Station
Row House
-8
-8
-7
-6
-6
-6
-5
-5
-5
-4
-4
-4
-3
-3
-2
-2
-2
-2
-2
-1
-1
Creativity
Creativity Producers
BUILDING
Clown School
Botanical Garden
Garage Band
Liberal Arts College
Master of Ceremonies
Topiary Park
Laser Fountain
Public Mural
Suburban Playground
Fountain Jet
Giant Mobile
Jumping Fountain
Karaoke Bar
Drama School
Fountain
Hedge Maze
Large Fountain
VALUE AMOUNT
14
10
10
10
10
10
8
8
7
6
6
6
6
5
5
5
5
BUILDING
VALUE AMOUNT
5
4
4
4
4
3
3
3
3
3
2
2
2
2
2
2
2
BUILDING
VALUE AMOUNT
Topiary Bush
Teddy Bear
Townhouse
Florist
Hedge
Shack
Tile OTulips
2
2
1
1
1
1
Creativity Consumers
BUILDING
VALUE AMOUNT
Zoo
Open Air Venue
Art Museum
Off-Broadway Playhouse
Opera House
Pirate Coast Club
Bazaar
Drive In
Musical Theater
Castle Ruin
Skate Park
Chocolate Factory
Fairytale Palace
Movie Studio
Water Park
Ferris Wheel
Childrens Museum
Cineplex
Hot Air Balloon Ride
MiniGolf
Plastic Surgeon
Sim Art Academy
TV Network
Campus Radio Station
Candy Store
Counseling Center
Game Developer
Haunted House
Helicopter Tour
Highway Volunteers Club
Hit Movie Studio
-25
-22
-18
-18
-18
-16
-15
-15
-14
-12
-10
-8
-8
-8
-8
-7
-6
-6
-6
-6
-6
-6
-6
-4
-4
-4
-4
-4
-4
-4
-4
BUILDING
VALUE AMOUNT
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-3
-3
-3
-3
-3
-3
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-1
State Amphitheater
Dosage Facility
Palace of Justice
County Jail
Secret Police HQ
State Cafeteria
Asylum
Behavior Control Facility
Civil Defense Tower
Elite Cadet Academy
State Prison
Museum of Party History
Re-education Center
Drone Factory
Drone Nexus
Panopticon
Chamber of Deputies
Dungeon
Inquisition Office
Jail
Treasury Department
Redistribution Center
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Knowledge
Productivity
Knowledge Producers
Productivity Producers
BUILDING
VALUE AMOUNT
Genetics Lab
Astrophysics Lab
Corporate Data Center
Liberal Arts College
Presidential Library
Hall of Records
Observatory
Elementary School
Network Knight
Public Library
Public Radio Station
Drama School
40
20
20
20
20
16
15
10
10
10
8
5
BUILDING
VALUE AMOUNT
Military School
Parochial School
Private School
Vocational School
Childrens Museum
School Room
Woodland Park
Bookstore
Campus Bookstore
Chess Table
Fireworks Shack
5
5
5
5
4
4
3
2
2
2
1
Knowledge Consumers
BUILDING
VALUE AMOUNT
-22
-22
-20
-18
-15
-15
-12
-12
-12
-12
-10
-10
-8
-8
-8
-8
-8
-6
-6
-6
-6
-6
-6
-6
BUILDING
VALUE AMOUNT
-6
-5
-5
-5
-5
-5
-4
-4
-4
-4
-3
-3
-3
-3
-2
-2
-2
-2
-2
-2
-2
-1
-1
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BUILDING
VALUE AMOUNT
25
25
10
7
6
6
5
5
5
4
4
4
4
3
3
3
3
3
BUILDING
VALUE AMOUNT
Pub
Sad Garden
Skate Park
Speakeasy
Strip Mall
Tenement
Burger Joint
Corner Deli
Off-Track Betting
Pizza Shop
Slum Apartments
Steam Sculpture
Underground Casino
Soccer Field
Street Food Cart
Tool Shed
Trailer Park
VIP Club
3
3
3
3
3
3
2
2
2
2
2
2
2
1
1
1
1
1
Productivity Consumer
BUILDING
VALUE AMOUNT
Colossal Foundry
Steel Mill
Foundry
Sweatshop
Unionized Steel Factory
Epic Tower
Oil Refinery
Textile Factory
Financial Building
Machine Shop
Drone Factory
Drone Nexus
Lumber Mill
Office Building
-60
-40
-30
-30
-30
-25
-20
-20
-15
-15
-12
-12
-12
-10
BUILDING
VALUE AMOUNT
Skyscraper
Mechanized Farm
Spring Water Plant
Atomic Test Site
Brewery
Meat Packing Plant
Sugar Cane Field
Dept. of Public Works
Double Decker Bus Tour
Fire Station
Service Station
50s Gas Station
Windmill
Public Safety
-10
-8
-8
-6
-6
-6
-6
-5
-3
-3
-3
-2
-2
-1
Prosperity Producers
Grape Vineyard
Market Research Center
Antique Shop
Art Gallery
Bed & Breakfast
Burger Joint
Caf
Charity Center
Clothing Store
Courthouse
Diner
District Courthouse
Doctors Office
High Rise Apartment
Law Offices
Loan Shark
Loft
Motorcycle Shop
Orchard
Personal Training Gym
Rejuvenation Terminal
Religious Bookstore
Ristorante
Solar High Rise Apartment
Tennis Club
Tudor
TV Station
BUILDING
BUILDING
VALUE AMOUNT
Oil Refinery
Federal Bank
Skyscraper
Financial Building
Office Building
Bank
Realtor
Fat Cat
Baroque Fountain
Carnival Games
45
40
32
28
25
12
12
10
6
6
BUILDING
Recording Studio
Pawn Shop
Plasma Billboard
Private School
Small Town Square
The Legendary Bard
Town Square
Electric Billboard
Barbecue Pit
Billboard
VALUE AMOUNT
6
5
5
5
5
5
5
2
1
1
Prosperity Consumers
BUILDING
VALUE AMOUNT
Sports Stadium
Mega Mall
CyberCorp Offices
Epic Tower
Tourism Bureau
Board of Directors
Corporate One
International Exchange
Shopping Center
Concert Hall
Mall
Home Furnishing Store
Evangelical Megaplex
Multinational HQ
Opera House
Televangelist Studio
Corporate Retreat
Major Trauma Center
Public Pool
Rehab Center
TV Network
Firing Range
Casino
Casino Hotel
Driving Range
Hit Movie Studio
Luxury Auto Dealer
Philanthropic Organization
-75
-30
-25
-25
-25
-20
-20
-20
-20
-18
-18
-16
-15
-15
-15
-15
-14
-14
-14
-14
-14
-13
-12
-12
-12
-12
-12
-12
BUILDING
Beauty Salon
Cineplex
Corporate Hive
Home Appliance Store
Stock Exchange
Think Tank
Car Dealership
Concourse Hotel
Consulting Firm
CyberCorp Housing
Evangelical Center
Hospital
Indie Label
Movie Studio
Plastic Surgeon
PR Firm
Art Expo Center
Corrupt Police Station
Four Star Restaurant
Media Marketplace
Modeling Agency
Solar Triple Decker
Tourist Information
Tract Mansion
Triple Decker
Victorian Home
Corporate Cops
Focus Test Lab
VALUE AMOUNT
-10
-10
-10
-10
-10
-10
-9
-8
-8
-8
-8
-8
-8
-8
-8
-8
-6
-6
-6
-6
-6
-6
-6
-6
-6
-6
-5
-5
VALUE AMOUNT
-5
-5
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
-4
BUILDING
Welfare Center
Army Surplus Store
Block of Flats
Solar Block of Flats
Strip Mall
Bridal Shop
Department Store
Dream Home
Frat House
Hacienda
Record Shop
Redistribution Center
Scooter Shop
Sky Rise Apartment
Tattoo Parlor
Townhouse
Toy Store
VIP Club
Bookstore
Brownstone
Campus Bookstore
Chalet
Electric Pet Shop
Flea Market
General Store
Pet Shop
Sushi Joint
VALUE AMOUNT
-4
-3
-3
-3
-3
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-2
-1
-1
-1
-1
-1
-1
-1
-1
-1
Spirituality
Spirituality Producers
BUILDING
VALUE AMOUNT
Evangelical Megaplex
Televangelist Studio
Evangelical Center
Inquisition Office
Sesshin Center
Mission
Dojo
Guru
Meditation Center
Philanthropic Organization
50
35
20
20
20
15
10
10
10
10
BUILDING
Charity Center
Monastery
Ornate Pagoda
Temperance Union
Parochial School
Reliquary
Sheriff
Stupa
Welfare Center
Golden Buddha
VALUE AMOUNT
8
8
8
8
5
5
5
5
5
4
Prosperity
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The Impact of
Societal Values
BUILDING
Religious Bookstore
Graveyard
Tibetan Bell
Town Common
Bamboo Garden
Communal Garden
Rock Garden
Homestead
VALUE AMOUNT
4
3
3
3
2
2
2
1
What Values Do
Societal Values:
Provide a source of fuel that allows placed buildings
based upon them to operate.
Spirituality Consumers
BUILDING
Mega-Church
Sanctuary
Religious Retreat
Faith Healer
Bath House
Gathering Hall
Meeting House
Stone Church
Temple
Cathedral
Corporate Retreat
Quilting Circle
Seamstress
Art Museum
Elder Council
Gazebo
Harness Maker
Midwife
Rice Paddy
Soup Kitchen
Tea House
VALUE AMOUNT
-25
-24
-18
-15
-10
-8
-8
-8
-8
-6
-6
-5
-5
-4
-4
-4
-4
-4
-4
-4
-4
BUILDING
Farmers Market
Fire Brigade
Honey Farm
Altar
City Recycling HQ
General Store
Sim Art Academy
Yurt
Chicken Coop
Dairy Barn
Farm
Farm House
Farming Co-op
Fish Market
Fishing Hole
Hut
Kerosene Distillery
Longhall
Pueblo
Soccer Field
VALUE AMOUNT
-3
-3
-3
-2
-2
-2
-2
-2
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
Building Fuel
The citywide supply of each Societal Value enables buildings
that depend on them to function.
Buildings demand a certain amount of one or two Values
to function properly. If the supply is either insufficient or cut
off once the building is already operational, the building may
(depending on what kind of building it is) cease to function.
NOTE
Building Output
All Home, Workplace, Decoration, and Venue buildings are
capable of generating an amount of a Value. The Value a
building generates will always be different from the kind it
requires to function.
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Medals
NOTE
Medals are listed on
your player profile page.
Point at each medal
to learn its requirements or, if youve
already earned it, the
number of times youve
won it.
Trophies
Trophies are more
profound honors,
rewarding you for
creating certain
combinations of
Values, population,
Happiness, etc.
NOTE
VALUE
Authority
Creativity
Knowledge
Production
Prosperity
Spirituality
CAPTAIN OF
INDUSTRY
FAT CAT
GURU
JACK OF
ALL TRADES
MASTER
MANIPULATOR
MASTER OF
CEREMONIES
MAYOR
NETWORK KNIGHT
X
X
X
X
X
X
NOTE
NOTE
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NOTE
This guy? He doesnt give two llama patties about Societal Values.
His house? Thats a different story.
For example, a park (a Decoration building) somewhere
in the city produces a large quantity of Creativity and a Sims
home runs on Creativity. This house provides the Sim with +2
Happiness per day.
Were the park to be demolished, reducing the citys
amount of Creativity below its requirements, the Sims house
may cease its positive effect on the Sims Happiness, making it
harder for the Sim to stay happy.
So, the change in the amount of Creativity didnt directly
make the Sim less happy, but it did deactivate a building from
which the Sim drew Happiness.
Society Proles
A Society Profile is a defined kind of cityan archetype, for
you English majors out therethat your cities can grow to
resemble. The more similar to a Profile your city is, the more
visual features of the Profile your city will exhibit (road appearance, decorations on buildings, weather patterns, light quality,
building surfaces, etc.).
The particular buildings you put in your city make this
transformation happen, but this has nothing directly to do with
Values. While its true that buildings that produce/consume
certain Values tend to move your city toward or away from
certain Profiles, this is a coincidence. Not a random one, but
a coincidence nevertheless.
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NOTE
OPPOSING VALUE
Authoritarian
Capitalist
Contemplative
Cyberpunk
Authority
Prosperity
Spirituality
Prosperity, Knowledge,
Authority
Creativity
Creativity
Productivity
All
Prosperity, Creativity
Spirituality
Creativity
Spirituality
Prosperity
Spirituality
Fun City
Haunted
Industrial
Normal
Romantic
Small Town
TIP
Authority
None
Creativity
None
Productivity
Prosperity
NOTE
The upper number is the amount of each Value above its current
requirements. You can figure out your citys current demand
by subtracting the top number from the bottom. So if I have
72 Prosperity supply and a surplus of +13, my demand is 59.
Likewise, if my Productivity supply is 14 and I have a deficit
of -5, my demand is currently 19.
SOCIETY PROFILE
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NOTE
TIP
Value effects of a building in the gallery are shown in the supply and
surplus/deficit numbers. Changes to any affected Values are highlighted with parentheses. We can place this Office Building, but were
gonna need some more Productivity before itll function.
18
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You can open the buildings building card to view its Value production
and/or consumption.
CAUTION
19
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ims lead rich lives, but if you know what makes them
tick and, critically, what makes them happy, youll
control the destiny of your city in ways you can barely imagine.
This chapter introduces you to a Sims daily routine and
how it shapes your role as master of the city. Then we delve
into the critical role of Happiness, exploring how it works, where
it comes from, where it doesnt come from, and what it does.
TIP
A Sims daily grind is pretty simple, but within it lies the core
of SimCity Societies. Every day, a Sims day consists of:
Accessory Slot: Each Sim can hold one Accessory. Accessories are items bought at shop Venues or obtained from
certain Special Sims that improve a Sims Happiness for a
fixed amount of time.
Job: If the Sim has a job, point to the job icon to reveal where
the Sim works.
State: If the Sim is sick,
injured,
or immune to sickness,
an icon will appear.
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Happiness
Mood Levels
Sims can exist in seven moods.
In some cities,
youll want to keep
Happiness close to
the center (known as
content) as possible.
Sometimes you
will play to maximize
Happiness, but there
are other equally
rewarding strategies. Several approaches to the game and
some tangible rewards revolve around keeping Happiness
neutralin other words, having a content population.
Looked at this way, the game is, at its core, about using the
city to achieve certain levels of Happiness, though not necessarily high ones.
For any approach, its critical to know how the different
parts of your city enhance or diminish Happiness. Once you
have that, you can fine-tune Happiness to your will in even the
largest, most complex city.
Moods
MOODS
HAPPINESS
RANGE
BEHAVIOR
WORKPLACE
REVENUE EFFECT
Ecstatic
26 to 30
+25%
Elated
16 to 25
+25%
Happy
6 to 15
+10%
Content
-5 to5
Sad
-1 to -6
-50%
Angry
-25 to -16
Hooky
Furious
-30 to -26
Rogue
ICON
Ecstatic
Ecstatic Sims are just so darn thrilled that they
generate the highest possible revenue in their
jobs. Because theyre so happy, they actually
dont need to go to Venues. This frees up space
for less ebullient Sims.
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Elated
Elated Sims are very happy, generating nearly the
maximum revenue for their job. Theyll still fill their
free time by visiting Venues.
Happy
Happy Sims on are the sunny side of the mood
scale, but hardly thrilled to be alive. They help
their Workplaces generate good revenue for
your city and want to spend considerable time
at Venues.
Content
Sources of Happiness
Sad
Sad Sims are not doing particularly well in life, but
they arent so miserable that theyll take it out on
you by skipping work or trashing Venues. They
will, however, incur a revenue penalty of -50%.
Angry
Angry Sims are really unhappy. Theyll Play Hooky,
skipping work and denying your city that days
contribution to its coffers.
Many trophies look to your citys number of Angry Sims
for their benchmarks. For example, the Master of Ceremonies
trophy can only be won if you have fewer than 10 Angry or
Furious Sims.
Furious
Sims dont get any more unhappy than this, and
Furious Sims know just who to blame: you. Or at
least your Workplaces. Furious Sims will skip work
a lot, denying you their meager contribution to the
treasury, and may go Rogue.
Many trophies look to your citys number of Furious Sims
for their benchmarks. For example, the Master of Ceremonies
trophy can only be won if you have fewer than 10 Angry or
Furious Sims.
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NOTE
Home
With nothing to do, all Sims lose Happiness every day. Build
a city with one Home and one Workplace and no Venues, and it
wont take long for the few residents to be Furious.
Venues
NOTE
HAPPINESS EFFECT
Dream Home
Fairytale Palace
Victorian Home
Band House
Cottage
Frat House
Gingerbread House
Haunted House
Ivory Tower
2
2
2
1
1
1
1
1
1
HOME
HAPPINESS EFFECT
Loft
Monastery
Sky Rise Apartment
Solar Triple Decker
Tract Mansion
Tree House
Triple Decker
Tudor
1
1
1
1
1
1
1
1
HAPPINESS EFFECT
-1
-1
-1
-1
-1
HOME
HAPPINESS EFFECT
-1
-1
-1
-1
-1
NOTE
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NOTE
HAPPINESS EFFECT
10
10
10
10
10
10
10
10
7
7
7
7
BUILDING
HAPPINESS EFFECT
Holotainment Center
Meditation Center
Memorial Plaza
Off-Broadway Playhouse
Open Air Venue
Opera House
Philanthropic Organization
Rehab Center
Religious Retreat
Sanctuary
Sesshin Center
VIP Club
7
7
7
7
7
7
7
7
7
7
7
7
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Accessories are
personal items that
Sims carry with them
that directly affect
the Happiness rating
for the Accessorys
duration.
NOTE
Antique
BBQ Grill
Books
Cargo Pants
Cell Phone
Curios
Designer Clothing
Dining Set
DVDs
Electric Pet
Game Console
Luxury Car
Motorcycle
Painting
Pet
Records
Refrigerator
Rug
Scooter
Sedan
Television
Text Books
Tools
Toys
Used Clothing
Wine
Enhancement
Enhancement
Accessory
Accessory
Accessory
Accessory
Accessory
Enhancement
Accessory
Accessory
Accessory
Vehicle
Vehicle
Enhancement
Accessory
Accessory
Enhancement
Enhancement
Vehicle
Vehicle
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
4
12
4
6
6
4
4
12
2
4
12
28
10
6
14
4
6
6
12
21
12
4
2
4
6
4
Special Sims
NOTE
Building Actions
Many buildings have special actions that can impact Happiness beyond the normal abilities of the building. These must
be activated by you and usually carry some sort of cost or
prerequisite.
A few examples:
NOTE
NAME
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Happiness Impact
Happiness impacts several parts of the game, including Workplace income, misbehavior, trophies, and medals.
Workplace Income
NOTE
Angry Sims will skip work because of their bad mood. This is
called Playing Hooky, and itll cost you money.
NOTE
NOTE
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Trophies
Most of the 10 trophy achievements require that your city have
few or many Sims above or below certain mood levels.
MOOD REQUIREMENT(S)
Guru
Master of Ceremonies
Mayor
Jack of All Trades
Master Manipulator
The Legendary Bard
NOTE
Medals
In addition to trophies, you will be awarded medals for accumulating large numbers of Sims in the highest mood levels.
NOTE
Reading Happiness
Just knowing how many of your Sims are in what kind of mood
is useful, but sometimes you need to dig a bit deeper. You can
learn a lot about your Sims moods and whats causing them
by skillfully looking at your city and activating the tools at
your disposal.
Mood Meter
The Mood meter
REQUIREMENT
10 or more Elated or Ecstatic Sims
20 or more Elated or Ecstatic Sims
40 or more Elated or Ecstatic Sims
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Left-clicking on a mood
on the Mood meter
marks it with a little
gray sunburst and
bounces the Happiness
icons of all Sims in
that category.
This display shows many stats that can give you insight into
your citys Happiness.
Venue Capacity: Helps you judge if you have enough Venues.
Venue Failed Visits: If this number is high, take a good look
at where your Venues are and consider placing new ones.
Sims Playing Hooky: Gives you an idea how frequently your
Angry Sims are skipping work.
Rogue Sims: The current number of Sims gone Rogue in your
city lets you know when things have gotten out of control.
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Chapter 4: Buildings
Happiness Effect
Building Attributes
There are many features to consider when perusing the
galleries for buildingseverything from categories and cost to
building actions and operating hours.
Categories
Most buildings fit into one or two specific building categories.
This allows for some generalization of certain effects. For
example, having a Newspaper building reduces the revenue
of any Workplace buildings in the Government class.
Build Cost
DISCOUNT
Agriculture
Agriculture
Creepy
Agriculture
Government
Worship
Worship
Agriculture
-10%
-10%
-10%
-10%
-10%
-10%
-10%
-10%
Chapter 4: Buildings
The price to purchase the building is the build cost. This onetime fee is charged when you place the building. Some buildings
reduce the purchase price of buildings certain categories.
Dairy Barn
Farmers Market
Graveyard
Harness Maker
Inquisition Office
Mission
Religious Bookstore
Seamstress
BUILDING
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Population
Population is shown in
the bottom center of the
gallery view.
This is the number
that will go into your
citys total population
figure. Its a fictitious
estimation that has nothing directly to do with the number
of workers in the house. Its most important for unlocks and
achievements based on population.
Max in City
Some buildings can only be built once in a city. These are rare.
Homes in the gallery show both the number of workers (lower left) and
the population this Home will add (bottom center). Homes Building
cards show the workers (center) with a child icon if the family has
added a child.
Chapter 4: Buildings
NOTE
Availability
About one-third of the buildings in SimCity Societies are
available when you start a new city. The others must be
unlocked by reaching certain milestones in Societal Values,
the number of Sims in certain mood levels, population, and
treasury balance.
Some buildings are locked and some are hidden. Locked
buildings can be viewed in the gallery just like unlocked
buildings but cant be placed until theyre unlocked. Hidden
buildings reveal only their unlock conditions until you actually liberate the building. Fortunately, the building tables
and catalog in this chapter expose all that is hidden. See the
Achievements and Unlockables chapter for full details.
Carbon Production
Venues show their capacity in the lower-right corner of the gallery entry.
On the Venues card, youll see (in the center) the current number of
Sims visiting/capacity. Below that youll see the number of Sims whove
successfully visited today.
Several kinds of buildings and Special Sims can affect the
capacity of Homes, Workplaces, and Venues. These changes
are usually unexpected, so be alert if things suddenly go out of
balance. For example, if a Slum Lord Special Sim expands the
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Power
Power use isnt shown
in the gallery or on the
Building card. If you
need to know the power
use of a building, press
the Power display button.
Almost every building consumes some amount of power from
your Power buildings. This attribute reveals how much. For
Power buildings, the number is positive, representing how
much power the building adds to the city.
Building Abilities
Building Abilities
ABILITY
ABILITY DESCRIPTION
Accessory Retailer
Chapter 4: Buildings
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ABILITY
ABILITY
Increased Prosperity
Building produces more Prosperity than usual.
Output
Increased Recycle Value Recycle value of this building has been
increased above normal.
Inefficient
This building is less productive than usual.
Inspected
Safety risks and health hazards have been
temporarily removed from this location.
Light Conditioning
Mildly corrects Sim moods toward a
balanced center.
Local Productivity
Increases the Simoleon output of employees at
Increase
nearby Workplaces.
Local Property Value
Slightly increases the property value of nearby
Increase
buildings, allowing you to recover more of their
cost when selling them back.
Local Property Value
Increases the property value of nearby buildings,
Increase
allowing you to recycle them for a higher refund.
Local Prosperity Increase Increases the Prosperity output of nearby
buildings that normally promote Prosperity.
Local Worship
Makes nearby houses of worship more spiritually
Improvement
fulfilling locations.
Low Smog Output
A slight haze of smog emanates from this building.
Low-Carbon Rewards
Provides daily income for maintaining a low
carbon footprint with a high power output.
Many More Police
Greatly increases the likelihood of Police
Officers
Officers in the city.
Medium Smog Output
Darkens local skies with smog.
Monument IncomeHigh This monument generates a large amount of
reward income for the treasury each day.
Monument IncomeLow This monument generates a small amount of
reward income for the treasury each day.
This monument generates some reward income
Monument Income
Medium
for the treasury each day.
More Arsonists
Increases the chances that criminals appearing
in the city will be Arsonists.
More Artists
Increases the likelihood of Artist-class Special
Sims in the city.
More Celebrities
Increases the chances that artists appearing in
the city will be Celebrities.
More City Workers
Increases the likelihood of city workers in
the city.
More Decorators
Increases the chance that artists appearing in
the city will be Decorators.
More Entertainers
Increases the likelihood of entertainers in
the city.
More Faith Healers
Increases the chance that holy Sims appearing in
the city will be Faith Healers.
More Firefighters
Increases the chance that city workers appearing
in the city will be Firefighters.
ABILITY DESCRIPTION
Chapter 4: Buildings
Efficient
Energetic
Enhancement Retailer
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ABILITY DESCRIPTION
ABILITY DESCRIPTION
ABILITY
More Hooligans
More Masters
More Mimes
More Police Officers
More Private Security
More Tycoons
More Vigilantes
Most Appealing
Neighborhood Blight
Neighborhood
Improvement
Organized Crime
Productive
Property Tax
Reduced Fire Risk
Renewable Resource
Power Increase
Sales Tax
Saturating
Sells Antiques
Sells Books
Sells Cargo Pants
Sells Cars
ABILITY DESCRIPTION
Chapter 4: Buildings
ABILITY
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ABILITY DESCRIPTION
Serves Cocktails
Has a chance of getting Sims drunk.
Serves Liquor
Sims visiting this building leave drunk.
Strategized Marchitecture Produces income for the city for every Sim
who visits.
Unappealing
All other things being equal, Sims will not
choose to visit this building.
Unhappy Location
This building is producing less Happiness
than usual.
Unhealthy
Sims here have a high chance of becoming ill.
Unproductive
This building is producing less income from
workers than usual.
Variable Fun
Some Sims have a great time here, some dont
have fun at all.
Very Appealing
Sims will travel farther than usual to visit this
building, even if it provides less Happiness than
another building.
Very Happy Location
This building is producing much more Happiness
than usual.
Very Unhappy Location This building is producing much less Happiness
than usual.
Building Actions
Building actions are represented by blue icons on the left side of the
gallery item and at the bottom of the Building card. Pointing to the
name shows the actions effect, and pointing at the action reveals how
often it can be used.
Unlike abilities, building actions must be manually activated
before theyll have any effect.
Chapter 4: Buildings
BUILDING ACTION
Administration Building
Activist Rally
DESCRIPTION
Building immediately produces several activists. Activist Special Sims include Hippies, Environmentalists,
and Photojournalists.
Artifact Analysis
Targeted buildings production of Knowledge permanently increases by 10%.
Activist Rally
Building immediately produces several activists. Activist Special Sims include Hippies, Environmentalists,
and Photojournalists.
Research Grant
Building immediately dispatches a researcher Special Sim. Researchers include Scientists, Professors,
and Mad Scientists.
Issue the Call
Building commands six nearby Hooky-Playing Sims to check themselves in for therapy.
Tech Breakthrough
Targeted Government buildings income from workers is permanently increased. This bonus can only
apply once per target.
Nickel Root Beer Night For the next 24 hours, visitors gain extra Happiness from their visit.
Mood Device
Target a Workplace with no conditioning abilities to receive a Mood Device, granting that Workplace the
Light Conditioning ability permanently.
Mood Device
Target a Home with no conditioning abilities to receive a Mood Device, granting that Home the Light
Conditioning ability permanently.
Overload
Building produces more power but has increased chances of catching fire. Click the action button again
to return to normal functioning.
Sponsored Event
Targeted Venue becomes incredibly popular for the day.
Production Drive
Adds 5,000 Simoleons to the treasury.
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BUILDING ACTION
Bureaucracy Office
Efficiency Drive
Burger Joint
Butcher Shop
Caf
Campus Radio Station
Candy Store
Cathedral
Chamber of Deputies
Childrens Museum
Chocolate Factory
Cineplex
City Bistro
Civil Defense Tower
Clown School
Colossal Foundry
Concert Hall
Corporate Cops
Corporate Data Center
Corporate One
Corrupt Police Station
CyberCorp Offices
Defense Lab
Dept. of Public Health
Dept. of Public Works
Detention Center
Diner
District Courthouse
District Fire Station
Dive Bar
Dosage Facility
Chapter 4: Buildings
DESCRIPTION
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BUILDING ACTION
Dream Home
Drive In
Drone Factory
Drone Nexus
Dungeon
Elite Cadet Academy
Sweet Dreams
Nickel Root Beer Night
Industrial Production
Industrial Production
Prisoner Acquisition
Riot Suppression
Rogue Citizen Control
Revival Sermon
Evangelical Megaplex
Federal Bank
Fire Analysis Center
Fire Brigade
Fire Station
Fish Market
Foundry
Chapter 4: Buildings
DESCRIPTION
36
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BUILDING
BUILDING ACTION
MiniGolf
Ministry of Thought
Movie Theater
Musical Theater
Natural Gas Power Plant
Toy Special
Information Campaign
Premiere
Touring Show
Overload
Newspaper
Nightclub
Office Building
Oil Power Plant
Open Air Venue
Opera House
Panopticon
Personal Training Gym
Pirate Coast Club
Police Station
Power Collection Hub
PR Firm
Pub
Public Library
Public Radio Station
Sells the Toys Accessory for the day, making it more attractive than usual.
The city can be short up to 100 Authority for the day with no ill effects.
A movie premiere is held, drawing a Celebrity to your city.
A wildly popular touring show stops in town.
Building produces more power but has increased chances of catching fire. Click the action button again
to return to normal functioning.
Local Affiliates
Permanently increases the Simoleon output of a targeted Media Workplace.
Hire Bouncer
Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in.
Synergy
Has a chance of adding 2,000 Simoleons to the treasury.
Overload
Building produces more power but has increased chances of catching fire. Click the action button again
to return to normal functioning.
Nickel Root Beer Night For the next 24 hours, visitors gain extra Happiness from their visit.
Hot Spot
Temporarily increases the popularity and capacity of this building, as well as its Happiness effect.
Prisoner Acquisition
Building immediately deploys a cadre of Riot Police to fill this facilitys cells with Rogue Sims.
Hot Spot
Temporarily increases the popularity and capacity of this building, as well as its Happiness effect.
Hire Bouncer
Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in.
S.W.A.T.
Building immediately deploys a cadre of Riot Police to round up Rogue Sims and criminals, bringing
them to nearby Incarceration facilities.
Power Purchase
The city can be short up to 100 Power for the day with no ill effects.
Sponsored Event
Targeted Venue becomes incredibly popular for the day.
Hire Bouncer
Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in.
Book Drive
Permanently increases the capacity of a targeted Education building.
Activist Rally
Building immediately produces several Activists. Activist Special Sims include Hippies, Environmentalists,
and Photojournalists.
Municipal Repairs
Building immediately sends a Work Crew to repair a targeted building.
Volunteer Drive
Volunteer labor enables the next Home constructed to be built at no cost to the city.
Sellers Market
Temporarily increases the refund value of a targeted home.
Volunteer Drive
Volunteer labor reduces the cost of the next Worship building you construct.
Hot Spot
Temporarily increase the popularity and capacity of this building, as well as its Happiness effect.
Volunteer Drive
Volunteer labor reduces the cost of the next Agriculture building you construct.
Dissident Suppression Immediately deploys two officers from each Secret Police Kiosk in the city.
Enforcement
Immediately deploys six Sentinels.
Pilgrimage
Summons a Master to wander your city.
Summon Spirits
Immediately summons a few Ghosts or Zombies.
Keep the Peace
Immediately deploys a cadre of Riot Police to arrest Rogue Sims and criminals, bringing them in to the
nearest Incarceration facility.
Headliner Revue
Building hosts a national headliner.
Project Dedication
Adds 2,500 Simoleons to the treasury.
Hire Bouncer
Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in.
Cheerocracy
Building immediately deploys a Cheer Squad.
Nickel Root Beer Night For the next 24 hours, visitors gain extra Happiness from their visit.
Production Drive
Adds 5,000 Simoleons to the treasury.
Mandated Attendance Nearby citizens are commanded to immediately stop what theyre doing and fill this facility to its capacity.
Crackdown
Building immediately deploys a cadre of Riot Police to find any Sims nearby, regardless of their condition, and fill this facilitys cells.
Production Drive
Adds 5,000 Simoleons to the treasury.
Chapter 4: Buildings
Public Safety
Quilting Circle
Realtor
Religious Retreat
Ristorante
Seamstress
Secret Police HQ
Sentinel Seminary
Sesshin Center
Shack
Sheriffs Office
DESCRIPTION
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Chapter 4: Buildings
BUILDING ACTION
DESCRIPTION
Stock Exchange
Stone Church
Sushi Joint
Sweatshop
Teaching Hospital
Futures Investing
Recruitment
Dinner Special
Production Drive
Research Grant
Temple
Textile Factory
Think Tank
Trash Incinerator
Recruitment
Production Drive
Brainstorm
Overload
Treasury Department
Foreclosure
TV Network
Ad Campaign
TV Station
Ad Campaign
Union Hall
Unionized Steel Factory
Video Arcade
Vigilante Group
VIP Club
Wishing Well
Health Plan
Production Drive
Hot Spot
Fire! Fire! Fire!
Hire Bouncer
Make a Wish
Invest in the market, with a chance of returning 5,000 Simoleons on your investment the following day.
Building deploys Zealots to encourage Sims to worship.
Special pricing today only! Visitors gain extra Happiness from their visit.
Adds 5,000 Simoleons to the treasury.
Building immediately dispatches a Researcher-class Special Sim. Researchers include Scientists,
Professors, and Mad Scientists.
Building deploys Zealots to encourage Sims to worship.
Adds 5,000 Simoleons to the treasury.
The city can be short up to 100 Knowledge for the day with no ill effects.
Building produces more power but has increased chances of catching fire. Click the action button again
to return to normal functioning.
Targeted homes residents are evicted, and each must pay 200 Simoleons to the city. This will make
them unhappy and deactivate the home for 24 hours.
Targeted Retail building advertises on TV, making it more attractive. Click again to deactivate this action,
readying it for use on a different target.
Targeted Retail building advertises on TV, making it more attractive. Click again to deactivate this action,
readying it for use on a different target.
Temporarily gives healthy visitors to this building a chance of becoming immune to illness.
Adds 5,000 Simoleons to the treasury.
Temporarily increases the popularity and capacity of this building, as well as its Happiness effect.
Building immediately dispatches an Arsonist to a targeted home.
Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in.
Toss your coin into the well while thinking of a wish.
NOTE
Buildings that can spawn Special Sims have the Special Sim class icon
in lower right of their portrait in the gallery view and in the lower right
of their Building card.
Buildings can spontaneously spawn Special Sims. These Sims
will, of their own accord, exit the building that spawned them
and wander the city to do whatever it is they do.
Though you do know the class of Special Sim a building
spawns, you never know exactly which youll get from most
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NOTE
SPECIAL SIM
CLASS
Researcher
Elder
Activist
SPECIAL SIMS
Corporate One
SPECIAL SIM
CLASS
SPECIAL SIMS
Secret
Enforcer
Researcher
Business Sim
Security
Professional
Security
Professional
Spooky
Secret
Enforcer
Secret
Enforcer
Researcher
City Worker
Security
Professional
City Worker
Criminal
Chapter 4: Buildings
BUILDING
39
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SPECIAL SIM
CLASS
Artist
Artist
Business Sim
Activist
Longhall
Holy Sim
Chapter 4: Buildings
Holy Sim
Military School
Ministry of Thought
Monastery
Movie Studio
Newspaper
Police Officer
Men in Black
Monk
Artist
Activist
Nightclub
Criminal
Off-Broadway Playhouse
Office Building
Oil Refinery
Open Air Venue
Orchard
Palace of Justice
Artist
Manager
Manager
Entertainer
Farmer
Secret
Enforcer
Elder
Criminal
Parochial School
Pawn Shop
Police Officer
Business Sim
City Worker
Criminal
Recording Studio
Research Clinic
Rice Paddy
Sanctuary
Sesshin Center
Shack
Sheriffs Office
Entertainer
Researcher
Farmer
Monk
Monk
Spooky
Police Officer
SPECIAL SIMS
Street Artist, Decorator, Celebrity
Street Artist, Decorator, Celebrity
Consultant, Tycoon
Photojournalist, Hippie,
Environmentalist
Street Preacher, Faith Healer,
Zealot, Temperance Advocate
Scientist, Professor, Mad Scientist
Fighting Monk, Master
Street Preacher, Faith Healer,
Zealot, Temperance Advocate
Street Preacher, Faith Healer,
Zealot, Temperance Advocate
Police Officer
Man in Black
Fighting Monk, Master
Street Artist, Decorator, Celebrity
Photojournalist, Hippie,
Environmentalist
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Street Artist, Decorator, Celebrity
Slum Lord, Tycoon
Slum Lord, Tycoon
Street Performer, Mime, Rock Star
Farmer
Secret Police, Sentinel,
Man in Black
Elder, Cultist
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Photojournalist, Hippie,
Environmentalist
Police Officer
Consultant, Tycoon
Work Crew, Firefighter
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Street Performer, Mime, Rock Star
Scientist, Professor, Mad Scientist
Farmer
Fighting Monk, Master
Fighting Monk, Master
Ghost, Zombie
Police Officer
40
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILDING
SPECIAL SIM
CLASS
Artist
Entertainer
Manager
Criminal
Slum Apartments
Criminal
Smoke Shop
Activist
Speakeasy
Criminal
Criminal
Stone Church
Holy Sim
Farmer
Criminal
Teaching Hospital
Temperance Union
Researcher
Holy Sim
Temple
Holy Sim
Think Tank
Tourism Bureau
Tourist Information
Vocational School
Researcher
Tourist
Tourist
City Worker
SPECIAL SIMS
Street Artist, Decorator, Celebrity
Street Performer, Mime, Rock Star
Slum Lord, Tycoon
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Photojournalist, Hippie,
Environmentalist
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Street Preacher, Faith Healer,
Zealot, Temperance Advocate
Farmer
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Scientist, Professor, Mad Scientist
Street Preacher, Faith Healer,
Zealot, Temperance Advocate
Street Preacher, Faith Healer,
Zealot, Temperance Advocate
Scientist, Professor, Mad Scientist
Tourist, Pickpocket
Tourist, Pickpocket
Work Crew, Firefighter
Visit Duration
Since so much game strategy revolves around how your Sims
spend their time, how long Sims visit each kind of Venue is critically important. At the most basic level, Venues charge Sims a
block of their time in exchange for Happiness. So, how much
time they demand is pretty important.
NOTE
Altar
Antique Shop
Aquarium
Army Surplus Store
Art Expo Center
Art Gallery
Art Museum
Balloon Cart
Baseball Field
Bath House
Bazaar
Beauty Salon
1.5
1.5
0.5
1.5
1.5
1.5
1.2
1.5
1.5
1.2
0.8
3.5
BUILDING
Bookstore
Botanical Garden
Bowling Alley
Bridal Shop
Burger Joint
Butcher Shop
Caf
Campus Bookstore
Candy Store
Car Dealership
Carnival Games
Casino
1.5
2.5
2.5
2.5
1.5
1.5
1.5
1.5
2.5
1.5
1.5
2.5
Castle Ruin
Cathedral
Childrens Museum
Cineplex
City Bistro
Clothing Store
Clubhouse
Concert Hall
Corner Deli
Corporate Retreat
Cotton Candy Stand
Counseling Center
Department Store
Diner
Dive Bar
Doctors Office
Dojo
Double Decker Bus Tour
Drama School
Drive In
Driving Range
Electric Pet Shop
Elementary School
Faith Healer
Farmers Market
Ferris Wheel
Firing Range
Fish Market
Fishing Hole
Flea Market
Florist
Four Star Restaurant
Gathering Hall
Gazebo
General Store
Helicopter Tour
Holotainment Center
Home Appliance Store
Home Furnishing Store
Hospital
Hot Air Balloon Ride
Ice Cream Shoppe
Karaoke Bar
Liberal Arts College
Liquor Store
2.5
1.7
0.5
2.5
1.5
1.5
1.5
2.5
1.5
1.7
1.5
1.5
1.5
1.5
2.5
1.5
0.8
1.5
0.5
2.5
2.5
1.5
0.5
0.8
1.5
2.5
2.5
1.5
0.8
1.5
1.5
2.5
1.2
2.5
1.5
1.5
3.5
1.5
1.5
1.5
2.5
2.5
1.5
0.5
2.5
BUILDING
Longhall
1.5
Luxury Auto Dealer
1.5
Major Trauma Center
2.5
Mall
2.5
Malt Shop
2.5
Media Marketplace
1.5
Medical Group
1.5
Meditation Center
1.2
Meeting House
1.7
Mega-Church
1.7
Mega Mall
1.5
Memorial Plaza
3.5
Metal Club
2.5
Military School
0.5
MiniGolf
1.5
Motion Simulator
2.5
Motorcycle Shop
1.5
Movie Theater
2.5
Musical Theater
2.5
Nightclub
2.5
Off-Broadway Playhouse 3.5
Off-Track Betting
2.5
Open Air Venue
3.5
Opera House
3.5
Parochial School
0.5
Personal Training Gym
1.5
Pet Shop
1.5
Philanthropic Organization 1.2
Pirate Coast Club
2.5
Pizza Shop
2.5
Plastic Surgeon
5.0
Presidential Library
2.5
Private School
0.5
Pub
2.5
Public Library
1.5
Public Pool
2.5
Racetrack
2.5
Record Shop
1.5
Rehab Center
1.2
Rejuvenation Terminal
2.5
Religious Bookstore
1.5
Religious Retreat
1.2
Ristorante
2.5
Sanctuary
1.2
School Room
0.5
Chapter 4: Buildings
NOTE
BUILDING
41
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Scooter Shop
Sesshin Center
Shopping Center
Sim Art Academy
Sims Comedy Club
Skate Park
Smoke Shop
Soccer Field
Soup Kitchen
Speakeasy
Sports Stadium
Stone Church
Strip Mall
Sushi Joint
1.5
1.2
1.5
2.5
2.5
2.5
2.5
2.5
0.5
2.5
5.0
1.7
1.5
1.5
BUILDING
Tattoo Parlor
Tea House
Teaching Hospital
Temple
Tennis Club
Toy Store
Underground Casino
Union Hall
Video Arcade
VIP Club
Vocational School
Water Park
Welfare Center
Zoo
1.5
1.5
1.5
1.7
2.5
1.5
2.5
1.5
1.5
3.5
0.5
0.5
0.8
2.5
2 hours
1 day
Chapter 4: Buildings
Open Hours
Since Sims are at work from 8 a.m. to 5 p.m. at least three days
a week, you must consider the hours your Venues are open if
you want Sims to be able to visit them. For Venues, there are
two kinds of hours they can keep:
Daytime: 9 a.m.2 p.m.
All Day: 9 a.m.12 a.m.
42
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Working Sims can only visit Venues during their after work
time, so its obviously important to load up on all-day Venues
for workday fun. If you place only daytime Venues, your Sims
will have nothing to do in the evening. If you dont place any
daytime Venues, children will have nowhere to go during the
day and will be unable to add Happiness to their familys stock.
Workplaces all have the same hours: 8 a.m. to 5 p.m.
Workweek
Cars Available
The kind of cars Sims
use depends on what
building they live in.
Homes can spawn
several kinds of cars
for their residents to
drive. The selection,
however, is tied to the house itself, so you wont see a Tract
Mansiondwelling Sim tooling around in a junker.
Retail Venues
Many Venues are shops that sell household or personal goods
that Sims can buy. These items go by two names:
Accessories: If the Sim can carry the item on his or her
person (for example, a CD, DVD, or book), its an Accessory.
NOTE
SHOPPING VENUE
SELLS
Antique Shop
Army Surplus Store
Art Expo Center
Art Gallery
Bookstore
Campus Bookstore
Car Dealership
Clothing Store
Department Store
Dosage Facility
Electric Pet Shop
Flea Market
General Store
Home Appliance Store
Home Furnishing Store
Luxury Auto Dealer
Mall
Media Marketplace
Mega Mall
Motorcycle Shop
Pet Shop
Record Shop
Redistribution Center
Religious Bookstore
Scooter Shop
Shopping Center
Strip Mall
Toy Store
Antique
Cargo Pants, Tools
Rare Painting
Rare Painting
Books
Text Books, Books
Sedan
Designer Clothing
BBQ Grill
Daily Doses
Electric Pet
Cargo Pants, Used Clothing, Toys
Books, Tools
Refrigerator
Dining Set
Luxury Car
Cell Phone, DVDs, Toys
DVDs, Records, Game Console
Cell Phone, Designer Clothing, Television
Motorcycle
Pet
Records
Used Clothing, Books, Tools
Curios, Books
Scooter
Rug, Cell Phone, Books
Toys, Cell Phone, Wine
Toys, Game Consoles
NOTE
Most retail Venues sell items that build Happiness; the Electric Pet Shop and the Dosage
Facility, however, offer something a bit
different. The items sold at these shops have
a mild conditioning effect, pulling a Sims mood
towards neutral. They are particularly useful
shops to have in Authoritarian cities where
both high and low moods are to be avoided.
Chapter 4: Buildings
43
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chapter 4: Buildings
Home Buildings
Band House
Dorm
Homestead
Slum Apartments
Townhouse
Block of Flats
Dream Home
Hut
Tract Mansion
Administration Building
Brownstone
Fairytale Palace
Ivory Tower
Trailer Park
Chalet
Farm House
Loft
Tree House
Condo Complex
Frat House
Monastery
Triple Decker
Astrophysics Lab
Cottage
Gingerbread House
Pueblo
Tudor
Cube Apartment
Hacienda
Row House
Victorian Home
Bank
CyberCorp Housing
Haunted House
Worker Barracks
Sleep Tubes
Tenement
Yurt
44
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chocolate Factory
Corporate Hive
Farm
Game Developer
Board of Directors
City Recycling HQ
Corporate One
District Courthouse
Farming Co-op
Garage Band
Bobby Station
Federal Bank
Brewery
Clown School
Drone Factory
Financial Building
Genetics Lab
Bureaucracy Office
Colossal Foundry
Courthouse
Drone Nexus
Grape Vineyard
Communal Garden
Creepy Barn
Elder Council
Fire Brigade
Hall of Records
Casino Hotel
Concourse Hotel
Crime Forecast AI
Fire Station
Harness Maker
Chamber of Deputies
Consulting Firm
CyberCorp Offices
Epic Tower
Fireworks Shack
Charity Center
Corporate Cops
Dairy Barn
Evangelical Center
Chicken Coop
Defense Lab
Evangelical Megaplex
Foundry
Honey Farm
Chapter 4: Buildings
45
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chapter 4: Buildings
Indie Label
Observatory
Propaganda Ministry
Seamstress
Inquisition Office
Mechanized Farm
Office Building
Secret Police HQ
Steel Mill
International Exchange
Ministry of Thought
Oil Refinery
Public Safety
Stock Exchange
Kerosene Distillery
Mission
Orchard
Quilting Circle
Sentinel Seminary
Law Offices
Modeling Agency
Palace of Justice
Realtor
Service Station
Sweatshop
Loan Shark
Movie Studio
Pawn Shop
Recording Studio
Sheriffs Office
Televangelist Studio
Lumber Mill
Multinational HQ
Recycling Center
Skyscraper
Temperance Union
Machine Shop
Neighborhood Watch
Police Station
Software Studio
Textile Factory
Newspaper
PR Firm
Rice Paddy
Spirit Squadroom
Think Tank
46
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Tourism Bureau
Tourist Information
Windmill
Decoration
Buildings
Fat Cat
Historical Monument
Medium Fountain
Prayer Wheel
Fountain
Iron Fence
Medium Statue
Public Clock
Bamboo Garden
Fountain Jet
Merry-Go-Round
Public Mural
Treasury Department
Barbecue Pit
Garden
Jumping Fountain
Modern Sculpture
Public Sculpture
Tulip Nursery
Baroque Fountain
Giant Mobile
Large Fountain
Monkey Bars
Reliquary
TV Network
Billboard
Golden Buddha
Large Statue
Network Knight
Rock Garden
TV Station
Captain of Industry
Graveyard
Laser Fountain
Open Plaza
Rose Garden
Chess Table
Guru
Master Manipulator
Ornate Pagoda
Sad Garden
Vigilante Group
Chocolate Bunny
Hedge
Master of Ceremonies
Plasma Billboard
Sheriff
Electric Billboard
Hedge Maze
Mayor
Police Box
Small Statue
Chapter 4: Buildings
Town Hall
47
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chapter 4: Buildings
Venue Buildings
Topiary Park
Altar
Baseball Field
Butcher Shop
State Television
Town Common
Antique Shop
Bath House
Caf
Steam Sculpture
Tibetan Bell
Town Square
Aquarium
Bazaar
Campus Bookstore
Tile OTulips
Urban Playground
Beauty Salon
Candy Store
Stupa
Tool Shed
Village Green
Bookstore
Car Dealership
Suburban Playground
Topiary Bush
Bunny Rabbit
Wishing Well
Art Gallery
Botanical Garden
Carnival Games
Woodland Park
Art Museum
Bowling Alley
Casino
Asylum
Bridal Shop
Castle Ruin
Balloon Cart
Burger Joint
Cathedral
Swingset
Tech Monolith
Tetherball Court
Topiary BushHand
Topiary BushPillar
48
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Dojo
Farmers Market
General Store
Cineplex
Counseling Center
Dosage Facility
Ferris Wheel
Helicopter Tour
Liquor Store
City Bistro
County Jail
Firing Range
Holotainment Center
Longhall
Clinic
Cryogenic Prison
Drama School
Fish Market
Clothing Store
Department Store
Drive In
Fishing Hole
Clubhouse
Driving Range
Flea Market
Hospital
Mall
Concert Hall
Detention Center
Dungeon
Florist
Malt Shop
Conditioning Theater
Diner
Media Marketplace
Corner Deli
Dive Bar
Elementary School
Gathering Hall
Jail
Medical Group
Corporate Retreat
Doctors Office
Faith Healer
Gazebo
Karaoke Bar
Meditation Center
Chapter 4: Buildings
Childrens Museum
49
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chapter 4: Buildings
Meeting House
Motorcycle Shop
Panopticon
Private School
Rejuvenation Terminal
Shack
Mega Mall
Movie Theater
Parochial School
Pub
Religious Bookstore
Shopping Center
Mega-Church
Public Library
Religious Retreat
Memorial Plaza
Musical Theater
Pet Shop
Public Pool
Research Clinic
Metal Club
Nightclub
Philanthropic Organization
Racetrack
Ristorante
Skate Park
Midwife
Off-Broadway Playhouse
Record Shop
Sanctuary
Smoke Shop
Military School
Off-Track Betting
Pizza Shop
Redistribution Center
School Room
Soccer Field
MiniGolf
Plastic Surgeon
Re-education Center
Scooter Shop
Soup Kitchen
Motion Simulator
Opera House
Presidential Library
Rehab Center
Sesshin Center
Speakeasy
50
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Power Buildings
Transit Buildings
Teaching Hospital
Vocational School
Power Substation
Bus Stop
State Amphitheater
Temple
Water Park
Carbon Exchange
Solar Farm
Subway
State Cafeteria
Tennis Club
Welfare Center
Coal Plant
State Prison
Toy Store
Zoo
Coal-Hydrogen Plant
Trash Incinerator
Stone Church
Underground Casino
Wind Farm
Strip Mall
Union Hall
Sushi Joint
Video Arcade
Tattoo Parlor
VIP Club
Tea House
Chapter 4: Buildings
Sports Stadium
51
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILD HAPPINESS
UNLOCK
SOCIETAL
COST
EFFECT WORKERS POPULATION AVAILABILITY
BUILDING
PREREQUISITE
BUILDING
VALUE(S)
SPECIAL SIM
POWER
CAPITALIST
ABILITIES
Increased Fire Risk
Band House
700
35
Locked
Creativity -2
-5
Block of Flats
900
120
Unlocked
Prosperity -3
-10
Brownstone
Private
750
40
Unlocked
Prosperity -1
-8
Chalet
Private
1,125
12
Hidden
Prosperity -1
-5
Property Tax
750
120
Unlocked
Knowledge -1
-15
Private
750
12
Unlocked
Creativity -1
-5
Government
3,750
-1
12
456
Locked
Authority -4
-40
Light Conditioning/
Very Appealing
CyberCorp Housing
Corporate
6,500
20
960
Hidden
Prosperity -8
-20
6,000
-1
25
1,200
Hidden
Authority -2,
Knowledge -6
-25
Dorm
750
120
Locked
Knowledge > 17
Knowledge -2,
Creativity 2
-8
Dream Home
Private
3,000
18
Locked
Creativity -2,
Prosperity -2
-20
Property Tax
Fairytale Palace
Private
14,000
55
Hidden
Creativity -8
-15
Property Tax
Farm House
Private
500
24
Unlocked
Spirituality -1
-5
Frat House
750
30
Locked
Prosperity -2,
Knowledge -3
-10
Unhealthy/Increased
Fire Risk
Private
750
12
Hidden
Creativity -2
Hacienda
Private
1,800
15
Unlocked
Prosperity -2
-5
Property Tax
Haunted House
Creepy
1,500
12
Hidden
Creativity -4
Property Tax
Condo Complex
Cottage
Cube Apartment
Gingerbread House
Chapter 4: Buildings
CATEGORIES
3,000
12
240
Locked
Prosperity -4
-15
Homestead
Private
750
12
Hidden
Spirituality > 40
Spirituality 1
Hut
Private
-1
16
Locked
Spirituality > 37
Spirituality -1
Unhealthy/Increased
Fire Risk
Ivory Tower
Private
300
Locked
Creativity > 75
Creativity -2
Property Tax
Loft
Private
2,250
80
Hidden
Prosperity -4
-10
Property Tax
7,500
15
90
Unlocked
Spirituality 8
Private
300
12
Unlocked
Spirituality -1
-1
Unhealthy
Monastery
Pueblo
Row House
750
80
Unlocked
Authority -1
-15
10,000
20
608
Hidden
Knowledge -6,
Prosperity -2
-20
Sleep Tubes
3,000
-1
16
768
Unlocked
Authority -2,
Knowledge -1
-20
Unhealthy
Slum Apartments
150
-1
190
Unlocked
Productivity 2
-5
Unhealthy/Increased
Fire Risk
1,350
120
Locked
Knowledge > 20
Prosperity -3
1,350
120
Locked
Knowledge > 40
Knowledge -2
3,600
12
240
Locked
Prosperity -4
1,950
120
Locked
Knowledge > 40
Prosperity -6
13,750
-1
20
120
Hidden
Productivity 25
Government
3,000
-1
15
760
Unlocked
Authority -4
-20
Light Conditioning/
Very Appealing
Government 15,000
30
1,140
Hidden
Authority -8
52
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONTEMPLATIVE CYBERPUNK
ACTION
CLASS SPAWNED
FUN CITY
PROFILE
HAUNTED TOWN
PROFILE
INDUSTRIAL
PROFILE
NORMAL
PROFILE
AUTHORITARIAN
PROFILE
CARS
PROFILE
PROFILE
PROFILE
AVAILABLE
Entertainer
-5
-5
-5
Average
-5
-3
-2
-5
Urban Average
-5
10
-5
Urban Rich
-10
-10
Suburban Rich
-5
-2
-5
Urban Average
-10
Rural Average
-5
-10
-10
10
-10
Urban Poor
-5
-10
10
-10
-5
-5
-10
Future
Criminal
-5
-10
-10
-5
-5
-10
Future
Artist
-3
Suburban Poor
Sweet Dreams
10
-3
-5
-5
-10
Suburban Rich
-5
-10
10
-10
-10
-3
-10
Rural Rich
-10
-10
-10
-5
10
Rural Average
-5
-5
-5
-3
Suburban Poor
-5
-10
10
-10
-10
-10
Rural Rich
-10
-10
-5
-10
10
Rural Rich
Spooky
-5
25
-5
Suburban Average
-10
-5
-5
-10
Urban Rich
-5
-10
-10
-5
-5
10
Rural Average
-10
-10
-10
-10
-10
-5
Rural Average
-5
-5
-10
-5
-5
-5
-5
-5
-5
Urban Rich
Monk
-5
10
-5
-10
-5
-5
Rural Average
-5
-5
-5
Rural Average
-5
-5
Urban Average
-5
-10
-5
-5
-10
-3
-10
Future
Criminal
-10
-10
-10
-5
-10
-10
Future
Criminal
-10
-10
10
-5
-5
Urban Poor
-5
-5
-5
-2
-5
Urban Average
-5
-5
Urban Average
-10
-5
-5
-10
Future
-5
Urban Average
-5
-10
-10
-5
Rural Average
Criminal
-10
-10
-10
10
-10
-10
Urban Poor
-10
-10
-10
10
-10
-10
Urban Average
Chapter 4: Buildings
53
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILDING
PREREQUISITE
BUILDING
VALUE(S)
SPECIAL SIM
POWER
Locked
Productivity > 20
Productivity 3
-5
Unhealthy/Increased
Fire Risk
95
Locked
Creativity 2,
Prosperity -2
-10
Property Tax
12
Locked
Prosperity -6
-12
Property Tax
-1
120
Unlocked
Productivity 1
-5
12
Locked
Creativity -3
BUILDING
CATEGORIES
Tenement
750
-1
10
440
Townhouse
Private
2,625
Tract Mansion
Private
1,500
Trailer Park
750
Tree House
Private
75
Triple Decker
CAPITALIST
ABILITIES
1,500
120
Unlocked
Prosperity -6
-10
Tudor
Private
2,000
22
Locked
Prosperity -4
-8
Property Tax
Victorian Home
Private
2,250
12
Hidden
Prosperity -6
Worker Barracks
12,500
-1
20
120
Hidden
Yurt
300
35
Hidden
CATEGORIES
BUILD
COST
INCOME
PER DAY
PER WORKER
JOBS
UNLOCK
MAX IN CITY
AVAILABILITY
BUILDING
PREREQUISITE
500
100
Unlocked
Productivity -2
-5
Administration Building
2,500
100
12
Hidden
Knowledge > 43
Knowledge -5
-5
Increased Education
Capacity
Research
6,000
100
30
Hidden
Analysis
Knowledge -15
-60
Spirituality -2
-15
Property Tax
-25
Unhealthy/Increased
Fire Risk
Workplace Buildings
BUILDING
Chapter 4: Buildings
CONTEMPLATIVE
BUILDING ABILITIES
250
75
Locked
Creativity -3
-5
Astrophysics Lab
Research
4,200
100
Hidden
Knowledge > 35
Knowledge 20
-25
3,200
100
16
Hidden
Productivity -6,
Knowledge -12
-30
Bank
2,400
100
Unlocked
Prosperity 12,
Authority 3
-10
Tourist
1,500
100
Unlocked
Prosperity -4
-5
Research
1,500
100
Unlocked
Authority -5,
Knowledge -6
-30
Behavior Control
Facility
Research
5,000
100
10
Hidden
Authority -15,
-30
Increased
Incarceration Capacity
Board of Directors
Corporate
15,000
150
25
Hidden
150
100
Locked
Authority -1
-5
Brewery
Manufacture
1,000
100
10
Unlocked
Productivity -6
-15
Unhealthy
Bureaucracy Office
Government
750
100
15
Unlocked
Authority 20
-10
Competitive/Local
Productivity Increase
Bobby Station
Media
375
100
Hidden
Creativity -4
-15
Casino Hotel
Tourist
5,800
100
24
Locked
Prosperity -12
-30
Government
6,800
100
27
Locked
Authority -10
-20
Charity Center
300
75
Unlocked
Prosperity -4,
Spirituality 8
-5
Chicken Coop
125
75
Locked
Spirituality > 31
Spirituality -1
Manufacture
2,250
125
10
Hidden
Creativity -8
-15
Chamber of Deputies
Chocolate Factory
54
CONTEMPLATIVE CYBERPUNK
ACTION
CLASS SPAWNED
FUN CITY
PROFILE
HAUNTED TOWN
PROFILE
INDUSTRIAL
PROFILE
NORMAL
PROFILE
AUTHORITARIAN
PROFILE
CARS
PROFILE
PROFILE
PROFILE
AVAILABLE
-10
-10
10
-5
Urban Poor
-5
-5
-5
-3
Urban Rich
10
-10
-5
-3
-10
-5
Suburban Rich
-10
-10
-6
10
Rural Poor
-5
-10
10
-10
-10
-5
-10
Suburban Poor
-5
Urban Average
-5
-5
Suburban Rich
10
-5
-10
Suburban Rich
-5
-10
-5
-10
-5
Rural Poor
-10
10
-10
-10
-10
-5
-5
Rural Average
CYBERPUNK
ACTION
FUN CITY
HAUNTED TOWN INDUSTRIAL
CLASS SPAWNED
PROFILE
PROFILE
PROFILE
PROFILE
PROFILE
DURATION
-10
6 Hours
OPEN
WORKWEEK
Activist Rally
-5
-10
20
10
6 Hours
Artifact
Researcher
-10
-25
25
-10
-15
-15
-5
6 Hours
Activist
-5
-5
-10
20
-20
-20
-5
6 Hours
-20
20
-10
-10
-5
-5
6 Hours
Tech
Breakthrough
20
-10
6 Hours
15
-15
10
6 Hours
Tourist
15
-10
10
-15
25
15
6 Hours
8 a.m.5 p.m.
Mood Device
Researcher
-15
-30
25
-20
-10
-15
-20
6 Hours
Full Week
Mood Device
Researcher
-15
-30
20
-10
35
-20
-30
6 Hours
Sponsored Event
-25
20
-10
-20
6 Hours
Police Officer
15
6 Hours
8 a.m.5 p.m.
Full Week
Production Drive
-5
30
15
30
6 Hours
Efficiency Drive
-20
20
-20
6 Hours
Activist Rally
Activist
-10
-10
-10
10
6 Hours
8 a.m.5 p.m.
Tourist
30
-25
-20
6 Hours
Safety Inspection
Enforcer
Secret
-15
-35
-10
-35
25
-10
-40
6 Hours
15
15
15
10
6 Hours
-10
15
-10
-10
20
6 Hours
Platinum Ticket
Contest
-5
-15
25
-20
6 Hours
Wed.Fri.
Chapter 4: Buildings
Activist Rally
Research Grant
55
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILD
COST
INCOME
PER DAY
PER WORKER
JOBS
UNLOCK
MAX IN CITY
AVAILABILITY
BUILDING
PREREQUISITE
3,500
100
20
Hidden
Knowledge > 50
Knowledge -6,
Spirituality -2
-30
High Neighborhood
Improvement/Local
Property Value Increase
Government
6,000
100
Locked
Authority -15
-10
Education
1,250
100
Locked
Creativity > 61
Creativity 14
-10
Colossal
Foundry
Manufacture 42,000
100
80
Hidden
Communal Garden
BUILDING
City Recycling HQ
Chapter 4: Buildings
Clown School
CONTEMPLATIVE
BUILDING ABILITIES
Agriculture
600
75
Unlocked
Spirituality 2
Healthful
Concourse Hotel
Tourist
3,000
100
14
Hidden
Prosperity -8
-30
Consulting Firm
Corporate
2,100
125
10
Locked
Prosperity -8
-5
Corporate Cops
Corporate
2,000
100
Hidden
Prosperity -5
-10
Immune to
Rogue Sims
Corporate
6,000
100
15
Locked
Knowledge > 75
Knowledge 20,
Authority 12
-30
Corporate Hive
Corporate
5,000
100
20
Locked
Prosperity -10,
Authority 8
-40
Corporate One
Corporate
12,500
100
20
Hidden
Prosperity -20,
Authority 12
-40
Citywide
Productivity Increase
Research
3,500
125
12
Locked
Knowledge > 75
Knowledge -8
-20
Syndicate
5,000
100
Hidden
Authority -3,
Prosperity -6
-10
Organized Crime/
Immune to
Rogue Sims
Courthouse
Government
3,200
100
10
Locked
Authority 20,
Prosperity -4
-5
Competitive/Local
Productivity Increase
Creepy Barn
Agriculture,
Creepy
300
100
Unlocked
Creativity -3
Crime Forecast AI
1,600
100
Hidden
Thought
Knowledge -12
-50
CyberCorp Offices
Corporate
15,000
125
40
Hidden
Authority 20,
Prosperity -25
-30
Dairy Barn
Agriculture
800
75
Unlocked
Spirituality -1
Cost Cutter:
Agriculture
Defense Lab
Research
8,000
125
20
Locked
Knowledge -20
-30
Government
3,000
100
15
Unlocked
Authority -5,
Productivity -5
-10
District Courthouse
Government
8,500
100
15
Hidden
Authority 40,
Prosperity -4
-20
Local Productivity
Increase
Government
6,000
100
10
Hidden
-10
Drone Factory
Manufacture 10,000
100
30
Hidden
Authority -12,
Productivity -12
-50
Drone Nexus
Manufacture 15,000
100
50
Hidden
Authority -12,
Productivity -12
-50
Elder Council
Government
750
100
Unlocked
Authority 12,
Spirituality -4
Competitive/Local
Productivity Increase
Government
7,500
100
18
Hidden
Authority -15
-10
Immune to Rogue
Sims/Many More
Police Officers
Corporate
9,500
125
30
Hidden
Epic Tower
56
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Immune to Rogue
Sims/ Improved
Firefighters/ Reduced Fire Risk
CYBERPUNK
ACTION
FUN CITY
HAUNTED TOWN INDUSTRIAL
CLASS SPAWNED
PROFILE
PROFILE
Manager
15
Quash Subversives
-10
-25
Mimeageddon
Entertainer
-10
-15
-15
35
Whip Cracking
Manager
-15
-45
-30
Farmer
20
Tourist
20
-25
PROFILE
PROFILE
PROFILE
DURATION
OPEN
WORKWEEK
10
-10
6 Hours
20
-20
6 Hours
-40
-30
-10
-25
6 Hours
8 a.m.5 p.m.
Wed.Fri.
45
-20
-10
6 Hours
8 a.m.5 p.m.
Full Week
15
-10
20
20
6 Hours
-5
-15
25
-25
6 Hours
Business Sim
25
-10
15
-10
-10
6 Hours
Security
25
-10
20
-15
15
-10
-10
6 Hours
-10
-25
20
-20
-15
-15
-15
6 Hours
Extra Push
Secret Enforcer
30
-25
20
-20
-15
-10
-30
6 Hours
8 a.m.5 p.m.
Full Week
Secret Enforcer
-35
20
-20
-15
-10
-40
6 Hours
8 a.m.5 p.m.
Full Week
Product Launch
Researcher
-5
-15
30
-10
-15
-10
6 Hours
S.W.A.T.
Professional
Security
10
-15
-10
25
6 Hours
Legal Wrangling
Professional
Security
-5
-10
10
10
6 Hours
Summon Spirits
Spooky
-20
10
45
10
6 Hours
Quash Free
Secret Enforcer
-20
-35
30
-25
-20
-20
-40
6 Hours
-15
-40
40
-25
-10
-10
-20
-20
-30
6 Hours
-10
20
-20
-35
25
6 Hours
-10
-25
25
-10
25
-10
6 Hours
City Worker
-10
-10
20
20
6 Hours
Security
10
-10
20
-20
6 Hours
8 a.m.5 p.m.
Full Week
Fire Fighting
City Worker
10
-10
15
15
6 Hours
8 a.m.5 p.m.
Full Week
Industrial Production
-10
-30
-30
35
-15
-20
6 Hours
8 a.m.5 p.m.
Full Week
Industrial Production
-10
-35
-30
35
-15
-25
6 Hours
8 a.m.5 p.m.
Full Week
Elder
-10
30
-20
-15
-20
-10
-5
6 Hours
Rogue Citizen
Control
Police Officer
-15
-15
-10
35
-10
-20
6 Hours
Manager
30
-35
25
-15
-15
-25
-40
6 Hours
8 a.m.5 p.m.
Full Week
Chapter 4: Buildings
Riot Suppression
Professional
57
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CATEGORIES
BUILD
COST
INCOME
PER DAY
PER WORKER
JOBS
UNLOCK
MAX IN CITY
AVAILABILITY
BUILDING
PREREQUISITE
Evangelical Center
Worship
5,000
100
Hidden
Spirituality 20,
Prosperity -8
-20
Evangelical Megaplex
Worship
17,500
100
30
Hidden
Spirituality 50,
Prosperity -15
-40
Farm
Agriculture
450
75
Unlocked
Spirituality -1
Farming Co-op
Agriculture
750
100
10
Hidden
Spirituality -1,
Knowledge -3
-6
Federal Bank
Government
8,500
125
12
Hidden
Prosperity 40,
Authority 8
-10
Financial Building
5,750
100
30
Locked
Prosperity 28,
Productivity -15
-30
2,500
100
Locked
Knowledge -22
-5
Fire Brigade
300
Hidden
Spirituality -3
-10
Immune to
Rogue Sims/
Reduced Fire Risk
Fire Station
Government
1,500
100
Unlocked
Productivity -3
-10
Immune to
Rogue Sims/
Reduced Fire Risk
Fireworks Shack
125
75
Locked
Knowledge > 30
Knowledge 1
More Arsonists
1,500
100
Locked
Knowledge -8,
Prosperity -5
-15
Manufacture 17,500
100
40
Locked
100
15
Locked
Foundry
Game Developer
2,250
CONTEMPLATIVE
BUILDING ABILITIES
-20
Garage Band
750
75
Locked
Creativity 10
-10
500
100
12
Locked
Knowledge > 27
Knowledge -3
-5
Eyesore
Genetics Lab
Chapter 4: Buildings
Media
11,500
100
22
Hidden
Knowledge 40
-25
Healthful
Grape Vineyard
Agriculture
500
100
Locked
Prosperity -5
Hall of Records
Government
4,100
100
30
Locked
Knowledge 16,
Authority -6
-15
Harness Maker
Manufacture
300
75
Locked
Spirituality > 38
Spirituality -4
Cost Cutter:
Agriculture
Highway
Volunteers Club
300
Locked
Creativity > 42
Creativity -4
-3
High Neighborhood
Improvement/Local
Property Value Increase
Media
5,250
125
18
Hidden
Prosperity -12,
Creativity -4
-30
Honey Farm
Agriculture
600
75
Locked
Spirituality > 39
Spirituality -3
Indie Label
Media
1,000
100
Locked
Prosperity -8
-20
More Artists/
Fewer Rock Stars
Government
4,750
100
Hidden
Spirituality 20,
Authority -10
-6
Cost Cutter:
Government
10,500
125
25
Hidden
Prosperity -20
-25
More Tycoons
Inquisition Office
International
Exchange
Kerosene Distillery
Manufacture
750
75
Locked
Spirituality > 65
Spirituality -1
-2
More Arsonists
Law Offices
Corporate
750
100
Hidden
Prosperity -4
-5
Loan Shark
Syndicate
750
100
Hidden
Prosperity -4
-10
Lumber Mill
Manufacture
750
100
10
Unlocked
Productivity -12
-15
Dangerous
Machine Shop
Manufacture
1,000
100
12
Hidden
Productivity -15
-30
Dangerous
58
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK
ACTION
FUN CITY
HAUNTED TOWN INDUSTRIAL
CLASS SPAWNED
PROFILE
PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
WORKWEEK
Holy Sim
15
-10
-10
20
6 Hours
Revival Sermon
Holy Sim
25
-15
-10
6 Hours
Farmer
-15
15
-20
-35
35
6 Hours
Farmer
10
10
-10
-25
25
6 Hours
Tax Break
25
-20
-10
10
15
-30
6 Hours
Manager
30
-30
20
-10
-15
-20
6 Hours
Fireproofing
Researcher
-10
-20
25
-20
-10
-15
6 Hours
Fire Alarm!
15
-10
10
15
6 Hours
Fire Alarm!
City Worker
6 Hours
8 a.m.5 p.m.
-5
-5
15
-10
6 Hours
Researcher
20
-10
15
-10
-15
-10
-20
6 Hours
Whip Cracking
Manager
-10
-20
-15
35
6 Hours
8 a.m.5 p.m.
Project Dedication
10
-10
20
20
-10
-15
-5
6 Hours
Entertainer
10
15
15
6 Hours
8 a.m.5 p.m.
10
15
10
6 Hours
Research Grant
-10
-30
25
-20
-15
-10
-20
6 Hours
-15
30
20
6 Hours
-10
-20
-15
20
-35
6 Hours
Volunteer Drive
-10
20
-15
-5
-15
6 Hours
Volunteer Drive
Activist
-15
10
10
6 Hours
Artist
30
-25
-20
-10
6 Hours
Full Week
Full Week
Wed.Fri.
-10
25
10
-15
6 Hours
Artist
25
-15
-10
6 Hours
Inquisition
-10
-15
-25
-15
25
15
-20
6 Hours
Currency
Speculation
15
-30
-15
20
-35
6 Hours
-10
-10
10
15
6 Hours
Business Sim
25
-15
15
-5
10
6 Hours
Debt Collection
15
-20
-20
25
6 Hours
Production Drive
-10
-10
-15
15
35
6 Hours
Production Drive
10
-25
15
-15
35
10
25
6 Hours
Chapter 4: Buildings
Music Festival
59
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CATEGORIES
BUILD
COST
INCOME
PER DAY
PER WORKER
JOBS
UNLOCK
MAX IN CITY
AVAILABILITY
BUILDING
PREREQUISITE
Research
1,200
100
Locked
Prosperity -5,
Knowledge -5
-15
Manufacture
2,250
100
18
Locked
Productivity -6
-10
Unhealthy/
Dangerous
Mechanized Farm
Agriculture
1,250
125
Hidden
Productivity -8,
Knowledge -8
-25
Dangerous
Ministry of Thought
Government 20,000
100
25
Hidden
Authority 80
-100
Local Productivity
Increase
Cost Cutter: Worship
Mission
Modeling Agency
Movie Studio
Multinational HQ
Neighborhood Watch
CONTEMPLATIVE
BUILDING ABILITIES
Worship
1,800
Unlocked
Spirituality 15
750
125
Unlocked
Prosperity -6
-10
Media
900
100
12
Hidden
Prosperity -8,
Creativity -8
-20
Local Productivity
Increase/
More Celebrities
Corporate
12,500
125
20
Hidden
300
Hidden
Authority -4
-5
More Vigilantes
Newspaper
Media
800
100
Unlocked
Knowledge -5
-5
Free Press
Observatory
2,200
75
Unlocked
Knowledge 15
-10
Office Building
Corporate
3,750
100
20
Unlocked
Prosperity 25,
Productivity -10
-30
Oil Refinery
Corporate
8,200
100
40
Locked
Orchard
Agriculture
300
100
Hidden
Prosperity -4
15,000
100
45
Hidden
Authority -25
-20
Light Conditioning/
Very Appealing
Syndicate
500
100
Unlocked
Prosperity 5
-5
200
75
Locked
Creativity -3
Government
1,200
100
Unlocked
Authority -3
-10
Immune to
Rogue Sims
Palace of Justice
Pawn Shop
Pied Piper Pest Control
Police Station
Chapter 4: Buildings
PR Firm
Propaganda Ministry
Public Radio Station
More Tycoons/
Eyesore
2,500
125
12
Locked
Prosperity -8
-20
Government
7,500
100
20
Locked
Authority 40
-50
Competitive/Local
Productivity Increase
Media
1,000
100
Locked
Knowledge > 27
Knowledge 8
-20
Public Safety
Government
300
100
Unlocked
Productivity -1
Quilting Circle
900
75
Hidden
Spirituality > 65
Spirituality -5
Realtor
1,800
100
Unlocked
Prosperity 12
-10
Recording Studio
Media
1,000
100
Hidden
Prosperity 6,
Creativity -4
-20
Recycling Center
1,000
100
12
Locked
Knowledge > 20
Knowledge -4
-20
High Neighborhood
Improvement/Local
Property Value Increase
Eyesore
1,000
100
24
Hidden
Knowledge -6
-10
Rice Paddy
Agriculture
900
75
Locked
Spirituality > 55
Spirituality -4
Seamstress
Manufacture
400
75
Locked
Spirituality > 36
Spirituality -5
Cost Cutter:
Agriculture
Secret Police HQ
Government
4,200
100
25
Locked
Authority -20
-20
Light Conditioning/
Very Appealing/
Immune to Rogue Sims
Secret Police
Kiosk
Government
400
100
Hidden
Authority 2
-10
Light Conditioning/
Very Appealing/
Immune to Rogue Sims
60
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK
ACTION
FUN CITY
HAUNTED TOWN INDUSTRIAL
CLASS SPAWNED
PROFILE
PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
WORKWEEK
Strategized
Marchitecture
Researcher
25
-10
25
-15
-10
6 Hours
Production Drive
-20
-15
20
15
30
6 Hours
-15
-25
20
-25
-15
6 Hours
8 a.m.5 p.m.
Full Week
Information
Campaign
Man In Black
-15
-35
-35
-20
45
-10
-40
6 Hours
8 a.m.5 p.m.
Full Week
15
-15
-10
10
6 Hours
8 a.m.5 p.m.
Wed.Fri.
30
-15
-15
6 Hours
Artist
30
-10
15
6 Hours
-35
20
-20
-15
-30
6 Hours
-10
10
10
6 Hours
Local Affiliates
Activist
-10
10
10
6 Hours
10
10
-15
15
6 Hours
Synergy
Manager
15
-25
10
-10
10
10
10
-15
6 Hours
Manager
25
-25
-15
30
15
-10
6 Hours
24 Hours
Mon.Fri.
Farmer
15
-15
25
6 Hours
Secret Enforcer
-15
-35
-20
30
-10
-30
6 Hours
8 a.m.5 p.m.
Criminal
-15
15
-10
20
-10
15
6 Hours
Activist
-5
-15
20
-20
-10
-15
6 Hours
8 a.m.5 p.m.
Wed.Fri.
S.W.A.T.
Police Officer
-10
15
6 Hours
8 a.m.5 p.m.
Full Week
Sponsored Event
Business Sim
25
-15
10
-10
-15
6 Hours
-15
-25
-25
35
-10
-35
6 Hours
Full Week
-10
15
-10
10
6 Hours
City Worker
10
10
6 Hours
Volunteer Drive
-5
15
-15
-35
-10
-10
25
6 Hours
Sellers Market
10
6 Hours
Entertainer
20
15
10
6 Hours
15
15
-10
10
6 Hours
-15
15
6 Hours
Farmer
-20
30
-25
-30
-25
-15
6 Hours
Volunteer Drive
15
-15
20
6 Hours
Dissident
Suppression
-15
-35
-25
35
-10
-35
6 Hours
-10
-15
-20
15
-5
-15
6 Hours
8 a.m.5 p.m.
Full Week
Chapter 4: Buildings
Activist Rally
Municipal Repairs
61
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILD
COST
INCOME
PER DAY
PER WORKER
JOBS
UNLOCK
MAX IN CITY
Sentinel Seminary
3,000
100
18
Service Station
750
100
Sheriffs Office
Government
750
100
Corporate
12,500
Media
1,500
BUILDING
Skyscraper
Software Studio
BUILDING
PREREQUISITE
CONTEMPLATIVE
BUILDING ABILITIES
Locked
Authority -8
-10
Unlocked
Productivity -3
-5
Serves Liquor
Hidden
Authority -2
-5
Immune to Rogue
Sims/Improved
Police Officers
100
40
Hidden
Prosperity 32,
Productivity -10
-30
100
12
Unlocked
Creativity -4,
Knowledge -2
-15
Spirit Squadroom
750
75
Hidden
Creativity -4
-5
Manufacture
1,000
100
10
Locked
Productivity -8
-20
Steel Mill
Manufacture 10,000
100
45
Locked
Stock Exchange
1,800
100
15
Locked
Prosperity -10
-20
Agriculture
750
75
15
Locked
Creativity -2,
Productivity -6
Sweatshop
Manufacture
6,500
100
35
Hidden
Televangelist Studio
Media
9,500
125
Locked
Spirituality > 31
Spirituality 35,
Prosperity -15
-30
Local Productivity
Increase/
More Celebrities
Temperance Union
Worship
1,000
100
Unlocked
Spirituality 8,
Authority 3
-5
More Temperance
Advocates
Manufacture
2,000
100
20
Unlocked
4,800
125
Hidden
Tourism Bureau
Tourist
11,750
100
Hidden
Prosperity -25
-10
More Tourists
Tourist Information
Tourist
750
100
Locked
Prosperity -6
-5
Town Hall
Government
1,500
100
Unlocked
Authority 10
-10
Competitive/Local
Productivity Increase
Treasury Department
Government
1,800
100
10
Locked
Authority -10
-15
Competitive/Local
Productivity Increase
Textile Factory
Think Tank
Chapter 4: Buildings
AVAILABILITY
Unhealthy/
Increased Fire Risk
Dangerous
Tulip Nursery
Botanic
300
75
Unlocked
Creativity -4
TV Network
Media
9,500
125
15
Hidden
Prosperity -14,
Creativity -6
-30
Local Productivity
Increase/More
Celebrities
TV Station
Media
1,600
100
12
Hidden
Prosperity -4
-30
Local Productivity
Increase/More
Celebrities
Manufacture 12,000
100
45
Hidden
Medium Smog
Output/Eyesore
500
75
Hidden
Productivity 4
-5
More Vigilantes
2,000
100
15
Locked
Knowledge > 40
Knowledge -6
-15
Windmill
400
100
Hidden
Productivity > 8,
Population > 100, Treasury > 8,000
Productivity -2
62
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK
ACTION
FUN CITY
HAUNTED TOWN INDUSTRIAL
CLASS SPAWNED
PROFILE
PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
WORKWEEK
Enforcement
-15
-35
-25
30
-10
-30
6 Hours
-10
6 Hours
Police Officer
-10
-10
-10
25
6 Hours
8 a.m.5 p.m.
Manager
30
-25
25
-15
-10
-15
-10
-30
6 Hours
Project Dedication
10
-10
20
20
-10
-10
6 Hours
Full Week
Cheerocracy
-10
-15
-15
30
-40
-35
-10
-10
6 Hours
Production Drive
20
6 Hours
Production Drive
-35
-15
35
-10
20
6 Hours
8 a.m.5 p.m.
Futures Investing
30
-30
-10
25
-25
6 Hours
Farmer
10
-15
6 Hours
8 a.m.5 p.m.
Full Week
Production Drive
-10
-40
-25
40
-20
6 Hours
8 a.m.5 p.m.
Full Week
25
-20
-15
-15
6 Hours
Holy Sim
-10
-20
-15
25
10
-15
15
6 Hours
Full Week
-15
30
6 Hours
Brainstorm
Researcher
20
-20
25
-15
-20
6 Hours
Tourist
20
-15
20
-10
6 Hours
Tourist
15
-15
-10
6 Hours
-15
-10
15
15
20
6 Hours
Foreclosure
20
-25
-10
15
20
15
-25
6 Hours
15
-15
15
6 Hours
Ad Campaign
25
-25
20
-20
6 Hours
Ad Campaign
20
-20
20
10
6 Hours
Production Drive
-35
-25
45
-10
-20
6 Hours
10
-15
20
-15
6 Hours
15
10
10
6 Hours
-5
20
-20
15
-15
-10
25
6 Hours
Chapter 4: Buildings
Production Drive
63
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Decoration Buildings
BUILD
CATEGORIES
COST
UNLOCK
MAX IN CITY
AVAILABILITY
Bamboo Garden
Barbecue Pit
225
Unlocked
Spirituality 2
15
Locked
Prosperity 1
Neighborhood Improvement/
Local Property Value Increase
Baroque Fountain
1,500
Unlocked
Prosperity 6
-3
Billboard
750
Unlocked
Prosperity 1
-1
Captain of Industry
Trophy
Industrial Achievement
Productivity 10
Curing/Monument IncomeMedium
Chess Table
400
Locked
Knowledge > 20
Knowledge 2
Increased Education
Chocolate Bunny
320
Hidden
Creativity 3
Electric Billboard
1,125
Unlocked
Prosperity 2
-3
Fat Cat
Trophy
Capitalist Achievement
Prosperity 10
Curing/Monument IncomeMedium
Fountain
600
Unlocked
Creativity 5
-2
Fountain Jet
600
Unlocked
Creativity 6
-2
Garden
400
Unlocked
Creativity 3
Giant Mobile
700
Unlocked
Creativity 6
Golden Buddha
600
Hidden
Spirituality 4
Neighborhood Improvement/
Local Property Value Increase
BUILDING
Graveyard
CAPITALIST CONTEMPLATIVE
SOCIETAL VALUE(S)
POWER
CYBERPUNK
BUILDING ABILITIES
Creepy
750
Locked
Spirituality 3
Guru
Trophy
Contemplative Achievement
Spirituality 10
Curing/Monument IncomeLow
Hedge
125
Unlocked
Creativity 1
Hedge Maze
500
Unlocked
Creativity 5
Government
1,800
Locked
Authority 4
Historical Monument
Iron Fence
Chapter 4: Buildings
BUILDING
PREREQUISITE
150
Unlocked
Authority 1
Decoration
Trophy
Curing/Monument IncomeHigh
Jumping Fountain
600
Unlocked
Creativity 6
-2
Large Fountain
450
Unlocked
Creativity 5
-3
Large Statue
1,500
Unlocked
Authority 8
-8
Laser Fountain
1,200
Hidden
Creativity 8
-3
Master Manipulator
Trophy
Authoritarian Achievement
Authority 10
Curing/Monument IncomeMedium
Master of Ceremonies
Trophy
Creativity 10
Curing/Monument IncomeLow
Mayor
Trophy
Normal Achievement
Curing/Monument IncomeHigh
Medium Fountain
450
Unlocked
Creativity 4
-1
Medium Statue
900
Unlocked
Authority 4
Merry-Go-Round
250
Unlocked
Creativity 2
Modern Sculpture
600
Locked
Creativity 4
Monkey Bars
350
Unlocked
Creativity 3
Network Knight
Trophy
Cyberpunk Achievement
Knowledge 10
Curing/Monument IncomeMedium
Open Plaza
900
Unlocked
Productivity 4
-10
Ornate Pagoda
1,800
Hidden
Spirituality 8
Neighborhood Improvement/
Local Property Value Increase
Plasma Billboard
1,500
Unlocked
Prosperity 5
-5
Police Box
200
Unlocked
Authority 1
-1
Prayer Wheel
100
Unlocked
Spirituality 1
Public Clock
450
Unlocked
Authority 3
-1
Public Mural
1,000
Unlocked
Creativity 8
Public Sculpture
400
Unlocked
Creativity 3
Reliquary
700
Hidden
Spirituality > 63
Spirituality 5
64
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
FUN CITY
ACTION
HAUNTED TOWN
PROFILE
INDUSTRIAL
PROFILE
NORMAL
PROFILE
AUTHORITARIAN ROMANTIC
PROFILE PROFILE
SMALL TOWN
PROFILE
PROFILE
PROFILE
PROFILE
PROFILE
-5
20
-5
-5
-10
-10
-5
10
20
-15
-5
10
-10
-10
20
-5
-10
-5
15
-5
10
15
10
10
10
-10
25
-10
-10
-5
-10
Summon Spirits
10
40
20
10
15
10
-5
15
-10
-10
10
-10
-10
-10
-20
20
-5
-10
-10
20
10
0
5
20
15
-5
25
-10
-5
-10
-5
-10
10
-5
-10
-10
-10
10
-5
20
-5
-10
-10
1
0
15
15
15
15
-5
Chapter 4: Buildings
65
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chapter 4: Buildings
BUILDING
COST
UNLOCK
MAX IN CITY
BUILDING
PREREQUISITE
AVAILABILITY
CAPITALIST CONTEMPLATIVE
SOCIETAL VALUE(S)
POWER
CYBERPUNK
BUILDING ABILITIES
Rock Garden
400
Unlocked
Spirituality 2
More Masters
Rose Garden
500
Unlocked
Creativity 4
Sad Garden
550
Unlocked
Productivity 3
Sheriff
Trophy
Spirituality 5
Curing/Monument IncomeLow
Small Statue
475
Unlocked
Authority 2
800
Unlocked
Prosperity 5
State Television
Government
3,000
Hidden
Authority 8
Steam Sculpture
300
Unlocked
Productivity 2
375
Unlocked
Productivity 1
Stupa
2,500
Hidden
Spirituality 5
Suburban Playground
750
Unlocked
Creativity 7
Swingset
200
Unlocked
Creativity 2
Tech Monolith
4,000
Locked
Authority 10
Tetherball Court
300
Unlocked
Creativity 2
Trophy
Romantic Achievement
750
Unlocked
Authority 4
Tibetan Bell
750
Locked
Spirituality > 30
Spirituality 3
Tile OTulips
75
Unlocked
Creativity 1
Tool Shed
150
Unlocked
Productivity 1
Topiary Bush
Bunny Rabbit
250
Locked
Creativity 2
Topiary BushHand
250
Locked
Creativity 2
Topiary BushPillar
250
Locked
Creativity 2
250
Locked
Creativity 2
Topiary Park
1,000
Hidden
Creativity 10
Town Common
350
Unlocked
Spirituality 3
Town Square
800
Unlocked
Prosperity 5
Urban Playground
1,250
Unlocked
Productivity 6
Village Green
500
Unlocked
Creativity 4
Wishing Well
225
Hidden
Creativity 3
Woodland Park
750
Unlocked
Knowledge 3
Neighborhood Improvement/
Local Property Value Increase
66
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Creativity 5, Prosperity 5 0
Curing/Monument IncomeMedium
FUN CITY
ACTION
HAUNTED TOWN
PROFILE
INDUSTRIAL
PROFILE
NORMAL
PROFILE
AUTHORITARIAN ROMANTIC
PROFILE PROFILE
SMALL TOWN
PROFILE
PROFILE
PROFILE
PROFILE
PROFILE
20
-10
-10
10
15
10
-5
-10
-5
30
-10
-20
-20
25
-10
-30
10
-5
20
-5
-5
-10
15
-10
25
10
20
-5
-15
15
-5
-5
-5
-10
-10
20
20
-5
20
-10
-5
-5
-10
-10
-5
-5
-5
-5
-5
-5
-5
-5
10
-15
-10
15
20
10
10
20
Make a Wish
20
-10
-10
10
-10
10
10
-15
10
15
Chapter 4: Buildings
67
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Venue Buildings
BUILDING
Altar
Antique Shop
HAPPINESS
COST
VISIT
EFFECT
MAX IN
SLOTS
UNLOCK
CITY AVAILABILITY
Child Safe,
Worship
75
Unlocked
PREREQUISITE
SPECIAL SIM
SOCIETAL VALUE(S)
CAPITALIST
POWER
CONTEMPLATIVE
BUILDING ABILITIES
Spirituality -2
Sells Antiques
Retail
600
Unlocked
Prosperity -4
-5
Child Safe
3,300
40
Locked
Knowledge > 53
Knowledge -12
-15
Retail
1,350
12
Locked
Productivity 3,
Prosperity -3
-10
More Vigilantes/
Sells Cargo Pants/
Sells Tools
Retail
1,650
15
Hidden
Prosperity -6,
Creativity -2
-10
Art Gallery
Retail
1,000
Locked
Prosperity -4,
Creativity -2
-8
Art Museum
Arts
9,600
35
Unlocked
Creativity -18,
Spirituality -4
-20
Aquarium
Asylum
Creepy
11,400
35
Hidden
Authority -18
0 Rehabilitation/Unhealthy
Balloon Cart
Child Safe
600
Locked
Creativity -2
Baseball Field
Child Safe
2,100
25
Unlocked
Productivity 5
-10
Dangerous
Bath House
Bazaar
Beauty Salon
3,750
20
Hidden
Spirituality > 73
Spirituality -10
Child Safe
3,300
25
Hidden
Creativity -15
-2
2,250
10
Unlocked
Prosperity -10
-10
Bookstore
Retail
1,000
10
Unlocked
Knowledge 2, Prosperity -1
-5
Sells Books
Botanical Garden
Botanic
2,700
15
Unlocked
Creativity 10
-5
Healthful
Child Safe
3,150
20
Hidden
Productivity 3
-10
Bridal Shop
1,000
Hidden
Prosperity -2
-1
Burger Joint
Child Safe,
Restaurant
1,200
15
Locked
Prosperity -4,
Productivity 2
-5
Unhealthy
Butcher Shop
Restaurant
450
Unlocked
Productivity 3
-5
Unhealthy
Caf
Restaurant
750
10
Locked
Prosperity -4
-5
Retail
1,000
10
Locked
Knowledge 2,
Prosperity -1
-5
Child Safe
300
Locked
Creativity -4
-8
Unhealthy
Car Dealership
Retail
3,000
15
Unlocked
Prosperity -9
-8
Sells Cars
Carnival Games
Child Safe,
Gaming
900
Hidden
Creativity -2,
Prosperity 6
-5
Variable Fun/
Appealing
Gaming
6,000
35
Unlocked
Prosperity -12
-15
Gambling/
Serves Cocktails
Bowling Alley
Campus Bookstore
Chapter 4: Buildings
BUILD
CATEGORIES
Candy Store
Casino
Castle Ruin
Creepy
3,450
20
Unlocked
Creativity -12
Cathedral
Worship
15,000
10
42
Hidden
Spirituality > 70
Spirituality -6
-30
Child Safe,
Education
1,800
25
Unlocked
Creativity -6,
Knowledge 4
-8
Cineplex
Arts
4,800
30
Locked
City Bistro
Restaurant
750
10
Locked
Creativity > 21
Creativity -3
-10
Clinic
Healthcare
1,800
Unlocked
Knowledge -4
-15
General Healthcare
Childrens Museum
Clothing Store
Retail
1,000
10
Unlocked
Prosperity -4
Child Safe
450
Hidden
Creativity -2
5,700
32
Unlocked
Prosperity -18
-10
Conditioning Theater
Government
3,600
15
Locked
Authority -6
-30
Conditioning/
Most Appealing
Corner Deli
Restaurant
300
Unlocked
Productivity 2
-5
Unhealthy
Clubhouse
Concert Hall
68
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK
BUILDING ACTION
PROFILE
PROFILE
PROFILE
DURATION
OPEN
2 Hours
9 a.m.12 a.m.
10
15
2 Hours
9 a.m.12 a.m.
20
25
-5
5 Hours
9 a.m.2 p.m.
-10
10
15
15
2 Hours
9 a.m.12 a.m.
15
-15
-15
25
-5
2 Hours
9 a.m.12 a.m.
15
10
-15
-15
20
-5
2 Hours
9 a.m.12 a.m.
Artist
10
-10
-10
10
-10
35
-15
6 Hours
9 a.m.12 a.m.
-10
-10
-10
35
10
20
3 Days
24 Hours
-5
-15
30
-10
-15
-5
2 Hours
9 a.m.12 a.m.
Elder
-10
20
10
-5
Artist
-5
10
-15
15
2 Hours
9 a.m.12 a.m.
Monk
-10
25
-5
-15
5 Hours
9 a.m.2 p.m.
-15
30
-10
-25
-5
5 Hours
9 a.m.2 p.m.
25
-10
-10
10
-10
2 Hours
9 a.m.12 a.m.
10
-10
-10
10
2 Hours
9 a.m.12 a.m.
Activist
15
10
15
-10
25
2 Hours
9 a.m.12 a.m.
10
-10
15
15
-10
-15
25
2 Hours
9 a.m.12 a.m.
15
-10
2 Hours
9 a.m.12 a.m.
-10
15
20
10
-10
20
2 Hours
9 a.m.12 a.m.
Special Pricing
10
2 Hours
9 a.m.12 a.m.
Special Pricing
10
10
20
2 Hours
9 a.m.12 a.m.
-10
10
2 Hours
9 a.m.12 a.m.
Street Sales
-5
25
-10
10
2 Hours
9 a.m.12 a.m.
20
-15
10
10
-10
2 Hours
9 a.m.12 a.m.
Criminal
20
10
-15
10
2 Hours
9 a.m.12 a.m.
25
-20
15
-15
2 Hours
9 a.m.12 a.m.
Spooky
-10
15
45
20
2 Hours
9 a.m.12 a.m.
Sanctification
Holy Sim
10
15
25
-10
5 Hours
9 a.m.2 p.m.
Entertainer
10
-10
30
-25
-10
5 Hours
9 a.m.2 p.m.
World Premiere
15
-15
10
20
-15
2 Hours
9 a.m.12 a.m.
Hot Spot
10
25
-10
2 Hours
9 a.m.12 a.m.
15
15
15
15
2 Hours
9 a.m.12 a.m.
25
10
10
15
15
2 Hours
9 a.m.12 a.m.
-15
25
-10
2 Hours
9 a.m.12 a.m.
Hot Spot
20
-10
30
-10
2 Hours
9 a.m.12 a.m.
-15
-25
-35
-15
35
-30
2 Hours
9 a.m.12 a.m.
Special Pricing
10
2 Hours
9 a.m.12 a.m.
Chapter 4: Buildings
Toy Sale
69
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HAPPINESS
COST
VISIT
EFFECT
MAX IN
SLOTS
Corporate Retreat
6,300
10
20
Hidden
300
Hidden
Counseling Center
750
10
Locked
BUILDING
PREREQUISITE
SPECIAL SIM
SOCIETAL VALUE(S)
CAPITALIST
POWER
CONTEMPLATIVE
BUILDING ABILITIES
Prosperity -14,
Spirituality -6
-8
Creativity -2
-2
Unhealthy
Creativity -4
-10
County Jail
Incarceration 8,400
30
Hidden
Authority -20
-15
Heavy Conditioning/
Unhealthy
Cryogenic Prison
Incarceration 5,250
20
Hidden
Authority -2,
Knowledge -2
-50
Heavy Conditioning/
Unhealthy
2,400
20
Hidden
Productivity 6,
Prosperity -2
-20
Sells Platinum
BBQ Grills
Government, 3,000
Healthcare
20
Locked
Authority -6,
Knowledge -2
-30
General Healthcare
Detention Center
Incarceration 2,500
10
Locked
Authority -5
-5
Heavy Conditioning/
Unhealthy
Locked
Prosperity -4
-8
Department Store
Diner
Dive Bar
Doctors Office
Dojo
Dosage Facility
Double Decker Bus Tour
Drama School
Retail
Restaurant
600
Liquor
900
Unlocked
Productivity 4
-8 Serves Liquor/Unhealthy
Healthcare
2,850
10
Hidden
Prosperity -4
-10
Curing
2,000
10
Locked
Spirituality > 50
Spirituality 10
Government 11,850
28
Hidden
Authority -30,
Knowledge -4
-60
Distributes
Daily Doses
750
10
Locked
Productivity -3
-10
Serves Liquor
Child Safe,
Education
1,500
12
Unlocked
Creativity 5,
Knowledge 5
-10
Most Appealing
Drive In
5,700
30
Hidden
Creativity -15
-15
Driving Range
3,600
20
Locked
Prosperity -12
More Hooligans
Incarceration 6,750
20
Locked
Authority -10
-20
Heavy Conditioning/
Unhealthy
Dungeon
Chapter 4: Buildings
UNLOCK
CITY AVAILABILITY
Retail
1,800
Hidden
Authority -2,
Prosperity > 50
-20
Elementary School
Child Safe,
Education
1,500
12
Unlocked
Knowledge 10
-5
Most Appealing
Faith Healer
Healthcare,
Worship
1,000
10
Hidden
Spirituality -15
Farmers Market
Agriculture
900
10
Locked
Spirituality > 35
Spirituality -3
Healthful/Cost Cutter:
Agriculture
Ferris Wheel
2,000
12
Hidden
Creativity -7
-8
More Entertainers/
More Mimes
Firing Range
3,150
20
Hidden
Prosperity -13
-20
More Vigilantes
Fish Market
750
10
Locked
Spirituality -1
Fishing Hole
1,500
Hidden
Spirituality -1
Flea Market
Retail
2,850
24
Locked
Productivity 3,
Prosperity -1
Sells Toys
Florist
Four Star Restaurant
Gathering Hall
Gazebo
General Store
Botanic
300
Unlocked
Creativity 1
-2
Restaurant
1,000
Hidden
Prosperity -6
-5
Worship
3,750
20
Hidden
Spirituality > 61
Spirituality -8
1,000
Locked
Spirituality > 36
Spirituality -4
Retail
1,000
Unlocked
Spirituality -2,
Prosperity -1
Sells Books/
Sells Tools
70
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK
BUILDING ACTION
Business Sim
30
-15
-10
-15
PROFILE
PROFILE
PROFILE
DURATION
OPEN
-15
-20
5 Hours
9 a.m.2 p.m.
-10
25
-10
-5
2 Hours
9 a.m.12 a.m.
20
-15
2 Hours
9 a.m.12 a.m.
Roundup
-5
-20
-15
10
20
-10
1 Day
24 Hours
Crackdown
-20
-35
25
-30
-15
-20
-30
1 Day
24 Hours
25
-10
10
20
2 Hours
9 a.m.12 a.m.
Safety Inspection
-5
-20
20
5 Hours
9 a.m.2 p.m.
Prisoner Acquisition
-10
-10
-15
20
-10
1 Day
24 Hours
-10
10
15
-15
20
2 Hours
9 a.m.12 a.m.
Hot Spot
Criminal
-20
-15
15
2 Hours
9 a.m.12 a.m.
20
-5
2 Hours
9 a.m.12 a.m.
Monk
-10
35
-20
-15
-10
-10
5 Hours
9 a.m.2 p.m.
Mandated Attendance
-15
-25
-25
-10
35
-20
-30
2 Hours
9 a.m.12 a.m.
-15
25
-10
2 Hours
9 a.m.12 a.m.
10
20
-10
25
5 Hours
9 a.m.2 p.m.
-15
-15
10
25
2 Hours
9 a.m.12 a.m.
30
2 Hours
9 a.m.12 a.m.
Prisoner Acquisition
-10
-25
-20
25
20
10
-10
1 Day
24 Hours
-5
-15
20
-10
-10
-15
2 Hours
9 a.m.12 a.m.
10
5 Hours
9 a.m.2 p.m.
-5
25
-5
-10
5 Hours
9 a.m.2 p.m.
Farmer
20
35
2 Hours
9 a.m.12 a.m.
-15
25
-15
-10
2 Hours
9 a.m.12 a.m.
Security
15
-15
-15
20
-20
2 Hours
9 a.m.12 a.m.
10
10
2 Hours
9 a.m.12 a.m.
-5
10
-10
-15
15
5 Hours
9 a.m.2 p.m.
15
25
2 Hours
9 a.m.12 a.m.
-10
10
10
2 Hours
9 a.m.12 a.m.
Hot Spot
20
10
-10
20
2 Hours
9 a.m.12 a.m.
Elder
-10
35
-20
-15
-15
-10
5 Hours
9 a.m.2 p.m.
20
10
-10
15
15
2 Hours
9 a.m.12 a.m.
-10
-15
-10
-10
-15
30
2 Hours
9 a.m.12 a.m.
Chapter 4: Buildings
Toy Sale
Toy Therapy
71
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HAPPINESS
COST
VISIT
EFFECT
MAX IN
SLOTS
1,000
12
Holotainment Center
Gaming
18,000
30
Retail
2,400
Retail
4,000
Hospital
Healthcare
Child Safe
Child Safe
750
BUILDING
Helicopter Tour
SPECIAL SIM
SOCIETAL VALUE(S)
CAPITALIST
POWER
CONTEMPLATIVE
BUILDING ABILITIES
Locked
Creativity -4
-15
Locked
Knowledge -22
-30
Variable Fun/
Appealing
20
Unlocked
Prosperity -10
-10
Sells Deluxe
Refrigerators
30
Unlocked
Prosperity -16
-8
Sells Mahogany
Dining Sets
5,850
20
Unlocked
1,500
10
Hidden
General Healthcare
More Entertainers/
More Mimes
Unlocked
Creativity -4
-5
Unhealthy
20
Unlocked
Authority -10
-15
Heavy Conditioning/
Unhealthy
-5
750
10
Hidden
Knowledge > 55
Education
6,000
45
Locked
Liquor
900
Hidden
Productivity 4
-5
Serves Liquor
Worship
750
10
Hidden
Spirituality -1
Retail
30,000
12
Hidden
Prosperity -12
-15
Healthcare
11,550
40
Hidden
Prosperity -14,
Knowledge -8
-30
General Healthcare
Mall
Child Safe,
Retail
8,000
35
Unlocked
Prosperity -18
-15
Malt Shop
Child Safe
1,350
10
Locked
Creativity -4
-8
Unhealthy
Retail
1,800
15
Locked
Knowledge -2,
Prosperity -6
-10
Sells DVDs/
Sells Records/
Sells Game Consoles
Media Marketplace
Medical Group
Chapter 4: Buildings
PREREQUISITE
Incarceration 5,550
UNLOCK
CITY AVAILABILITY
Healthcare
4,000
20
Locked
Knowledge > 55
Knowledge -8
-20
Curing
Meditation Center
Worship
4,000
20
Locked
Spirituality > 65
Spirituality 10
Healthful
Meeting House
Worship
2,850
10
10
Locked
Spirituality -8
-5
Retail
7,800
50
Hidden
Prosperity -30
-20
Worship
20,000
10
50
Hidden
Spirituality -25
-20
15,000
50
Hidden
Authority -7
More Vigilantes/
Light Conditioning/
Very Appealing
Mega Mall
Mega-Church
Memorial Plaza
Metal Club
Arts
1,800
12
Hidden
Creativity -4
-15
Midwife
Healthcare
600
Locked
Spirituality -4
Curing/
More Faith Healers
Military School
Child Safe,
Education
1,500
12
Unlocked
Authority 5, Knowledge 5
-10
MiniGolf
Child Safe
2,250
25
Unlocked
Creativity -6
-15
Motion Simulator
Child Safe
1,200
Locked
Knowledge > 71
Knowledge -5
Motorcycle Shop
Retail
1,000
10
Locked
Prosperity -4
-5
Movie Theater
Arts
3,150
20
Unlocked
Creativity -4
-15
40
Hidden
Authority -14
-30
Conditioning/
Most Appealing
Musical Theater
Arts
4,200
25
Locked
Creativity -14
-15
Nightclub
1,200
Hidden
Productivity 3
-10
More Hooligans/
Dangerous
72
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Sells Motorcycles
CYBERPUNK
BUILDING ACTION
PROFILE
PROFILE
PROFILE
DURATION
OPEN
Specialty Pricing
20
15
2 Hours
9 a.m.12 a.m.
-10
-25
25
-20
-20
-25
2 Hours
9 a.m.12 a.m.
20
-10
2 Hours
9 a.m.12 a.m.
20
-10
2 Hours
9 a.m.12 a.m.
15
15
15
2 Hours
9 a.m.12 a.m.
30
-15
-10
15
2 Hours
9 a.m.12 a.m.
Street Sales
-5
30
10
15
2 Hours
9 a.m.12 a.m.
Roundup
-20
-15
10
1 Day
24 Hours
Release Party
-10
20
10
2 Hours
9 a.m.12 a.m.
Activist Rally
Activist
-10
-25
-15
15
15
5 Hours
9 a.m.2 p.m.
10
-15
10
-15
20
15
2 Hours
9 a.m.12 a.m.
Holy Sim
-10
20
-25
-20
-10
-10
2 Hours
9 a.m.12 a.m.
30
-25
-20
-5
2 Hours
9 a.m.12 a.m.
20
15
2 Hours
9 a.m.12 a.m.
30
-20
15
15
-10
-10
2 Hours
9 a.m.12 a.m.
-10
20
-10
20
2 Hours
9 a.m.12 a.m.
25
-20
25
-10
-15
-20
2 Hours
9 a.m.12 a.m.
20
20
-15
20
2 Hours
9 a.m.12 a.m.
Monk
-10
40
-25
-15
-15
5 Hours
9 a.m.2 p.m.
Recruitment
Holy Sim
15
-20
25
5 Hours
9 a.m.2 p.m.
35
-35
15
-25
-25
2 Hours
9 a.m.12 a.m.
Sanctification
Holy Sim
10
10
-10
-10
5 Hours
9 a.m.2 p.m.
15
2 Hours
9 a.m.12 a.m.
10
-10
15
15
2 Hours
9 a.m.12 a.m.
20
15
2 Hours
9 a.m.12 a.m.
Police Officer
10
-10
-10
10
15
5 Hours
9 a.m.2 p.m.
Toy Special
15
-10
25
-15
-15
20
2 Hours
9 a.m.12 a.m.
-10
-15
25
20
-15
-15
-10
-15
2 Hours
9 a.m.12 a.m.
25
15
15
20
-10
2 Hours
9 a.m.12 a.m.
Premiere
10
-10
15
-15
10
10
2 Hours
9 a.m.12 a.m.
-10
-25
-25
30
-10
2 Hours
9 a.m.12 a.m.
Touring Show
-15
15
2 Hours
9 a.m.12 a.m.
Hire Bouncer
Criminal
-10
20
-10
25
2 Hours
9 a.m.12 a.m.
Chapter 4: Buildings
Safety Inspection
73
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HAPPINESS
COST
VISIT
EFFECT
MAX IN
SLOTS
Arts
4,800
20
Off-Track Betting
Gaming
1,000
Child Safe
22,500
Arts
18,000
Incarceration 5,000
BUILDING
Off-Broadway Playhouse
Opera House
Panopticon
Parochial School
Personal Training Gym
Pet Shop
PREREQUISITE
SPECIAL SIM
SOCIETAL VALUE(S)
CAPITALIST
POWER
CONTEMPLATIVE
BUILDING ABILITIES
Hidden
Creativity -18
-8
Hidden
Productivity 2
-5
Gambling
35
Hidden
Creativity -22
-50
Sales Tax
40
Locked
Creativity -18,
Prosperity -15
-15
High Neighborhood
Improvement/Local
Property Value Increase
20
Hidden
Authority -12
-25
Heavy Conditioning/
Unhealthy
Child Safe,
Education
1,500
12
Unlocked
Spirituality 5,
Knowledge 5
-8
Most Appealing
1,000
12
Locked
Prosperity -4
-15
Healthful
-5
Sells Pets
Retail
750
Locked
Philanthropic Organization
2,700
15
Locked
5,700
30
Hidden
Creativity -16
-15
Restaurant
1,350
10
Locked
Productivity 2
-5
Unhealthy
Pizza Shop
Plastic Surgeon
3,600
10
Hidden
Presidential Library
Child Safe
10,500
30
Hidden
Knowledge 20
Private School
Child Safe,
Education
1,500
12
Unlocked
Prosperity 5,
Knowledge 5
Pub
Chapter 4: Buildings
UNLOCK
CITY AVAILABILITY
Liquor
900
Locked
Productivity 3, Creativity -2
-5
Public Library
Child Safe
1,800
20
Unlocked
Knowledge 10
-10
Public Pool
Child Safe
5,100
25
Unlocked
Prosperity -14
-5
Racetrack
Gaming
9,000
40
Hidden
Productivity 7
-15
Gambling
Serves Cocktails
Record Shop
Retail
750
Locked
Redistribution Center
Retail
450
15
Unlocked
-10
Sells Records
Re-education Center
Government
7,350
28
Locked
Authority -14
-50
Conditioning/
Most Appealing
Rehab Center
5,100
20
Hidden
Prosperity -14
-10
Healthful
Rejuvenation Terminal
6,150
30
Locked
Prosperity -4
-30
Retail
750
Hidden
Spirituality 4,
Prosperity -4
-5
Sells Curios/
Sells Books/
Cost Cutter: Worship
Religious Bookstore
Religious Retreat
Worship
6,300
30
Hidden
Spirituality -18
Research Clinic
Healthcare
2,500
30
Hidden
Knowledge > 60
Knowledge -5
-20
Curing
Ristorante
Restaurant
1,500
10
Hidden
Prosperity > 65
Prosperity -4
-5
Sanctuary
Worship
9,300
40
Locked
Spirituality > 75
Spirituality -24
School Room
Child Safe,
Education
450
Hidden
Knowledge > 12
Knowledge 4
Most Appealing
Scooter Shop
Retail
1,200
15
Hidden
Prosperity -2
-5
Sells Scooters
Healthful
Sesshin Center
Worship
6,000
30
Hidden
Spirituality 20
-10
Shack
Creepy
75
Hidden
Creativity 1
Shopping Center
Retail
8,700
50
Unlocked
Prosperity -20
-10
74
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK
BUILDING ACTION
PROFILE
PROFILE
DURATION
OPEN
Artist
-10
15
-15
15
-20
2 Hours
9 a.m.12 a.m.
15
-15
10
20
-10
-10
10
2 Hours
9 a.m.12 a.m.
Entertainer
15
-10
25
2 Hours
9 a.m.12 a.m.
Hot Spot
20
-10
35
-30
2 Hours
9 a.m.12 a.m.
Prisoner Acquisition
-10
-10
-15
25
-10
1 Day
24 Hours
Elder
10
10
5 Hours
9 a.m.2 p.m.
Hot Spot
25
-15
10
-15
-5
2 Hours
9 a.m.12 a.m.
15
25
-10
15
10
2 Hours
9 a.m.12 a.m.
25
5 Hours
9 a.m.2 p.m.
Hire Bouncer
-15
10
25
-20
-25
-10
2 Hours
9 a.m.12 a.m.
-15
10
-10
2 Hours
9 a.m.12 a.m.
25
-25
15
-15
2 Hours
9 a.m.12 a.m.
-20
15
2 Hours
9 a.m.12 a.m.
10
-10
5 Hours
9 a.m.2 p.m.
Hire Bouncer
15
20
2 Hours
9 a.m.12 a.m.
Book Drive
10
10
2 Hours
9 a.m.12 a.m.
10
-15
-10
10
2 Hours
9 a.m.12 a.m.
Criminal
20
25
-10
10
2 Hours
9 a.m.12 a.m.
10
-10
10
2 Hours
9 a.m.12 a.m.
-10
-20
-15
-15
25
-10
2 Hours
9 a.m.12 a.m.
-15
-25
-25
-15
35
-10
-30
2 Hours
9 a.m.12 a.m.
30
-15
-10
5 Hours
9 a.m.2 p.m.
-20
-35
30
-20
-30
-25
2 Hours
9 a.m.12 a.m.
10
-10
-10
10
2 Hours
9 a.m.12 a.m.
Volunteer Drive
-5
20
-10
-20
-20
5 Hours
9 a.m.2 p.m.
Researcher
-10
20
-30
2 Hours
9 a.m.12 a.m.
Hot Spot
20
-5
-10
10
-5
-5
20
2 Hours
9 a.m.12 a.m.
Monk
-15
35
-5
-25
-10
-5
-20
5 Hours
9 a.m.2 p.m.
15
-10
15
-20
10
25
5 Hours
9 a.m.2 p.m.
20
-5
15
15
-10
20
2 Hours
9 a.m.12 a.m.
Pilgrimage
Monk
-15
40
-5
-25
-10
-5
-20
5 Hours
9 a.m.2 p.m.
Summon Spirits
Spooky
-5
-15
10
30
2 Hours
9 a.m.12 a.m.
20
-15
15
-15
-20
2 Hours
9 a.m.12 a.m.
Chapter 4: Buildings
PROFILE
75
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HAPPINESS
COST
VISIT
EFFECT
MAX IN
SLOTS
UNLOCK
CITY AVAILABILITY
Arts,
Education
1,000
10
1,500
10
Child Safe
3,000
20
PREREQUISITE
SPECIAL SIM
SOCIETAL VALUE(S)
CAPITALIST
POWER
CONTEMPLATIVE
BUILDING ABILITIES
Creativity -6,
Spirituality -2
Hidden
Locked
Creativity -4
-8
Unlocked
Creativity -10,
Productivity 3
Dangerous
Smoke Shop
900
Hidden
Creativity -4
-5
Unhealthy
Soccer Field
Child Safe
2,250
25
Unlocked
Dangerous
Soup Kitchen
Restaurant
750
12
Locked
Spirituality -4
-5
Liquor
1,350
10
Locked
Productivity 3
-8
Serves Cocktails
Child Safe
52,500
10
80
Hidden
Prosperity -75
-80
State Amphitheater
Government 37,500
50
Hidden
Authority -35
-100
Conditioning/
Most Appealing
State Cafeteria
Government
4,500
42
Locked
Authority -20
-15
Light Conditioning/
Very Appealing
State Prison
Incarceration 9,300
30
Hidden
Authority -15
-30
Heavy Conditioning/
Unhealthy
Speakeasy
Sports Stadium
Stone Church
Worship
2,850
10
10
Unlocked
Spirituality -8
-5
Strip Mall
Retail
4,800
35
Unlocked
Productivity 3,
Prosperity -3
-15
Sushi Joint
Restaurant
750
10
Locked
Prosperity -1
-5
300
Unlocked
Prosperity -2
-5
Unhealthy
Tattoo Parlor
Tea House
Restaurant
750
10
Unlocked
Spirituality -4
Teaching Hospital
Education,
Healthcare
5,850
20
Hidden
Knowledge > 90
Knowledge -12
-20
General Healthcare
Worship
2,850
10
10
Locked
Spirituality > 18
Spirituality -8
-5
5,250
25
Locked
Prosperity -4
-5
Toy Store
Retail
1,000
10
Locked
Creativity -4,
Prosperity -2
-5
Sells Toys/Sells
Game Consoles
Underground Casino
Gaming
3,150
20
Hidden
Productivity 2
-10
Gambling/
Serves Cocktails
2,250
25
Hidden
Productivity 5
-10
Child Safe,
Gaming
750
Locked
Knowledge > 30
Knowledge -3
-15
Variable Fun/
Appealing
Arts
1,350
Hidden
Productivity 1,
Prosperity -2
-15
Child Safe,
Education
1,500
12
Unlocked
Productivity 5,
Knowledge 5
-10
Temple
Tennis Club
Chapter 4: Buildings
BUILD
CATEGORIES
Union Hall
Video Arcade
VIP Club
Vocational School
Water Park
Welfare Center
Zoo
Child Safe
2,700
35
Hidden
Creativity -8
-20
Government
1,800
15
Hidden
Prosperity -4,
Spirituality 5
-5
Child Safe
11,250
45
Hidden
Creativity -25
-15
76
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK
BUILDING ACTION
PROFILE
PROFILE
DURATION
OPEN
-10
-20
25
2 Hours
9 a.m.2 p.m.
15
-15
10
-5
2 Hours
9 a.m.12 a.m.
-5
25
10
2 Hours
9 a.m.12 a.m.
20
10
2 Hours
9 a.m.12 a.m.
20
10
2 Hours
9 a.m.12 a.m.
10
25
10
5 Hours
9 a.m.2 p.m.
-10
-15
-15
35
-15
2 Hours
9 a.m.12 a.m.
30
-30
15
10
20
-20
-20
2 Hours
9 a.m.12 a.m.
Mandated Attendance
-10
-30
-15
-15
35
-30
2 Hours
9 a.m.12 a.m.
-10
-25
-15
-10
25
-20
2 Hours
9 a.m.12 a.m.
Crackdown
-15
-40
-35
-10
35
-30
1 Day
24 Hours
Recruitment
Holy Sim
15
10
10
15
5 Hours
9 a.m.2 p.m.
20
-25
15
-25
20
2 Hours
9 a.m.12 a.m.
Dinner Special
20
20
10
-5
2 Hours
9 a.m.12 a.m.
Criminal
10
15
15
2 Hours
9 a.m.12 a.m.
25
10
-10
2 Hours
9 a.m.12 a.m.
Research Grant
Researcher
-10
20
-25
20
2 Hours
9 a.m.12 a.m.
Recruitment
Holy Sim
15
10
15
5 Hours
9 a.m.2 p.m.
25
-15
-10
2 Hours
9 a.m.12 a.m.
-10
35
-15
2 Hours
9 a.m.12 a.m.
20
-25
10
25
10
-25
2 Hours
9 a.m.12 a.m.
Health Plan
15
-20
35
-10
2 Hours
9 a.m.12 a.m.
Hot Spot
15
-15
25
25
2 Hours
9 a.m.12 a.m.
Hire Bouncer
25
-20
20
-10
-20
2 Hours
9 a.m.12 a.m.
City Worker
-10
15
35
25
5 Hours
9 a.m.2 p.m.
-15
30
-10
-20
-20
-10
5 Hours
9 a.m.2 p.m.
10
20
5 Hours
9 a.m.2 p.m.
10
-5
-15
30
2 Hours
9 a.m.12 a.m.
Artist
10
Headliner Revue
Entertainer
15
-10
Activist
15
Hire Bouncer
Criminal
-20
Chapter 4: Buildings
PROFILE
15
77
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Power Buildings
CATEGORIES
BUILD
COST
MAX IN
CITY
UNLOCK
AVAILABILITY
CARBON
PREREQUISITE
PRODUCED
CAPITALIST
POWER
CONTEMPLATIVE
BUILDING ABILITIES
High Carbon
1,500
Locked
Knowledge > 20
15
100
Carbon Exchange
Low Carbon
7,500
Hidden
-5
Low-Carbon Rewards
Coal Plant
High Carbon
3,000
Unlocked
201
500
Coal-Hydrogen Plant
High Carbon
9,000
Locked
Knowledge > 80
75
500
1,500
Unlocked
50
High Carbon
13,500
Locked
Knowledge > 10
120
750
Low Carbon
30,000
Hidden
Knowledge > 40
1,500
Eyesore
High Carbon
4,500
Unlocked
150
500
Low Carbon
1,500
Hidden
Knowledge > 40
10
BUILDING
Power Substation
Low Carbon
1,125
Locked
Knowledge > 10
3,000
Hidden
Knowledge > 40
100
High Carbon
18,000
Locked
1,080
2,000
Trash Incinerator
High Carbon
750
Locked
Knowledge > 10
40
100
600
Unlocked
25
BUILDING
BUILD
COST
PASSENGER
CAPACITY
AVAILABILITY
UNLOCK
PREREQUISITE
POWER
CAPITALIST
BUILDING ABILITIES
CONTEMPLATIVE
PROFILE
Bus Stop
300
Locked
-20
Subway
750
10
Hidden
-30
Solar Farm
Wind Farm
Chapter 4: Buildings
Transit Buildings
78
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK
BUILDING ACTION
FUN CITY
PROFILE
Overload
10
15
-25
SMALL TOWN
PROFILE PROFILE
PROFILE
PROFILE
10
-25
10
-10
15
10
-25
20
Overload
10
-30
15
10
Overload
-20
10
Power Purchase
10
10
10
-10
-40
25
-20
Overload
10
10
10
10
CYBERPUNK
PROFILE
FUN CITY
PROFILE
-10
-15
NORMAL
PROFILE
AUTHORITARIAN
PROFILE
ROMANTIC
PROFILE
SMALL TOWN
PROFILE
VISIT
PROFILE
DURATION
1 Hour
-20
1 Hour
Chapter 4: Buildings
79
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Building Catalog
50s Gas Station
Gallery: Workplace
Categories:
Research
Build Cost: 6,000
Income per Day
per Worker: 100
Jobs: 30
Availability: Hidden
Unlock Prerequisite: Knowledge > 107
Societal Value(s): Knowledge -15
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Targeted buildings
production of Knowledge permanently
increases by 10 percent.
Special Sim Class Spawned: Researcher
Capitalist Prole: -10
Contemplative Prole: -25
Cyberpunk Prole: 25
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: -15
Small Town Prole: -5
Gallery: Workplace
Categories: None
Build Cost: 500
Income per Day
per Worker: 100
Jobs: 4
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity -2
Visit Duration: 6 hours
Administration Building
Chapter 4: Buildings
Gallery: Workplace
Categories: None
Build Cost: 2,500
Income per Day
per Worker: 100
Jobs: 12
Availability: Hidden
Unlock Prerequisite: Knowledge > 43
Societal Value(s): Knowledge -5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the capacity
of all Education buildings in the city.
Building Action: Immediately produces
several activists. Activist Special Sims
include Hippies, Environmentalists, and
Photojournalists.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 10
Altar
Gallery: Venue
Categories: Child
Safe, Worship
Build Cost: 75
Happiness Effects: 3
Visit Slots: 2
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Elder
Capitalist Prole: -10
Contemplative Prole: 20
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 1
80
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Gallery: Workplace
Categories: None
Build Cost: 250
Income per Day
per Worker: 75
Jobs: 3
Availability: Locked
Unlock Prerequisite: Creativity > 38,
Sad < 8, Happy > 5
Societal Value(s): Creativity -3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Sun.Tue.
Building Abilities: None
Building Action: Immediately produces
several activists. Activist Special Sims
include Hippies, Environmentalists, and
Photojournalists.
Special Sim Class Spawned: Activist
Capitalist Prole: -5
Contemplative Prole: -5
Cyberpunk Prole: -10
Fun City Prole: 20
Antique Shop
Gallery: Venue
Categories: Retail
Build Cost: 600
Happiness
Effects: 3
Visit Slots: 5
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Antiques.
Antiques provide a household with a
small Happiness boost for a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 15
Aquarium
Gallery: Venue
Categories:
Child Safe
Build Cost: 3,300
Happiness Effects: 3
Visit Slots: 40
Availability: Locked
Unlock Prerequisite: Knowledge > 53
Gallery: Venue
Categories: Retail
Build Cost: 1,350
Happiness
Effects: 3
Visit Slots: 12
Availability: Locked
Unlock Prerequisite: Productivity > 60,
Population > 1,800, Treasury > 5,000
Societal Value(s): Productivity 3,
Prosperity -3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Increases the
chance that criminals appearing in the
city will be Vigilantes. 2) Sells Cargo
Pants. Cargo Pants provide a small
Happiness boost for a short while.
3) Sells Tools. Tools provide a small
Happiness boost for a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 10
Fun City Prole: 0
Gallery: Venue
Categories: Retail
Build Cost: 1,650
Happiness
Effects: 3
Visit Slots: 15
Availability: Hidden
Art Gallery
Gallery: Venue
Categories: Retail
Build Cost: 1,000
Happiness Effects: 3
Visit Slots: 9
Availability: Locked
Unlock Prerequisite: Prosperity > 25,
Creativity > 30
Societal Value(s): Prosperity -4,
Creativity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Rare Paintings.
Rare Paintings provide a household
with a large Happiness boost for
a short while.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 0
Art Museum
Gallery: Venue
Categories: Arts
Build Cost: 9,600
Happiness
Effects: 7
Visit Slots: 35
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -18,
Spirituality -4
Visit Duration: 6 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Artist
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 35
Small Town Prole: -15
Astrophysics Lab
Gallery: Workplace
Categories:
Research
Build Cost: 4,200
Income per Day
per Worker: 100
Jobs: 8
Availability: Hidden
Unlock Prerequisite: Knowledge > 35
Societal Value(s): Knowledge 20
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Immediately dispatches
a Researcher-class Special Sim.
Researchers include Scientists,
Professors, and Mad Scientists.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -20
Cyberpunk Prole: 20
Fun City Prole: -10
Haunted Town Prole: 0
Asylum
Gallery: Venue
Categories: Creepy
Build Cost: 11,400
Happiness Effects: 0
Visit Slots: 35
Availability: Hidden
Unlock Prerequisite: Authority > 59,
Population > 2,200
Gallery: Workplace
Categories: None
Build Cost: 3,200
Income per Day
per Worker: 100
Jobs: 16
Availability: Hidden
Unlock Prerequisite: Productivity > 130,
Knowledge > 40
Societal Value(s): Productivity -6,
Knowledge -12
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Targeted Government
buildings income from workers is
permanently increased. This bonus can
only apply once per target.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Balloon Cart
Gallery: Venue
Categories:
Child Safe
Build Cost: 600
Happiness Effects: 3
Visit Slots: 7
Availability: Locked
Unlock Prerequisite: Creativity > 67,
Population > 750
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 30
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -5
Bamboo Garden
Gallery: Decoration
Categories: None
Build Cost: 225
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 20
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: -5
Chapter 4: Buildings
81
Band House A
Band House C
Gallery: Home
Categories: None
Build Cost: 700
Happiness
Effects: 1
Workers: 4
Population: 35
Availability: Locked
Unlock Prerequisite: Creativity > 52,
Population > 120
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Building is more likely
than most to catch re.
Building Action: None
Special Sim Class Spawned: Entertainer
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 8
Gallery: Home
Categories: None
Build Cost: 700
Happiness
Effects: 1
Workers: 4
Population: 35
Availability: Locked
Unlock Prerequisite: Creativity > 52,
Population > 120
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Building is more likely
than most to catch re.
Building Action: None
Special Sim Class Spawned: Entertainer
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 8
Chapter 4: Buildings
82
Band House B
Bank
Gallery: Home
Categories: None
Build Cost: 700
Happiness
Effects: 1
Workers: 4
Population: 35
Availability: Locked
Unlock Prerequisite: Creativity > 52,
Population > 120
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Building is more likely
than most to catch re.
Building Action: None
Special Sim Class Spawned: Entertainer
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 8
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 0
Gallery: Workplace
Categories: None
Build Cost: 2,400
Income per Day per Worker: 100
Jobs: 8
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 12,
Authority 3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: -15
Cyberpunk Prole: 8
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 8
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: 5
Small Town Prole: 5
Barbecue Pit
Gallery: Decoration
Categories: None
Build Cost: 15
Availability: Locked
Unlock Prerequisite: Prosperity >
12, Population > 220
Societal Value(s): Prosperity 1
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings somewhat
more appealing for Sims to visit.
2) Slightly increases the property value
of nearby buildings, allowing you to
recover more of their cost when selling
them back.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 2
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 2
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10
Baroque Fountain
Gallery: Decoration
Categories: None
Build Cost: 1,500
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 6
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Neutralizes Sim
moods. 2) Makes the local area and all
nearby buildings much more appealing
for Sims to visit. 3) Increases the property value of nearby buildings, allowing
you to recycle them for a higher refund.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 0
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 0
Baseball Field
Gallery: Venue
Categories: Child Safe
Build Cost: 2,100
Happiness
Effects: 3
Visit Slots: 25
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 5
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims visiting this
building run an elevated risk of
being injured.
Building Action: For the next 24 hours,
visitors gain extra Happiness from
their visit.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: -15
Small Town Prole: 15
Bath House
Gallery: Venue
Categories: None
Build Cost: 3,750
Happiness Effects: 7
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Spirituality > 73
Societal Value(s): Spirituality -10
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Monk
Capitalist Prole: -10
Contemplative Prole: 25
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -15
Bazaar
Gallery: Venue
Categories:
Child Safe
Build Cost: 3,300
Happiness Effects: 5
Visit Slots: 25
Availability: Hidden
Normal Prole: 0
Authoritarian Prole: -25
Romantic Prole: 0
Small Town Prole: -5
Beauty Salon
Gallery: Workplace
Categories: Tourist
Build Cost: 1,500
Income per Day
per Worker: 100
Jobs: 7
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: None
Behavior Control
Facility
Gallery: Workplace
Categories:
Research
Build Cost: 5,000
Income per Day per Worker: 100
Jobs: 10
Availability: Hidden
Unlock Prerequisite: Authority > 63,
Knowledge > 20
Societal Value(s): Authority -15,
Knowledge -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the capacity
of all Incarceration facilities in the city.
Building Action: Targets a Workplace
with no conditioning abilities to receive
a Mood Device, granting that Workplace the Light Conditioning ability
permanently.
Special Sim Class Spawned: Researcher
Capitalist Prole: -15
Contemplative Prole: -30
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 35
Romantic Prole: -20
Small Town Prole: -30
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Targets a Home with no
conditioning abilities to receive a Mood
Device, granting that Home the Light
Conditioning ability permanently.
Special Sim Class Spawned: Researcher
Capitalist Prole: -15
Contemplative Prole: -30
Cyberpunk Prole: 25
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -15
Small Town Prole: -20
Billboard
Gallery: Decoration
Categories: None
Build Cost: 750
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 1
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Increases the
Prosperity output of nearby buildings
that normally promote Prosperity.
2) Each instance of this building costs
more to build than the previous one.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: -5
Small Town Prole: 0
Block of Flats A
Gallery: Home
Categories: None
Build Cost: 900
Happiness Effects: 0
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -3
Normal Prole: 1
Authoritarian Prole: -2
Romantic Prole: 8
Small Town Prole: -5
Block of Flats B
Gallery: Home
Categories: None
Build Cost: 900
Happiness Effects: 0
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Chapter 4: Buildings
Gallery: Venue
Categories: None
Build Cost: 2,250
Happiness
Effects: 7
Visit Slots: 10
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -10
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: -10
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0
83
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Capitalist Prole: 6
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -3
Normal Prole: 1
Authoritarian Prole: -2
Romantic Prole: 8
Small Town Prole: -5
Block of Flats C
Chapter 4: Buildings
84
Gallery: Home
Categories: None
Build Cost: 900
Happiness
Effects: 0
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -3
Normal Prole: 1
Authoritarian Prole: -2
Romantic Prole: 8
Small Town Prole: -5
Board of Directors
Gallery: Workplace
Categories:
Corporate
Build Cost:
15,000
Income per Day per Worker: 150
Jobs: 25
Availability: Hidden
Unlock Prerequisite: Prosperity > 260,
Treasury > 40,000, Population >
10,000
Societal Value(s): Knowledge -10,
Prosperity -20
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the
Simoleon output of employees at all
Workplaces.
Building Action: Targeted Venue
becomes incredibly popular for the day.
Bobby Station
Gallery: Workplace
Categories: None
Build Cost: 150
Income per Day
per Worker: 100
Jobs: 1
Availability: Locked
Unlock Prerequisite: Authority > 10,
Creativity > 15
Societal Value(s): Authority -1
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned:
Police Ofcer
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 0
Bookstore
Gallery: Venue
Categories: Retail
Build Cost: 1,000
Happiness Effects: 3
Visit Slots: 10
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Knowledge 2,
Prosperity -1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Books. Books
provide a small Happiness boost for
a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 3
Contemplative Prole: 0
Cyberpunk Prole: 5
Fun City Prole: 10
Haunted Town Prole: 1
Industrial Prole: -10
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 10
Small Town Prole: 5
Botanical Garden
Gallery: Venue
Categories: Botanic
Build Cost: 2,700
Happiness
Effects: 5
Visit Slots: 15
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 10
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Visiting Sims increase
their overall health and can reduce their
susceptibility to illness
Building Action: None
Special Sim Class Spawned: Activist
Capitalist Prole: 0
Contemplative Prole: 15
Cyberpunk Prole: 10
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 25
Small Town Prole: 0
Bowling Alley
Gallery: Venue
Categories:
Child Safe
Build Cost: 3,150
Happiness
Effects: 5
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Population > 1,250,
Creativity > 18, Treasury > 5,000
Societal Value(s): Productivity 3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: 5
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: -15
Small Town Prole: 25
Brewery
Gallery: Workplace
Categories:
Manufacture
Build Cost: 1,000
Income per Day per Worker: 100
Jobs: 10
Availability: Unlocked
Unlock Prerequisite: N/A
Bridal Shop
Gallery: Venue
Categories: None
Build Cost: 1,000
Happiness Effects: 5
Visit Slots: 7
Availability: Hidden
Unlock Prerequisite: Prosperity > 127,
Population > 1,200
Societal Value(s): Prosperity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 0
Brownstone A
Gallery: Home
Categories: Private
Build Cost: 750
Happiness
Effects: 0
Workers: 2
Population: 40
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Brownstone B
Brownstone C
Gallery: Home
Categories: Private
Build Cost: 750
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 6
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: -5
Bureaucracy Ofce
Gallery: Workplace
Categories:
Government
Build Cost: 750
Income per Day
per Worker: 100
Jobs: 15
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority 20
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Each instance of
this building reduces the Simoleon
and Societal Value output of all
instances of this building. 2) Increases
the Simoleon output of employees at
nearby Workplaces.
Building Action: Temporarily increases
the Simoleon output of a targeted
Corporate Workplace, at a cost to
worker Happiness.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -20
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 20
Romantic Prole: 0
Small Town Prole: -20
Burger Joint
Butcher Shop
Gallery: Venue
Categories: Child
Safe, Restaurant
Build Cost: 1,200
Happiness
Effects: 3
Visit Slots: 15
Availability: Locked
Unlock Prerequisite: Prosperity > 19,
Population > 1,200, Treasury > 5,000
Societal Value(s): Prosperity -4,
Productivity 2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: Shop sells the Toys
Accessory for the day, making it more
attractive than usual.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 15
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: 20
Gallery: Venue
Categories:
Restaurant
Build Cost: 450
Happiness Effects: 3
Visit Slots: 7
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: Shop holds a sale.
Special Sim Class Spawned: None
Capitalist Prole: 3
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 8
Small Town Prole: 8
Bus Stop
Gallery: Transit
Categories: None
Build Cost: 300
Passenger Capacity: 5
Availability: Locked
Unlock Prerequisite: Population > 300
Societal Value(s):
Visit Duration: 1 hour
Open: 24 hours
Workweek: Full week
Building Abilities: Increases the
Simoleon output of employees at all
Workplaces.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 4
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 4
Romantic Prole: 6
Small Town Prole: 0
Caf
Gallery: Venue
Categories:
Restaurant
Build Cost: 750
Happiness Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Prosperity > 55,
Population > 450
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Shop holds a sale.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 0
Campus Bookstore
Gallery: Venue
Categories: Retail
Chapter 4: Buildings
Gallery: Home
Categories: Private
Build Cost: 750
Happiness
Effects: 0
Workers: 2
Population: 40
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 6
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 0
Happiness
Effects: 0
Workers: 2
Population: 40
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: -5
85
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chapter 4: Buildings
86
Gallery: Workplace
Categories: Media
Build Cost: 375
Income per Day
per Worker: 100
Jobs: 3
Availability: Hidden
Unlock Prerequisite: Creativity > 75,
Population > 855
Societal Value(s): Creativity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Wed.Fri.
Building Abilities: None
Building Action: Immediately produces
several activists. Activist Special Sims
include Hippies, Environmentalists,
and Photojournalists.
Special Sim Class Spawned: Activist
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 10
Candy Store
Gallery: Venue
Categories:
Child Safe
Build Cost: 300
Happiness Effects: 5
Visit Slots: 9
Availability: Locked
Unlock Prerequisite: Creativity > 59,
Population > 500
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: Deploys an ice cream
truck to sell wares throughout the city.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 10
Captain of Industry
Gallery: Decoration
Categories: None
Build Cost: 0
Availability: Trophy
Unlock Prerequisite: Industrial Achievement
Societal Value(s): Productivity 10
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Helps sick Sims
get well. 2) This monument generates
some reward income for the treasury
each day.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 1
Car Dealership
Gallery: Venue
Categories: Retail
Carbon Exchange
Gallery: Power
Categories:
Low Carbon
Build Cost: 7,500
Availability: Hidden
Unlock Prerequisite: Knowledge > 150
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Provides daily income
for maintaining a low carbon footprint
with a high power output.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: -25
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: -10
Carnival Games
Gallery: Venue
Categories: Child
Safe, Gaming
Build Cost: 900
Happiness
Effects: 3
Visit Slots: 7
Availability: Hidden
Casino
Gallery: Venue
Categories: Gaming
Build Cost: 6,000
Happiness Effects: 5
Visit Slots: 35
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -12
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) How long Sims stay
here, and how happy they are about it,
depends largely on their luck. 2) Has
a chance of getting Sims drunk.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: -20
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: 0
Casino Hotel
Gallery: Workplace
Categories: Tourist
Build Cost: 5,800
Income per Day
per Worker: 100
Jobs: 24
Availability: Locked
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: 0
Small Town Prole: 0
Castle Ruin
Gallery: Venue
Categories: Creepy
Build Cost: 3,450
Happiness Effects: 5
Visit Slots: 20
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -12
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Spooky
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 15
Haunted Town Prole: 45
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 0
Cathedral
Gallery: Venue
Categories:
Worship
Build Cost: 15,000
Happiness Effects: 10
Visit Slots: 42
Availability: Hidden
Unlock Prerequisite: Spirituality > 70
Societal Value(s): Spirituality -6
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Chalet A
Gallery: Home
Categories: Private
Build Cost: 1,125
Happiness Effects: 0
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 105,
Population > 1,250
Societal Value(s): Prosperity -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 6
Haunted Town Prole: 4
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 4
Small Town Prole: 0
Chalet B
Gallery: Home
Categories: Private
Build Cost: 1,125
Happiness Effects: 0
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 105,
Population > 1,250
Societal Value(s): Prosperity -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Chalet C
Gallery: Home
Categories: Private
Build Cost: 1,125
Happiness Effects: 0
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 105,
Population > 1,250
Societal Value(s): Prosperity -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 6
Haunted Town Prole: 4
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 4
Small Town Prole: 0
Chamber of Deputies
Gallery: Workplace
Categories:
Government
Build Cost: 6,800
Income per Day
per Worker: 100
Jobs: 27
Availability: Locked
Unlock Prerequisite: Authority > 130,
Population > 3,500, Happy > 20
Societal Value(s): Authority -10
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Immediately sends
out a Safety Inspector to nd and
inspect a risky Workplace.
Charity Center
Gallery: Workplace
Categories: None
Build Cost: 300
Income per Day per
Worker: 75
Jobs: 3
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -4,
Spirituality 8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 10
Chess Table
Gallery: Decoration
Categories: None
Build Cost: 400
Availability: Locked
Unlock Prerequisite: Knowledge > 20
Societal Value(s): Knowledge 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: Makes Sims more
likely to visit Education buildings.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Chapter 4: Buildings
87
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 1
Chicken Coop
Gallery: Workplace
Categories: None
Build Cost: 125
Income per Day
per Worker: 75
Jobs: 1
Availability: Locked
Unlock Prerequisite: Spirituality > 31
Chapter 4: Buildings
Childrens Museum
Gallery: Venue
Categories: Child
Safe, Education
Build Cost: 1,800
Happiness
Effects: 3
Visit Slots: 25
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -6,
Knowledge 4
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: Sells the Toys
Accessory for the day, making the
Venue more attractive than usual.
Special Sim Class Spawned: Entertainer
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 30
Haunted Town Prole: 0
Industrial Prole: -25
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -10
Chocolate Bunny
Gallery: Decoration
Categories: None
Build Cost: 320
Availability: Hidden
Unlock Prerequisite: Creativity > 120, Population > 180
Societal Value(s): Creativity 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Chocolate Factory
Gallery: Workplace
Categories:
Manufacture
Build Cost: 2,250
Income per Day
per Worker: 125
Jobs: 10
Availability: Hidden
Unlock Prerequisite: Population > 180,
Happy > 30, Sad < 5
Societal Value(s): Creativity -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Adds 1,000 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: 0
Small Town Prole: 0
88
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Cineplex
City Recycling HQ
Gallery: Venue
Categories: Arts
Build Cost: 4,800
Happiness Effects: 5
Visit Slots: 30
Availability: Locked
Unlock Prerequisite: Creativity > 75,
Population > 650
Societal Value(s): Creativity -6,
Prosperity -10
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: A movie premiere is
held, drawing a Celebrity to your city.
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: -15
Cyberpunk Prole: 10
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: -15
Small Town Prole: 0
City Bistro
Gallery: Venue
Categories:
Restaurant
Build Cost: 750
Happiness Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Creativity > 21
Societal Value(s): Creativity -3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Temporarily increases
the popularity and capacity of this
building, as well as its Happiness effect.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 25
Small Town Prole: -10
Gallery: Workplace
Categories: None
Build Cost: 3,500
Income per Day
per Worker: 100
Jobs: 20
Availability: Hidden
Unlock Prerequisite: Knowledge > 50
Societal Value(s): Knowledge -6,
Spirituality -2
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Makes the local
area and all nearby buildings much
more appealing for Sims to visit.
2) Increases the property value of
nearby buildings, allowing you to
recycle them for a higher refund.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: -10
Romantic Prole: 0
Small Town Prole: -20
Clinic
Gallery: Venue
Categories:
Healthcare
Build Cost: 1,800
Happiness Effects: 0
Visit Slots: 5
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Knowledge -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Cures Sims of sickness and injury.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 15
Clothing Store
Gallery: Workplace
Categories:
Education
Build Cost: 1,250
Income per Day
per Worker: 100
Jobs: 5
Availability: Locked
Unlock Prerequisite: Creativity > 61
Societal Value(s): Creativity 14
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Wed.Fri.
Building Abilities: None
Building Action: Unleashes a wave of
Mimes upon your city.
Special Sim Class Spawned: Entertainer
Capitalist Prole: -10
Contemplative Prole: -15
Cyberpunk Prole: -15
Fun City Prole: 35
Haunted Town Prole: 5
Clubhouse
Gallery: Venue
Categories:
Child Safe
Build Cost: 450
Happiness Effects: 3
Visit Slots: 5
Availability: Hidden
Unlock Prerequisite: Creativity > 80,
Population > 120
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: -15
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0
Coal Plant
Gallery: Power
Categories: High Carbon
Coal-Hydrogen Plant
Gallery: Power
Categories:
High Carbon
Build Cost: 9,000
Availability: Locked
Unlock Prerequisite: Knowledge > 80
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) A slight haze
of smog emanates from this building.
2) Reduces the Happiness effect of
nearby Homes and Venues.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: -25
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 1
Small Town Prole: 0
Colossal Foundry
Gallery: Workplace
Categories:
Manufacture
Build Cost:
42,000
Income per Day per Worker: 100
Jobs: 80
Availability: Hidden
Unlock Prerequisite: Productivity > 300,
Population > 7,000, Treasury > 40,000
Societal Value(s): Productivity -60
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: 1) Chokes the citys
air with a massive output of smog.
2) Reduces the Happiness effect
of nearby Homes and Venues.
3) Sims here have a high chance
of becoming ill.
Building Action: Increases Simoleon
production of all Workplaces, at a
cost to employee Happiness. Multiple
Colossal Foundries do not multiply this
effect. Click again to deactivate.
Special Sim Class Spawned: Manager
Capitalist Prole: -15
Contemplative Prole: -45
Cyberpunk Prole: 0
Fun City Prole: -30
Haunted Town Prole: 0
Industrial Prole: 45
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -20
Small Town Prole: -10
Communal Garden
Gallery: Workplace
Categories:
Agriculture
Build Cost: 600
Income per Day per
Worker: 75
Jobs: 6
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 2
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Sun.Tue.
Building Abilities: Visiting Sims increase
their overall health and can reduce their
susceptibility to illness.
Building Action: None
Special Sim Class Spawned: Farmer
Capitalist Prole: 0
Contemplative Prole: 20
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 20
Chapter 4: Buildings
Gallery: Venue
Categories: Retail
Build Cost: 1,000
Happiness
Effects: 3
Visit Slots: 10
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Designer
Clothing. Designer Clothing provides
a large Happiness boost for a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: 0
Cyberpunk Prole: 10
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 15
Clown School
89
Concert Hall
Conditioning Theater
Condo Complex B
Corner Deli
Gallery: Venue
Categories:
Government
Build Cost: 3,600
Happiness
Effects: 0
Visit Slots: 15
Availability: Locked
Unlock Prerequisite: Authority > 75,
Population > 2,500
Societal Value(s): Authority -6
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Corrects Sim
moods toward a balanced center.
2) Sims simply adore this building
and will nd any excuse to visit.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -15
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: -35
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 35
Romantic Prole: 0
Small Town Prole: -30
Gallery: Venue
Categories:
Restaurant
Build Cost: 300
Happiness Effects: 3
Visit Slots: 4
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: Shop holds a sale; for
the day, visitors gain extra Happiness
from their visit.
Special Sim Class Spawned: None
Capitalist Prole: 3
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 8
Normal Prole: 1
Authoritarian Prole: 3
Romantic Prole: 10
Small Town Prole: 8
Gallery: Venue
Categories: None
Build Cost: 5,700
Happiness
Effects: 5
Visit Slots: 32
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -18
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Concourse Hotel
Chapter 4: Buildings
Gallery: Workplace
Categories: Tourist
Build Cost: 3,000
Income per Day
per Worker: 100
Jobs: 14
Availability: Hidden
Unlock Prerequisite: Prosperity > 145,
Population > 1,950
Societal Value(s): Prosperity -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Tourist
Capitalist Prole: 20
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: -5
Haunted Town Prole: 5
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 25
Small Town Prole: -25
Condo Complex A
Gallery: Home
Categories: None
Build Cost: 750
Happiness
Effects: 0
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Knowledge -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: -5
Cyberpunk Prole: 6
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -2
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 6
Small Town Prole: -5
90
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Gallery: Home
Categories: None
Build Cost: 750
Happiness
Effects: 0
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Knowledge -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Consulting Firm
Gallery: Workplace
Categories:
Corporate
Build Cost: 2,100
Income per Day
per Worker: 125
Jobs: 10
Availability: Locked
Unlock Prerequisite: Prosperity > 130,
Population > 1,800
Societal Value(s): Prosperity -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned:
Business Sim
Capitalist Prole: 25
Contemplative Prole: -10
Cyberpunk Prole: 15
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -10
Corporate Cops
Gallery: Workplace
Categories:
Corporate
Build Cost: 2,000
Income per Day
per Worker: 100
Jobs: 8
Availability: Hidden
Unlock Prerequisite: Prosperity > 150,
Population > 3,800
Societal Value(s): Prosperity -5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Rogue Sims cannot
shut this building down.
Building Action: Immediately deploys
a cadre of Riot Police to round up
Rogue Sims and criminals and bring
them to nearby Incarceration facilities.
Special Sim Class Spawned: Security
Professional
Capitalist Prole: 25
Contemplative Prole: -10
Cyberpunk Prole: 20
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: -10
Corporate One
Gallery: Workplace
Categories:
Corporate
Build Cost: 6,000
Income per Day
per Worker: 100
Jobs: 15
Availability: Locked
Unlock Prerequisite: Knowledge > 75
Societal Value(s): Knowledge 20,
Authority 12
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -25
Cyberpunk Prole: 20
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -15
Small Town Prole: -15
Gallery: Workplace
Categories:
Corporate
Build Cost:
12,500
Income per Day per Worker: 100
Jobs: 20
Availability: Hidden
Unlock Prerequisite: Prosperity > 125,
Population > 3,350, Treasury > 5,000
Societal Value(s): Prosperity -20,
Authority 12
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: Increases the
Simoleon output of employees at all
Workplaces.
Building Action: None
Special Sim Class Spawned:
Secret Enforcer
Capitalist Prole: 0
Contemplative Prole: -35
Cyberpunk Prole: 20
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: -10
Small Town Prole: -40
Corporate Hive
Corporate Retreat
Gallery: Venue
Categories: None
Build Cost: 6,300
Happiness
Effects: 10
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Prosperity > 370,
Population > 6,000
Societal Value(s): Prosperity -14,
Spirituality -6
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned:
Business Sim
Capitalist Prole: 30
Contemplative Prole: -15
Cyberpunk Prole: -10
Fun City Prole: -15
Haunted Town Prole: 5
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: 0
Small Town Prole: 0
Cottage A
Gallery: Home
Categories: Private
Build Cost: 750
Happiness Effects: 1
Workers: 2
Population: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 6
Cyberpunk Prole: 0
Fun City Prole: 8
Haunted Town Prole: 2
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 6
Small Town Prole: 0
Cottage B
Gallery: Home
Categories: Private
Build Cost: 750
Happiness Effects: 1
Workers: 2
Population: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 6
Cyberpunk Prole: 0
Fun City Prole: 8
Haunted Town Prole: 2
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Chapter 4: Buildings
Gallery: Workplace
Categories:
Corporate
Build Cost: 5,000
Income per Day
per Worker: 100
Jobs: 20
Availability: Locked
Unlock Prerequisite: Prosperity > 75,
Population > 2,350
Societal Value(s): Prosperity -10,
Authority 8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: None
Building Action: Has a chance of adding
2,000 Simoleons to the city treasury.
Special Sim Class Spawned:
Secret Enforcer
Capitalist Prole: 30
Contemplative Prole: -25
Cyberpunk Prole: 20
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
91
Romantic Prole: 6
Small Town Prole: 0
Cottage C
Gallery: Home
Categories: Private
Build Cost: 750
Happiness Effects: 1
Workers: 2
Population: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 6
Cyberpunk Prole: 0
Fun City Prole: 8
Haunted Town Prole: 2
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 6
Small Town Prole: 0
Chapter 4: Buildings
92
Gallery: Venue
Categories: None
Build Cost: 300
Happiness
Effects: 3
Visit Slots: 4
Availability: Hidden
Unlock Prerequisite: Creativity > 83,
Population > 120
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: Sells the Toys
Accessory for the day, making the
Venue more attractive than usual.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: 0
Counseling Center
Courthouse
Gallery: Workplace
Categories:
Government
Build Cost: 3,200
Income per Day per Worker: 100
Jobs: 10
Availability: Locked
Unlock Prerequisite: Authority > 25,
Prosperity > 15
Societal Value(s): Authority 20,
Prosperity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Each instance
of this building reduces the Simoleon
and Societal Value output of all
instances of this building. 2) Increases
the Simoleon output of employees at
nearby Workplaces.
Building Action: Targeted Workplaces
Simoleon production per worker is
temporarily increased.
Special Sim Class Spawned: Security
Professional
Capitalist Prole: 3
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: 10
Small Town Prole: 5
Gallery: Venue
Categories: None
Build Cost: 750
Happiness
Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Creativity > 17,
Population > 150
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Center sells the Toys
Accessory for the day, making the
Venue more attractive than usual.
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
County Jail
Gallery: Venue
Categories:
Incarceration
Build Cost: 8,400
Happiness Effects: 0
Visit Slots: 30
Availability: Hidden
Unlock Prerequisite: Authority > 200,
Population > 4,200
Societal Value(s): Authority -20
Visit Duration: 1 Day
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Neutralizes Sim
moods. 2) Sims here have a high
chance of becoming ill.
Building Action: Immediately deploys
a cadre of Riot Police to ll this facilitys
cells with Rogue Sims.
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -20
Cyberpunk Prole: 0
Creepy Barn
Gallery: Workplace
Categories:
Agriculture, Creepy
Build Cost: 300
Income per Day
per Worker: 100
Jobs: 3
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Tue.Thu.
Building Abilities: None
Building Action: Immediately summons
a few Ghosts or Zombies.
Special Sim Class Spawned: Spooky
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: -20
Fun City Prole: 10
Haunted Town Prole: 45
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10
Crime Forecast AI
Gallery: Workplace
Categories: None
Build Cost: 1,600
Income per Day
per Worker: 100
Jobs: 7
Availability: Hidden
Unlock Prerequisite: Knowledge > 110
Societal Value(s): Knowledge -12
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Deploys a Man in
Black to start seeking artists near
a targeted building.
Special Sim Class Spawned:
Secret Enforcer
Capitalist Prole: -20
Contemplative Prole: -35
Cyberpunk Prole: 30
Fun City Prole: -25
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -20
Small Town Prole: -40
Cryogenic Prison
Gallery: Venue
Categories:
Incarceration
Build Cost: 5,250
Happiness
Effects: 0
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Authority > 65,
Knowledge > 100
Societal Value(s): Authority -2,
Knowledge -2
Visit Duration: 1 Day
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Neutralizes Sim
moods. 2) Sims here have a high
chance of becoming ill.
Building Action: Immediately deploys
a cadre of Riot Police to nd any Sims
nearby, regardless of their condition,
and ll this facilitys cells.
Special Sim Class Spawned: None
Capitalist Prole: -20
Contemplative Prole: -35
Cyberpunk Prole: 25
Fun City Prole: -30
Cube Apartment A
Cube Apartment B
Gallery: Home
Categories:
Government
Build Cost: 3,750
Happiness
Effects: -1
Workers: 12
Population: 456
Availability: Locked
Unlock Prerequisite: Authority > 40,
Knowledge > 10
Societal Value(s): Authority -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Mildly corrects
Sim moods toward a balanced center.
2) Sims will travel farther than usual to
visit this building, even if it provides less
Happiness than another building.
CyberCorp Housing A
Gallery: Home
Categories:
Corporate
Build Cost: 6,500
Happiness
Effects: 0
Workers: 20
Population: 960
Availability: Hidden
Unlock Prerequisite: Prosperity > 225,
Knowledge > 100
Societal Value(s): Prosperity -8
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: 10
Fun City Prole: -10
Haunted Town Prole: -5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -5
Small Town Prole: -10
CyberCorp Housing B
Gallery: Home
Categories:
Corporate
Build Cost: 6,500
Happiness
Effects: 0
Workers: 20
Population: 960
Availability: Hidden
Unlock Prerequisite: Prosperity > 225,
Knowledge > 100
Societal Value(s): Prosperity -8
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
CyberCorp Housing C
Gallery: Home
Categories:
Corporate
Build Cost: 6,500
Happiness
Effects: 0
Workers: 20
Population: 960
Availability: Hidden
Unlock Prerequisite: Prosperity > 225,
Knowledge > 100
Societal Value(s): Prosperity -8
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: 10
Fun City Prole: -10
Haunted Town Prole: -5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -5
Small Town Prole: -10
CyberCorp Ofces
Gallery: Workplace
Categories:
Corporate
Build Cost:
15,000
Income per Day per Worker: 125
Jobs: 40
Availability: Hidden
Unlock Prerequisite: Prosperity > 225,
Knowledge > 125
Societal Value(s): Authority 20,
Prosperity -25
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Targeted Venue
becomes incredibly popular for the day.
Dairy Barn
Gallery: Workplace
Categories:
Agriculture
Build Cost: 800
Income per Day per Worker: 75
Jobs: 5
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -1
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Reduces the cost
to build Agriculture buildings by 15
percent.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 20
Cyberpunk Prole: -20
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: -35
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 25
Defense Lab
Gallery: Workplace
Categories: Research
Build Cost: 8,000
Income per Day per Worker: 125
Jobs: 20
Availability: Locked
Unlock Prerequisite: Knowledge > 20,
Authority > 20
Societal Value(s): Knowledge -20
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Authority and/or
Prosperity production of the targeted
Workplace is permanently increased, if
the Workplace already produces one or
both of those values.
Chapter 4: Buildings
Gallery: Home
Categories:
Government
Build Cost: 3,750
Happiness
Effects: -1
Workers: 12
Population: 456
Availability: Locked
Unlock Prerequisite: Authority > 40,
Knowledge > 10
Societal Value(s): Authority -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Mildly corrects
Sim moods toward a balanced center.
2) Sims will travel further than usual to
visit this building, even if it provides less
Happiness than another building.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 10
Romantic Prole: 0
Small Town Prole: -10
93
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Department Store
Chapter 4: Buildings
94
Gallery: Venue
Categories: Retail
Build Cost: 2,400
Happiness
Effects: 3
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Productivity > 20,
Prosperity > 40
Societal Value(s): Productivity 6,
Prosperity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Platinum BBQ
Grills. Platinum BBQ Grills provide a
household with a large Happiness boost
for a long time.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: -10
Cyberpunk Prole: 10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 20
Gallery: Workplace
Categories:
Government
Build Cost: 3,000
Income per Day
per Worker: 100
Jobs: 15
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -5,
Productivity -5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Immediately sends a
Work Crew to repair a targeted building.
Special Sim Class Spawned:
City Worker
Capitalist Prole: -10
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 20
Normal Prole: 0
Authoritarian Prole: 20
Romantic Prole: 0
Small Town Prole: 0
Diner
Detention Center
District Courthouse
Gallery: Venue
Categories:
Incarceration
Build Cost: 2,500
Happiness
Effects: 0
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Authority > 58,
Population > 1,750
Societal Value(s): Authority -5
Visit Duration: 1 Day
Open: 24 hours
Gallery: Venue
Categories:
Restaurant
Build Cost: 600
Happiness Effects: 3
Visit Slots: 7
Availability: Locked
Unlock Prerequisite: Prosperity > 20,
Population > 200, Creativity > 20
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: For the day, visitors
gain extra Happiness from their visit.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 10
Fun City Prole: 15
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -15
Small Town Prole: 20
Gallery: Workplace
Categories:
Government
Build Cost: 8,500
Income per Day
per Worker: 100
Jobs: 15
Availability: Hidden
Unlock Prerequisite: Authority > 110,
Population > 3,000, Treasury > 7,500
Societal Value(s): Authority 40,
Prosperity -4
Visit Duration: 6 hours
Dive Bar
Gallery: Venue
Categories: Liquor
Build Cost: 900
Happiness Effects: 5
Visit Slots: 7
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sims visiting this
building leave drunk. 2) Sims here have
a high chance of becoming ill.
Building Action: Temporarily increases
the popularity and capacity of this
building, as well as its Happiness effect.
Special Sim Class Spawned: Criminal
Capitalist Prole: 3
Contemplative Prole: -20
Cyberpunk Prole: 3
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 0
Small Town Prole: 8
Gallery: Home
Categories: None
Build Cost: 6,000
Happiness
Effects: -1
Workers: 25
Gallery: Home
Categories: None
Build Cost: 6,000
Happiness
Effects: -1
Workers: 25
Population: 1200
Availability: Hidden
Unlock Prerequisite: Authority > 60,
Knowledge > 90
Societal Value(s): Authority -2,
Knowledge -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -10
Haunted Town Prole: -5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -5
Small Town Prole: -10
Doctors Ofce
Gallery: Venue
Categories:
Healthcare
Build Cost: 2,850
Happiness
Effects: 3
Visit Slots: 10
Availability: Hidden
Unlock Prerequisite: Prosperity > 131,
Population > 1,600
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Helps sick Sims
get well.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Dojo
Gallery: Venue
Categories: None
Build Cost: 2,000
Happiness Effects: 5
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Spirituality > 50
Societal Value(s): Spirituality 10
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Monk
Capitalist Prole: -10
Contemplative Prole: 35
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: -10
Small Town Prole: -10
Dorm A
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: 0
Workers: 5
Population: 120
Availability: Locked
Unlock Prerequisite: Knowledge > 17
Societal Value(s): Knowledge -2,
Creativity 2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Artist
Capitalist Prole: 0
Contemplative Prole: -3
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 4
Small Town Prole: 4
Dorm B
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: 0
Workers: 5
Population: 120
Availability: Locked
Unlock Prerequisite: Knowledge > 17
Societal Value(s): Knowledge -2,
Creativity 2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Artist
Capitalist Prole: 0
Contemplative Prole: -3
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 4
Small Town Prole: 4
Dorm C
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: 0
Workers: 5
Population: 120
Availability: Locked
Unlock Prerequisite: Knowledge > 17
Societal Value(s): Knowledge -2,
Creativity 2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Chapter 4: Buildings
Gallery: Home
Categories: None
Build Cost: 6,000
Happiness
Effects: -1
Workers: 25
Population: 1200
Availability: Hidden
Unlock Prerequisite: Authority > 60,
Knowledge > 90
Societal Value(s): Authority -2,
Knowledge -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -10
Haunted Town Prole: -5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -5
Small Town Prole: -10
Population: 1200
Availability: Hidden
Unlock Prerequisite: Authority > 60,
Knowledge > 90
Societal Value(s): Authority -2,
Knowledge -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -10
Haunted Town Prole: -5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -5
Small Town Prole: -10
95
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chapter 4: Buildings
Dosage Facility
96
Gallery: Venue
Categories:
Government
Build Cost:
11,850
Happiness Effects: 0
Visit Slots: 28
Availability: Hidden
Unlock Prerequisite: Authority > 320,
Population > 6,150, Knowledge > 15
Societal Value(s): Authority -30,
Knowledge -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Distributes Daily
Doses. The Daily Dose affects its
patients for a short while.
Building Action: Commands nearby
citizens to immediately stop what
theyre doing and ll this facility to
its capacity.
Special Sim Class Spawned: None
Capitalist Prole: -15
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: -25
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 35
Romantic Prole: -20
Small Town Prole: -30
Drama School
Gallery: Venue
Categories: Child
Safe, Education
Build Cost: 1,500
Happiness
Effects: 3
Visit Slots: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 5,
Knowledge 5
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: Sims simply adore
this building and will nd any excuse
to visit.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 25
Small Town Prole: 0
Home A
Double Decker Bus Tour Dream
Gallery: Home
Gallery: Venue
Categories: None
Build Cost: 750
Happiness
Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Prosperity > 85,
Population > 2,150
Societal Value(s): Productivity -3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Categories: Private
Build Cost: 3,000
Happiness
Effects: 2
Workers: 3
Population: 18
Availability: Locked
Unlock Prerequisite: Creativity > 68,
Prosperity > 30
Societal Value(s): Creativity -2,
Prosperity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Dream Home B
Gallery: Home
Categories: Private
Build Cost: 3,000
Happiness
Effects: 2
Workers: 3
Population: 18
Availability: Locked
Unlock Prerequisite: Creativity > 68,
Prosperity > 30
Societal Value(s): Creativity -2,
Prosperity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: Deploy an ice cream
truck to sell wares throughout the city.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -3
Cyberpunk Prole: -5
Fun City Prole: 6
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0
Dream Home C
Gallery: Home
Categories: Private
Build Cost: 3,000
Happiness
Effects: 2
Workers: 3
Population: 18
Availability: Locked
Unlock Prerequisite: Creativity > 68,
Prosperity > 30
Drive In
Gallery: Venue
Categories: None
Build Cost: 5,700
Happiness Effects: 5
Visit Slots: 30
Availability: Hidden
Unlock Prerequisite: Creativity > 45,
Population > 400
Societal Value(s): Creativity -15
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: For the next 24 hours,
visitors gain extra Happiness from
their visit.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 10
Small Town Prole: 25
Driving Range
Gallery: Venue
Categories: None
Build Cost: 3,600
Happiness
Effects: 5
Visit Slots: 20
Availability: Locked
Unlock Prerequisite: Prosperity > 90,
Population > 2,600
Societal Value(s): Prosperity -12
Drone Factory
Drone Nexus
Gallery: Workplace
Categories:
Manufacture
Build Cost:
15,000
Income per Day per Worker: 100
Jobs: 50
Availability: Hidden
Unlock Prerequisite: Authority > 225,
Sad < 15, Happy > 15
Dungeon
Gallery: Venue
Categories:
Incarceration
Build Cost: 6,750
Happiness Effects: 0
Visit Slots: 20
Availability: Locked
Unlock Prerequisite: Authority > 38,
Population > 2,700
Societal Value(s): Authority -10
Visit Duration: 1 Day
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Neutralizes Sim
moods. 2) Sims here have a high
chance of becoming ill.
Building Action: Immediately deploys
a cadre of Riot Police to ll this facilitys
cells with Rogue Sims.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: -20
Haunted Town Prole: 25
Industrial Prole: 5
Normal Prole: 0
Authoritarian Prole: 20
Romantic Prole: 10
Small Town Prole: -10
Elder Council
Gallery: Workplace
Categories:
Government
Build Cost: 750
Income per Day
per Worker: 100
Jobs: 5
Availability: Unlocked
Electric Billboard
Gallery: Decoration
Categories: None
Build Cost: 1,125
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Increases the
Prosperity output of nearby buildings
that normally promote Prosperity.
2) Each instance of this building costs
more to build than the previous one.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Gallery: Venue
Categories: Retail
Build Cost: 1,800
Happiness
Effects: 3
Visit Slots: 7
Availability: Hidden
Elementary School
Gallery: Venue
Categories: Child
Safe, Education
Build Cost: 1,500
Happiness Effects: 3
Visit Slots: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Knowledge 10
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: Sims simply adore
this building and will nd any excuse
to visit.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 3
Contemplative Prole: 0
Cyberpunk Prole: 1
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 5
Chapter 4: Buildings
Gallery: Workplace
Categories:
Manufacture
Build Cost:
10,000
Income per Day per Worker: 100
Jobs: 30
Availability: Hidden
Unlock Prerequisite: Authority > 150,
Sad < 15, Happy > 15
Societal Value(s): Authority -12,
Productivity -12
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: None
Building Action: Adds 10,000
Simoleons to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -30
Cyberpunk Prole: 0
Fun City Prole: -30
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 35
Romantic Prole: -15
Small Town Prole: -20
97
Chapter 4: Buildings
Epic Tower
98
Gallery: Workplace
Categories:
Corporate
Build Cost: 9,500
Income per Day per Worker: 125
Jobs: 30
Availability: Hidden
Unlock Prerequisite: Prosperity > 400,
Knowledge > 40, Population > 9,250
Societal Value(s): Prosperity -25,
Productivity -25
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Manager
Capitalist Prole: 30
Contemplative Prole: -35
Cyberpunk Prole: 25
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: -25
Small Town Prole: -40
Evangelical Center
Gallery: Workplace
Categories: Worship
Build Cost: 5,000
Income per Day per Worker: 100
Jobs: 5
Availability: Hidden
Unlock Prerequisite: Spirituality >
17, Prosperity > 25
Societal Value(s): Spirituality 20,
Prosperity -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Holy Sim
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: 20
Evangelical Megaplex
Gallery: Workplace
Categories:
Worship
Build Cost: 17,500
Income per Day
per Worker: 100
Jobs: 30
Availability: Hidden
Unlock Prerequisite: Spirituality > 35,
Prosperity > 95
Societal Value(s): Spirituality 50,
Prosperity -15
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: The city can be short
up to 100 Spirituality for the day with
no ill effects; 10 Zealots and 10 Cultists
are produced.
Special Sim Class Spawned: Holy Sim
Capitalist Prole: 25
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: 0
Fairytale Palace
Gallery: Home
Categories: Private
Build Cost: 14,000
Happiness Effects: 2
Workers: 5
Population: 55
Availability: Hidden
Unlock Prerequisite: Creativity > 300, Population > 300
Societal Value(s): Creativity -8
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -3
Small Town Prole: -10
Faith Healer
Gallery: Venue
Categories: Healthcare, Worship
Build Cost: 1,000
Happiness Effects: 5
Visit Slots: 10
Availability: Hidden
Unlock Prerequisite: Spirituality > 125,
Elated > 15
Societal Value(s): Spirituality -15
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: 1) Increases the
chances that Holy Sims appearing in the
city will be Faith Healers. 2) Cures Sims
of sickness and injury.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 25
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0
Farm
Gallery: Workplace
Categories:
Agriculture
Build Cost: 450
Income per Day per Worker: 75
Jobs: 5
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -1
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Farmer
Capitalist Prole: -15
Contemplative Prole: 15
Cyberpunk Prole: -20
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: -35
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 35
Farm House A
Gallery: Home
Categories: Private
Build Cost: 500
Happiness
Effects: 0
Workers: 2
Population: 24
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 3
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 4
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 10
Farm House B
Gallery: Home
Categories: Private
Build Cost: 500
Happiness
Effects: 0
Workers: 2
Population: 24
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 3
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 4
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 10
Farm House C
Farmers Market
Gallery: Venue
Categories:
Agriculture
Build Cost: 900
Happiness
Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Spirituality > 35
Societal Value(s): Spirituality -3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Visiting Sims
increase their overall health and can
reduce their susceptibility to illness.
Farming Co-op
Gallery: Workplace
Categories:
Agriculture
Build Cost: 750
Income per Day
per Worker: 100
Jobs: 10
Availability: Hidden
Unlock Prerequisite: Spirituality > 15,
Knowledge > 10
Societal Value(s): Spirituality -1,
Knowledge -3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Farmer
Capitalist Prole: 10
Contemplative Prole: 10
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -25
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 25
Fat Cat
Gallery:
Decoration
Categories: None
Build Cost: 0
Availability: Trophy
Unlock Prerequisite: Capitalist
Achievement
Societal Value(s): Prosperity 10
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Helps sick Sims
get well. 2) This monument generates
some reward income for the treasury
each day.
Federal Bank
Gallery: Workplace
Categories:
Government
Build Cost: 8,500
Income per Day
per Worker: 125
Jobs: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 200,
Population > 4,000
Societal Value(s): Prosperity 40,
Authority 8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: The city can be short
up to 100 Prosperity for the day with
no ill effects. Reduces all tax income by
half for the day.
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: -20
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 10
Romantic Prole: 15
Small Town Prole: -30
Ferris Wheel
Gallery: Venue
Categories: None
Build Cost: 2,000
Happiness
Effects: 5
Visit Slots: 12
Availability: Hidden
Unlock Prerequisite: Creativity > 75,
Population > 800, Happy > 20
Societal Value(s): Creativity -7
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Financial Building
Gallery: Workplace
Categories: None
Build Cost: 5,750
Income per Day
per Worker: 100
Jobs: 30
Availability: Locked
Unlock Prerequisite: Prosperity > 75,
Productivity > 20
Societal Value(s): Prosperity 28,
Productivity -15
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Manager
Capitalist Prole: 30
Contemplative Prole: -30
Cyberpunk Prole: 20
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -20
Gallery: Workplace
Categories: None
Build Cost: 2,500
Income per Day
per Worker: 100
Jobs: 5
Availability: Locked
Unlock Prerequisite: Authority > 50,
Knowledge > 41
Societal Value(s): Knowledge -22
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Chapter 4: Buildings
Gallery: Home
Categories: Private
Build Cost: 500
Happiness
Effects: 0
Workers: 2
Population: 24
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 3
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 4
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 10
99
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Fire Brigade
Chapter 4: Buildings
Gallery: Workplace
Categories: None
Build Cost: 300
Income per Day
per Worker: 0
Jobs: 3
Availability: Hidden
Unlock Prerequisite: Spirituality > 10,
Population < 850
Societal Value(s): Spirituality -3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Tue.Thu.
Building Abilities: 1) Rogue Sims cannot
shut this building down. 2) Building is
less likely than most to catch re.
Building Action: Immediately deploys
a reghter to a targeted building.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 15
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 15
Fireworks Shack
Gallery: Workplace
Categories: None
Build Cost: 125
Income per Day
per Worker: 75
Jobs: 1
Availability: Locked
Unlock Prerequisite: Knowledge > 30
Societal Value(s): Knowledge 1
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the chances
that criminals appearing in the city will
be Arsonists.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0
Fire Station
Firing Range
Gallery: Workplace
Categories:
Government
Build Cost: 1,500
Income per Day per Worker: 100
Jobs: 8
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity -3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Gallery: Venue
Categories: None
Build Cost: 3,150
Happiness
Effects: 5
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Prosperity > 225,
Population > 3,500
Societal Value(s): Prosperity -13
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
100
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Fish Market
Gallery: Venue
Categories: None
Build Cost: 750
Happiness Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Spirituality > 17,
Population > 150
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Special delicacies
on sale for the day! Visitors gain
extra Happiness.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Fishing Hole
Gallery: Venue
Categories: None
Build Cost: 1,500
Happiness
Effects: 5
Visit Slots: 8
Availability: Hidden
Unlock Prerequisite: Spirituality > 18,
Creativity > 25
Societal Value(s): Spirituality -1
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Flea Market
Gallery: Venue
Categories: Retail
Build Cost: 2,850
Happiness Effects: 3
Visit Slots: 24
Availability: Locked
Unlock Prerequisite: Population > 100,
Treasury > 5,000
Societal Value(s): Productivity 3,
Prosperity -1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells Cargo Pants.
Cargo Pants provide a small Happiness
boost for a short while. 2) Sells Used
Clothing. Used Clothing provides a
small Happiness boost for a short while.
3) Sells Toys. Toys provide a large
Happiness boost for a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 5
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 25
Florist
Gallery: Venue
Categories: Botanic
Build Cost: 300
Happiness Effects: 3
Visit Slots: 4
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: 5
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 5
Foundry
Gallery: Workplace
Categories:
Manufacture
Build Cost: 17,500
Income per Day per Worker: 100
Jobs: 40
Availability: Locked
Unlock Prerequisite: Productivity > 90,
Population > 3,000, Treasury > 5,000
Societal Value(s): Productivity -30
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: 1) Chokes the citys
air with a massive output of smog. 2)
Reduces the Happiness effect of nearby
Homes and Venues. 3) Sims here have
a high chance of becoming ill.
Building Action: Increases Simoleon
production of all Workplaces, at a
cost to employee Happiness. Multiple
Foundries do not multiply this effect.
Click again to deactivate.
Fountain
Gallery:
Decoration
Categories: None
Build Cost: 600
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 5
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 2
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 10
Small Town Prole: 1
Fountain Jet
Gallery:
Decoration
Categories: None
Build Cost: 600
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 6
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Frat House A
Gallery: Home
Categories: None
Build Cost: 750
Happiness
Effects: 1
Workers: 5
Population: 30
Availability: Locked
Unlock Prerequisite: Prosperity > 25,
Population > 100, Knowledge > 15
Societal Value(s): Prosperity -2,
Knowledge -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: -5
Fun City Prole: 4
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -5
Romantic Prole: -3
Small Town Prole: 2
Frat House B
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: 1
Workers: 5
Population: 30
Availability: Locked
Unlock Prerequisite: Prosperity > 25,
Population > 100, Knowledge > 15
Societal Value(s): Prosperity -2,
Knowledge -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 4
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -5
Romantic Prole: -3
Small Town Prole: 2
Frat House C
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: 1
Workers: 5
Population: 30
Availability: Locked
Unlock Prerequisite: Prosperity > 25,
Population > 100, Knowledge > 15
Societal Value(s): Prosperity -2,
Knowledge -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: -5
Fun City Prole: 4
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Chapter 4: Buildings
Gallery: Workplace
Categories: None
Build Cost: 1,500
Income per Day
per Worker: 100
Jobs: 9
Availability: Locked
Unlock Prerequisite: Knowledge > 50,
Prosperity > 21
Societal Value(s): Knowledge -8,
Prosperity -5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Researcher
Capitalist Prole: 20
Contemplative Prole: -10
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: -10
Small Town Prole: -20
101
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Authoritarian Prole: -5
Romantic Prole: -3
Small Town Prole: 2
Game Developer
Gallery: Workplace
Categories: Media
Build Cost: 2,250
Income per Day
per Worker: 100
Jobs: 15
Availability: Locked
Unlock Prerequisite: Knowledge > 30,
Creativity > 75
Societal Value(s): Creativity -4,
Knowledge -2
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Adds 2,500 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: 20
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -5
Chapter 4: Buildings
Garage Band
102
Gallery: Workplace
Categories: None
Build Cost: 750
Income per Day
per Worker: 75
Jobs: 4
Availability: Locked
Unlock Prerequisite: Creativity > 35,
Population > 150
Societal Value(s): Creativity 10
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Wed.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Entertainer
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 15
Garbage Collection
Station
Gallery: Workplace
Categories: None
Build Cost: 500
Income per Day per Worker: 100
Jobs: 12
Availability: Locked
Unlock Prerequisite: Knowledge > 27
Societal Value(s): Knowledge -3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Reduces the
Happiness effect of nearby Homes
and Venues.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10
Garden
Gallery: Decoration
Categories: None
Build Cost: 400
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 5
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 10
Gathering Hall
Gallery: Venue
Categories:
Worship
Build Cost: 3,750
Happiness
Effects: 7
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Spirituality > 61
Societal Value(s): Spirituality -8
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Elder
Capitalist Prole: -10
Contemplative Prole: 35
Cyberpunk Prole: -20
Fun City Prole: 0
Gazebo
Gallery: Venue
Categories: None
Build Cost: 1,000
Happiness Effects: 5
Visit Slots: 7
Availability: Locked
Unlock Prerequisite: Spirituality > 36
Societal Value(s): Spirituality -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 20
Cyberpunk Prole: 0
Fun City Prole: 10
Haunted Town Prole: 1
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 15
General Store
Gallery: Venue
Categories: Retail
Build Cost: 1,000
Happiness
Effects: 3
Visit Slots: 9
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -2,
Prosperity -1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Genetics Lab
Gallery: Workplace
Categories: None
Build Cost: 11,500
Income per Day
per Worker: 100
Jobs: 22
Availability: Hidden
Unlock Prerequisite: Knowledge > 105
Societal Value(s): Knowledge 40
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Visiting Sims increase
their overall health and can reduce their
susceptibility to illness.
Building Action: Immediately dispatches
a Researcher-class Special Sim.
Researchers include Scientists,
Professors, and Mad Scientists.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -30
Cyberpunk Prole: 25
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: -20
Giant Mobile
Gallery: Decoration
Categories: None
Build Cost: 700
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 6
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Gingerbread House A
Gingerbread House B
Gallery: Home
Categories: Private
Build Cost: 750
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Creativity > 130,
Ecstatic > 25
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 0
Gingerbread House C
Gallery: Home
Categories: Private
Build Cost: 750
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Creativity > 130,
Ecstatic > 25
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 5
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: -10
Golden Buddha
Gallery:
Decoration
Categories: None
Build Cost: 600
Availability: Hidden
Unlock Prerequisite: Spirituality > 150
Societal Value(s): Spirituality 4
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings somewhat
more appealing for Sims to visit. 2)
Slightly increases the property value
of nearby buildings, allowing you to
recover more of their cost when selling
them back.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 25
Cyberpunk Prole: 0
Fun City Prole: 0
Grape Vineyard
Gallery: Workplace
Categories:
Agriculture
Build Cost: 500
Income per Day
per Worker: 100
Jobs: 5
Availability: Locked
Unlock Prerequisite: Prosperity > 45,
Population > 80
Societal Value(s): Prosperity -5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: -15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 30
Small Town Prole: 20
Graveyard
Gallery: Decoration
Categories: Creepy
Build Cost: 750
Availability: Locked
Unlock Prerequisite: Creativity > 15,
Spirituality > 20
Societal Value(s): Spirituality 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: Reduces the cost to
build Creepy type buildings by
25 percent.
Building Action: Immediately summons
a few Ghosts or Zombies.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 10
Cyberpunk Prole: 0
Fun City Prole: 1
Haunted Town Prole: 40
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 5
Guru
Gallery: Decoration
Categories: None
Build Cost: 0
Availability: Trophy
Unlock Prerequisite: Contemplative
Achievement
Societal Value(s): Spirituality 10
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Helps sick Sims
get well. 2) This monument generates
a small amount of reward income for
the treasury each day.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 1
Hacienda A
Gallery: Home
Categories: Private
Build Cost: 1,800
Happiness Effects: 0
Workers: 2
Population: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 4
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: -10
Small Town Prole: 10
Chapter 4: Buildings
Gallery: Home
Categories: Private
Build Cost: 750
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Creativity > 130,
Ecstatic > 25
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 5
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: -10
103
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Hacienda B
Hall of Records
Haunted House A
Haunted House C
Gallery: Workplace
Categories:
Government
Build Cost: 4,100
Income per Day
per Worker: 100
Jobs: 30
Availability: Locked
Unlock Prerequisite: Authority > 80,
Population > 2,750
Societal Value(s): Knowledge 16,
Authority -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -20
Cyberpunk Prole: 0
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 20
Romantic Prole: 0
Small Town Prole: -35
Gallery: Home
Categories: Private
Build Cost: 1,800
Happiness Effects: 0
Workers: 2
Population: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury
every morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 4
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: -10
Small Town Prole: 10
Chapter 4: Buildings
Hacienda C
104
Gallery: Home
Categories: Private
Build Cost: 1,800
Happiness Effects: 0
Workers: 2
Population: 15
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 4
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: -10
Small Town Prole: 10
Harness Maker
Gallery: Workplace
Categories:
Manufacture
Build Cost: 300
Income per Day
per Worker: 75
Jobs: 4
Availability: Locked
Unlock Prerequisite: Spirituality > 38
Societal Value(s): Spirituality -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Tue.Thu.
Building Abilities: Reduces the cost to
build Agriculture buildings by
15 percent.
Building Action: Volunteer labor
enables the next Agriculture building
constructed to be built at no cost
to the city.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 20
Cyberpunk Prole: -15
Fun City Prole: -5
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: 0
Gallery: Home
Categories: Creepy
Build Cost: 1,500
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Creativity > 35,
Population > 250
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: Spooky
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 6
Haunted Town Prole: 25
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 6
Gallery: Home
Categories: Creepy
Build Cost: 1,500
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Creativity > 35,
Population > 250
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: Spooky
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 6
Haunted Town Prole: 25
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 6
Haunted House B
Hedge
Gallery: Home
Categories: Creepy
Build Cost: 1,500
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Creativity > 35,
Population > 250
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: Spooky
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 6
Haunted Town Prole: 25
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 6
Gallery: Decoration
Categories: None
Build Cost: 125
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 1
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 1
Small Town Prole: 1
Hedge Maze
Gallery: Decoration
Categories: None
Build Cost: 500
Availability: Unlocked
Unlock Prerequisite: N/A
Helicopter Tour
Gallery: Home
Categories: None
Build Cost: 3,000
Happiness
Effects: 0
Workers: 12
Population: 240
Availability: Locked
Unlock Prerequisite: Prosperity > 140,
Population > 2,250
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Gallery: Home
Categories: None
Build Cost: 3,000
Happiness
Effects: 0
Workers: 12
Population: 240
Availability: Locked
Unlock Prerequisite: Prosperity > 140,
Population > 2,250
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: -10
Cyberpunk Prole: 4
Fun City Prole: -5
Haunted Town Prole: -5
Industrial Prole: 6
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -10
Gallery: Home
Categories: None
Build Cost: 3,000
Happiness
Effects: 0
Workers: 12
Population: 240
Availability: Locked
Unlock Prerequisite: Prosperity > 140,
Population > 2,250
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: -10
Cyberpunk Prole: 4
Fun City Prole: -5
Haunted Town Prole: -5
Industrial Prole: 6
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -10
Highway
Volunteers Club
Gallery: Workplace
Categories: None
Build Cost: 300
Income per Day
per Worker: 0
Jobs: 3
Availability: Locked
Unlock Prerequisite: Creativity > 42
Societal Value(s): Creativity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Sun.Tue.
Building Abilities: 1) Makes the local
area and all nearby buildings much
more appealing for Sims to visit.
2) Increases the property value of
nearby buildings, allowing you to
recycle them for a higher refund
Building Action: Volunteer labor enables
the next Decoration constructed to be
built at no cost to the city.
Special Sim Class Spawned: Activist
Capitalist Prole: 0
Contemplative Prole: 5
Cyberpunk Prole: -15
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 10
Historical Monument
Gallery: Decoration
Categories:
Government
Build Cost: 1,800
Availability: Locked
Unlock Prerequisite: Authority > 50,
Population > 1,900
Societal Value(s): Authority 4
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Each instance of
this building reduces the Simoleon and
Societal Value output of all instances
Gallery: Workplace
Categories: Media
Build Cost: 5,250
Income per Day
per Worker: 125
Jobs: 18
Availability: Hidden
Unlock Prerequisite: Prosperity > 200,
Creativity > 40
Societal Value(s): Prosperity -12,
Creativity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Artist
Capitalist Prole: 30
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: 0
Small Town Prole: -10
Holotainment Center
Gallery: Venue
Categories: Gaming
Build Cost: 18,000
Happiness Effects: 7
Visit Slots: 30
Availability: Locked
Unlock Prerequisite: Knowledge > 180
Societal Value(s): Knowledge -22
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Some Sims have
a great time here, some dont have fun
at all. 2) Sims will choose this building
over a nearby building that makes them
equally happy.
Chapter 4: Buildings
Gallery: Venue
Categories: None
Build Cost: 1,000
Happiness
Effects: 3
Visit Slots: 12
Availability: Locked
Unlock Prerequisite: Creativity > 75,
Knowledge > 20
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Venue holds a sale.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 20
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
105
Chapter 4: Buildings
106
Gallery: Venue
Categories: Retail
Build Cost: 2,400
Happiness
Effects: 3
Visit Slots: 20
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -10
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Deluxe Refrigerators. Deluxe Refrigerators provide
a household with a large Happiness
boost for a short while.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0
Gallery: Venue
Categories: Retail
Build Cost: 4,000
Happiness
Effects: 3
Visit Slots: 30
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -16
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Mahogany
Dining Sets. Mahogany Dining Sets
provide a household with a large
Happiness boost for a long time.
Building Action: None
Homestead A
Gallery: Home
Categories: Private
Build Cost: 750
Happiness
Effects: 0
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Spirituality > 40
Societal Value(s): Spirituality 1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 6
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: -5
Small Town Prole: 10
Homestead B
Gallery: Home
Categories: Private
Build Cost: 750
Happiness
Effects: 0
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Spirituality > 40
Societal Value(s): Spirituality 1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 0
Homestead C
Gallery: Home
Categories: Private
Build Cost: 750
Happiness
Effects: 0
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Spirituality > 40
Societal Value(s): Spirituality 1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 6
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: -5
Small Town Prole: 10
Honey Farm
Gallery: Workplace
Categories:
Agriculture
Build Cost: 600
Income per Day per Worker: 75
Jobs: 3
Availability: Locked
Unlock Prerequisite: Spirituality > 39
Societal Value(s): Spirituality -3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 25
Cyberpunk Prole: 0
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Hospital
Gallery: Venue
Categories:
Healthcare
Build Cost: 5,850
Happiness Effects: 3
Visit Slots: 20
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -8,
Knowledge -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Cures Sims of
sickness and injury.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 0
Hut A
Hut C
Indie Label
Gallery: Home
Categories: Private
Build Cost: 0
Happiness Effects: -1
Workers: 2
Population: 16
Availability: Locked
Unlock Prerequisite: Spirituality > 37
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 8
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -10
Small Town Prole: -5
Gallery: Home
Categories: Private
Build Cost: 0
Happiness Effects: -1
Workers: 2
Population: 16
Availability: Locked
Unlock Prerequisite: Spirituality > 37
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 8
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -10
Small Town Prole: -5
Gallery: Venue
Categories:
Child Safe
Build Cost: 750
Happiness
Effects: 5
Visit Slots: 6
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: Deploys an ice cream
truck to sell wares throughout the city.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 30
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 15
Gallery: Home
Categories: Private
Build Cost: 0
Happiness Effects: -1
Workers: 2
Population: 16
Availability: Locked
Unlock Prerequisite: Spirituality > 37
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 8
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -10
Small Town Prole: -5
Inquisition Ofce
Gallery: Workplace
Categories:
Government
Build Cost: 4,750
Income per Day
per Worker: 100
Jobs: 8
Availability: Hidden
Unlock Prerequisite: Authority > 17,
Spirituality > 15, Population > 500
Societal Value(s): Spirituality 20,
Authority -10
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Reduces the cost
to build Government buildings by
25 percent.
Building Action: Deploys Zealots to
encourage Sims to worship.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 1
Cyberpunk Prole: -15
Fun City Prole: -25
Haunted Town Prole: 5
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 25
Romantic Prole: 15
Small Town Prole: -20
International Exchange
Gallery: Workplace
Categories: None
Build Cost: 10,500
Income per Day
per Worker: 125
Jobs: 25
Availability: Hidden
Unlock Prerequisite: Prosperity > 240,
Population > 4,200
Societal Value(s): Prosperity -20
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the chances
that managers appearing in the city will
be Tycoons.
Building Action: Roll the dice on the
international market, with a chance of
returning 5,000 Simoleons on your
investment the following day.
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: -30
Cyberpunk Prole: 0
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: -35
Iron Fence
Gallery: Decoration
Categories: None
Build Cost: 150
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority 1
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 1
Chapter 4: Buildings
Hut B
Gallery: Workplace
Categories: Media
Build Cost: 1,000
Income per Day per Worker: 100
Jobs: 5
Availability: Locked
Unlock Prerequisite: Prosperity > 138,
Population > 855
Societal Value(s): Prosperity -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Increases the likelihood of artists in the city. 2) Decreases
the chances that entertainers appearing
in the city will be Rock Stars.
Building Action: The city can be short
up to 100 Creativity for the day with no
ill effects. A crowd of Hippies swarms
into town.
Special Sim Class Spawned: Artist
Capitalist Prole: 25
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -10
107
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Ivory Tower A
Ivory Tower C
Jail
Gallery: Venue
Categories:
Incarceration
Build Cost: 5,550
Happiness Effects: 0
Visit Slots: 20
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -10
Visit Duration: 1 Day
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Neutralizes Sim
moods. 2) Sims here have a high
chance of becoming ill.
Building Action: Immediately deploys
a cadre of Riot Police to ll this facilitys
cells with Rogue Sims.
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: -20
Cyberpunk Prole: 5
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: 0
Small Town Prole: 0
Chapter 4: Buildings
Gallery: Home
Categories: Private
Build Cost: 300
Happiness
Effects: 1
Workers: 1
Population: 4
Availability: Locked
Unlock Prerequisite: Creativity > 75
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Gallery: Home
Categories: Private
Build Cost: 300
Happiness
Effects: 1
Workers: 1
Population: 4
Availability: Locked
Unlock Prerequisite: Creativity > 75
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Ivory Tower B
Gallery: Decoration
Categories:
Decoration
Build Cost: 0
Availability: Trophy
Unlock Prerequisite: Show All
Achievement
Societal Value(s):
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Helps sick Sims
get well. 2) This monument generates
a large amount of reward income for
the treasury each day.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 1
Gallery: Home
Categories: Private
Build Cost: 300
Happiness
Effects: 1
Workers: 1
Population: 4
Availability: Locked
Unlock Prerequisite: Creativity > 75
Societal Value(s): Creativity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 8
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: -10
108
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Jumping Fountain
Gallery: Decoration
Categories: None
Build Cost: 600
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 6
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0
Karaoke Bar
Gallery: Venue
Categories: None
Build Cost: 750
Happiness
Effects: 3
Visit Slots: 10
Availability: Hidden
Unlock Prerequisite: Knowledge > 55
Societal Value(s): Knowledge -6,
Creativity 6
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Bar sells the Records
Accessory for the day, making the
Venue more attractive than usual.
Kerosene Distillery
Gallery: Workplace
Categories:
Manufacture
Build Cost: 750
Income per Day
per Worker: 75
Jobs: 6
Availability: Locked
Unlock Prerequisite: Spirituality > 65
Societal Value(s): Spirituality -1
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the chances
that criminals appearing in the city will
be Arsonists.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 5
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 10
Industrial Prole: 15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Large Fountain
Gallery: Decoration
Categories: None
Build Cost: 450
Availability: Unlocked
Large Statue
Laser Fountain
Gallery:
Decoration
Categories: None
Build Cost: 1,200
Availability: Hidden
Unlock Prerequisite: Knowledge > 25,
Creativity > 6
Societal Value(s): Creativity 8
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Law Ofces
Liquor Store
Gallery: Workplace
Categories:
Corporate
Build Cost: 750
Income per Day per Worker: 100
Jobs: 4
Availability: Hidden
Unlock Prerequisite: Prosperity > 12,
Population > 650
Societal Value(s): Prosperity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned:
Business Sim
Capitalist Prole: 25
Contemplative Prole: -15
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Gallery: Venue
Categories: Liquor
Build Cost: 900
Happiness
Effects: 5
Visit Slots: 7
Availability: Hidden
Unlock Prerequisite: Productivity > 45,
Population > 1,700, Treasury > 5,000
Societal Value(s): Productivity 4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims visiting this
building leave drunk.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -15
Cyberpunk Prole: 10
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 20
Normal Prole: 1
Authoritarian Prole: 5
Romantic Prole: 0
Small Town Prole: 15
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 10
Loan Shark
Gallery: Venue
Categories:
Education
Build Cost: 6,000
Happiness
Effects: 3
Visit Slots: 45
Availability: Locked
Unlock Prerequisite: Knowledge > 20,
Creativity > 15
Societal Value(s): Knowledge 20,
Creativity 10
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: Immediately produces
several activists. Activist Special Sims
include Hippies, Environmentalists, and
Photojournalists.
Gallery: Workplace
Categories:
Syndicate
Build Cost: 750
Income per Day per Worker: 100
Jobs: 4
Availability: Hidden
Unlock Prerequisite: Prosperity > 140,
Population > 1,300
Societal Value(s): Prosperity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Knee-breakers get
medieval on a targeted Sim and collect
250 Simoleons for the treasury.
Special Sim Class Spawned: None
Capitalist Prole: 15
Loft A
Gallery: Home
Categories: Private
Build Cost: 2,250
Happiness Effects: 1
Workers: 4
Population: 80
Availability: Hidden
Unlock Prerequisite: Prosperity > 61,
Population > 1,600
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 8
Small Town Prole: -5
Loft B
Gallery: Home
Categories: Private
Build Cost: 2,250
Happiness Effects: 1
Workers: 4
Population: 80
Availability: Hidden
Unlock Prerequisite: Prosperity > 61,
Population > 1,600
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Chapter 4: Buildings
Gallery:
Decoration
Categories: None
Build Cost: 1,500
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority 8
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: -10
Small Town Prole: -10
109
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Contemplative Prole: -5
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 8
Small Town Prole: -5
Loft C
Chapter 4: Buildings
110
Gallery: Home
Categories: Private
Build Cost: 2,250
Happiness Effects: 1
Workers: 4
Population: 80
Availability: Hidden
Unlock Prerequisite: Prosperity > 61,
Population > 1,600
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 8
Small Town Prole: -5
Longhall
Gallery: Venue
Categories:
Worship
Build Cost: 750
Happiness Effects: 3
Visit Slots: 10
Availability: Hidden
Unlock Prerequisite: Spirituality > 110
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Holy Sim
Capitalist Prole: -10
Contemplative Prole: 20
Cyberpunk Prole: -25
Fun City Prole: 0
Lumber Mill
Machine Shop
Gallery: Workplace
Categories:
Manufacture
Build Cost: 750
Income per Day
per Worker: 100
Jobs: 10
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity -12
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Sims visiting this
building run an elevated risk of
being injured.
Building Action: Adds 5,000 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: -10
Fun City Prole: -15
Gallery: Workplace
Categories:
Manufacture
Build Cost: 1,000
Income per Day
per Worker: 100
Jobs: 12
Availability: Hidden
Unlock Prerequisite: Productivity > 105,
Population > 1,100, Treasury > 5,000
Societal Value(s): Productivity -15
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Sims visiting this
building run an elevated risk of
being injured
Building Action: Adds 5,000 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -25
Cyberpunk Prole: 15
Fun City Prole: -15
Haunted Town Prole: 5
Industrial Prole: 35
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: 0
Small Town Prole: 25
Mall
Gallery: Venue
Categories: Child
Safe, Retail
Build Cost: 8,000
Happiness Effects: 5
Visit Slots: 35
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -18
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells Cell Phones.
Cell Phones provide a large Happiness
boost for a medium amount of time.
2) Sells DVDs. DVDs provide a small
Happiness boost for a few days. 3) Sells
Toys. Toys provide a large Happiness
boost for a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 30
Contemplative Prole: -20
Cyberpunk Prole: 15
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: -10
Small Town Prole: 0
Malt Shop
Gallery: Venue
Categories:
Child Safe
Build Cost: 1,350
Happiness Effects: 5
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Creativity > 41,
Population > 180
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 20
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 5
Small Town Prole: 20
Master Manipulator
Gallery:
Decoration
Categories: None
Build Cost: 0
Availability: Trophy
Unlock Prerequisite: Authoritarian
Achievement
Societal Value(s): Authority 10
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Helps sick Sims
get well. 2) This monument generates
some reward income for the treasury
each day.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 1
Master of Ceremonies
Gallery:
Decoration
Categories: None
Build Cost: 0
Availability: Trophy
Unlock Prerequisite: Fun City
Achievement
Societal Value(s): Creativity 10
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Helps sick Sims
get well. 2) This monument generates
a small amount of reward income for
the treasury each day.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 1
Authoritarian Prole: 15
Romantic Prole: 0
Small Town Prole: 30
Mayor
Mechanized Farm
Gallery: Workplace
Categories:
Agriculture
Build Cost: 1,250
Income per Day
per Worker: 125
Jobs: 8
Availability: Hidden
Unlock Prerequisite: Productivity > 35,
Knowledge > 95
Societal Value(s): Productivity -8,
Knowledge -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: Sims visiting this
building run an elevated risk of
being injured.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -15
Contemplative Prole: -25
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -25
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -15
Small Town Prole: 0
Gallery: Decoration
Categories: None
Build Cost: 0
Availability: Trophy
Unlock Prerequisite: Normal
Achievement
Societal Value(s):
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Media Marketplace
Gallery: Venue
Categories: Retail
Build Cost: 1,800
Happiness Effects: 3
Visit Slots: 15
Availability: Locked
Unlock Prerequisite: Knowledge > 65,
Prosperity > 75
Societal Value(s): Knowledge -2,
Prosperity -6
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells DVDs. DVDs
provide a small Happiness boost for
a few days. 2) Sells Records. Records
provide a small Happiness boost for
a few days. 3) Sells Game Consoles.
Game Consoles provide a small
Happiness boost for a long time.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: -20
Cyberpunk Prole: 25
Chapter 4: Buildings
Gallery: Workplace
Categories:
Research
Build Cost: 1,200
Income per Day
per Worker: 100
Jobs: 5
Availability: Locked
Unlock Prerequisite: Prosperity > 125,
Knowledge > 45
Societal Value(s): Prosperity -5,
Knowledge -5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Targeted retail Venue
permanently gains Marchitecture
ability, causing it to produce income
to the treasury for each visitor, if it
wasnt already producing income for
each visitor.
Special Sim Class Spawned: Researcher
Capitalist Prole: 25
Contemplative Prole: -10
Cyberpunk Prole: 25
Fun City Prole: 0
111
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chapter 4: Buildings
Medical Group
Medium Fountain
Gallery: Venue
Categories:
Healthcare
Build Cost: 4,000
Happiness
Effects: 3
Visit Slots: 20
Availability: Locked
Unlock Prerequisite: Knowledge > 55
Societal Value(s): Knowledge -8
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Helps sick Sims
get well.
Building Action: Immediately sends out
a Safety Inspector to nd and inspect
a risky Workplace.
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: 0
Cyberpunk Prole: 20
Fun City Prole: 0
Meditation Center
Gallery: Venue
Categories:
Worship
Build Cost: 4,000
Happiness
Effects: 7
Visit Slots: 20
Availability: Locked
Unlock Prerequisite: Spirituality > 65
Societal Value(s): Spirituality 10
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: Visiting Sims increase
their overall health and can reduce their
susceptibility to illness.
Building Action: None
Special Sim Class Spawned: Monk
Capitalist Prole: -10
Contemplative Prole: 40
Cyberpunk Prole: 0
Gallery: Decoration
Categories: None
Build Cost: 450
Availability:
Unlocked
Unlock Prerequisite: N/A
Medium Statue
Gallery: Decoration
Categories: None
Build Cost: 900
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority 4
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 1
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 0
Small Town Prole: 0
112
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Meeting House
Gallery: Venue
Categories:
Worship
Build Cost: 2,850
Happiness
Effects: 10
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Authority > 8,
Spirituality > 18
Societal Value(s): Spirituality -8
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: Deploys Zealots to
encourage Sims to worship.
Special Sim Class Spawned: Holy Sim
Capitalist Prole: 1
Contemplative Prole: 15
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 25
Mega Mall
Gallery: Venue
Categories: Retail
Build Cost: 7,800
Happiness Effects: 3
Visit Slots: 50
Availability: Hidden
Unlock Prerequisite: Prosperity > 230,
Population > 5,000
Societal Value(s): Prosperity -30
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells Cell Phones.
Cell Phones provide a large Happiness
boost for a medium amount of time.
2) Sells Designer Clothing. Designer
Clothing provides a large Happiness
boost for a few days. 3) Sells Televisions. Televisions provide a large
Happiness boost for a long time.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 35
Contemplative Prole: -35
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -25
Mega-Church
Gallery: Venue
Categories:
Worship
Build Cost:
20,000
Happiness Effects: 10
Visit Slots: 50
Availability: Hidden
Unlock Prerequisite: Spirituality > 75,
Population > 1,500
Societal Value(s): Spirituality -25
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: Immediately sends
an Elder to bless a chosen Spirituality
Venue, increasing its effectiveness.
Special Sim Class Spawned: Holy Sim
Capitalist Prole: 10
Contemplative Prole: 10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: -10
Memorial Plaza
Gallery: Venue
Categories: None
Build Cost:
15,000
Happiness
Effects: 7
Visit Slots: 50
Availability: Hidden
Unlock Prerequisite: Authority > 85,
Population > 850
Societal Value(s): Authority -7
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Increases the
chance that criminals appearing in the
city will be Vigilantes. 2) Mildly corrects
Sim moods toward a balanced center.
3) Sims will travel farther than usual to
visit this building, even if it provides less
Happiness than another building.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 15
Romantic Prole: 0
Small Town Prole: 0
Merry-Go-Round
Gallery:
Decoration
Categories: None
Build Cost: 250
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 5
Metal Club
Gallery: Venue
Categories: Arts
Build Cost: 1,800
Happiness Effects: 5
Visit Slots: 12
Availability: Hidden
Unlock Prerequisite: Creativity > 130,
Population > 180
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Increases the chances
that entertainers appearing in the city
will be Rock Stars.
Building Action: Temporarily increases
the popularity and capacity of this
building, as well as its Happiness effect.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: 15
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
MiniGolf
Mission
Gallery: Venue
Categories:
Healthcare
Build Cost: 600
Happiness Effects: 0
Visit Slots: 7
Availability: Locked
Unlock Prerequisite: Spirituality > 10,
Creativity > 10
Societal Value(s): Spirituality -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Helps sick Sims
get well. 2) Increases the chances that
holy Sims appearing in the city will be
Faith Healers.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 20
Cyberpunk Prole: 0
Fun City Prole: 5
Gallery: Venue
Categories:
Child Safe
Build Cost: 2,250
Happiness Effects: 3
Visit Slots: 25
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -6
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Sells the Toys Accessory for the day, making the Venue
more attractive than usual.
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: -15
Small Town Prole: 20
Gallery: Workplace
Categories: Worship
Build Cost: 1,800
Income per Day per Worker: 0
Jobs: 5
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 15
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Wed.Fri.
Building Abilities: Reduces the cost to
build Worship buildings by 10 percent.
Military School
Gallery: Venue
Categories: Child
Safe, Education
Build Cost: 1,500
Happiness
Effects: 3
Visit Slots: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority 5,
Knowledge 5
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned:
Police Ofcer
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 15
Romantic Prole: 0
Small Town Prole: 0
Ministry of Thought
Gallery: Workplace
Categories:
Government
Build Cost:
20,000
Income per Day per Worker: 100
Jobs: 25
Availability: Hidden
Unlock Prerequisite: Authority > 275,
Population > 4,200
Societal Value(s): Authority 80
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: Increases the
Simoleon output of employees at
nearby Workplaces.
Building Action: The city can be short
up to 100 Authority for the day with no
ill effects.
Special Sim Class Spawned: Man
In Black
Capitalist Prole: -15
Contemplative Prole: -35
Cyberpunk Prole: 0
Fun City Prole: -35
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: 45
Romantic Prole: -10
Small Town Prole: -40
Modeling Agency
Gallery: Workplace
Categories: None
Build Cost: 750
Income per Day per
Worker: 125
Jobs: 5
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 30
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: 0
Modern Sculpture
Gallery: Decoration
Categories: None
Build Cost: 600
Availability: Locked
Chapter 4: Buildings
Midwife
113
Monastery C
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Monastery A
Chapter 4: Buildings
114
Gallery: Home
Categories: None
Build Cost: 7,500
Happiness
Effects: 1
Workers: 15
Population: 90
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 8
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Monk
Capitalist Prole: -5
Contemplative Prole: 10
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: -5
Monastery B
Gallery: Home
Categories: None
Build Cost: 7,500
Happiness
Effects: 1
Workers: 15
Population: 90
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 8
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Monk
Capitalist Prole: -5
Contemplative Prole: 10
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: -5
Gallery: Home
Categories: None
Build Cost: 7,500
Happiness
Effects: 1
Workers: 15
Population: 90
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 8
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Monk
Capitalist Prole: -5
Contemplative Prole: 10
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: -5
Monkey Bars
Gallery: Decoration
Categories: None
Build Cost: 350
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Motion Simulator
Movie Studio
Gallery: Venue
Categories:
Child Safe
Build Cost: 1,200
Happiness
Effects: 5
Visit Slots: 7
Availability: Locked
Unlock Prerequisite: Knowledge > 71
Societal Value(s): Knowledge -5
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Some Sims have
a great time here, some dont have fun
at all. 2) Sims will choose this building
over a nearby building that makes them
equally happy.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -15
Cyberpunk Prole: 25
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: -10
Small Town Prole: -15
Motorcycle Shop
Gallery: Venue
Categories: Retail
Build Cost: 1,000
Happiness
Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Prosperity > 100,
Population > 2,000
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Motorcycles.
Motorcycles provide a large Happiness
boost for a long time.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: 0
Cyberpunk Prole: 15
Gallery: Workplace
Categories: Media
Build Cost: 900
Income per Day
per Worker: 100
Jobs: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 138,
Creativity > 30
Societal Value(s): Prosperity -8,
Creativity -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Increases the
Simoleon output of employees at
nearby Workplaces. 2) Increases
the chances that artists appearing
in the city will be Celebrities.
Building Action: None
Special Sim Class Spawned: Artist
Capitalist Prole: 30
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Movie Theater
Gallery: Venue
Categories: Arts
Build Cost: 3,150
Happiness
Effects: 5
Visit Slots: 20
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: A movie premiere is
held, drawing a Celebrity to your city.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: 5
Fun City Prole: 15
Multinational HQ
Museum of
Party History
Gallery: Venue
Categories:
Government
Build Cost:
11,400
Happiness Effects: 0
Visit Slots: 40
Availability: Hidden
Unlock Prerequisite: Authority > 145,
Population > 4,250
Societal Value(s): Authority -14
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Corrects Sim
moods toward a balanced center. 2)
Sims simply adore this building and will
nd any excuse to visit.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Musical Theater
Gallery: Venue
Categories: Arts
Build Cost: 4,200
Happiness
Effects: 5
Visit Slots: 25
Availability: Locked
Unlock Prerequisite: Creativity > 80,
Population > 400
Societal Value(s): Creativity -14
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: A wildly popular
touring show stops in town.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 15
Small Town Prole: 0
Natural Gas
Power Plant
Gallery: Power
Categories:
High Carbon
Build Cost:
13,500
Availability: Locked
Unlock Prerequisite: Knowledge > 10
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) A slight haze of
smog emanates from this building.
2) Reduces the Happiness effect of
nearby Homes and Venues.
Building Action: Building produces
more power but has an increased
chance of catching re. Click the
action button again to return to normal
functioning.
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 10
Small Town Prole: 0
Neighborhood Watch
Gallery: Workplace
Categories: None
Build Cost: 300
Income per Day
per Worker: 0
Jobs: 3
Availability: Hidden
Unlock Prerequisite: Authority > 40,
Population > 1,350
Societal Value(s): Authority -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the chances
that criminals appearing in the city will
be Vigilantes.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 10
Romantic Prole: 0
Small Town Prole: 10
Network Knight
Gallery: Decoration
Categories: None
Build Cost: 0
Availability: Trophy
Unlock Prerequisite: Cyberpunk Achievement
Societal Value(s): Knowledge 10
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Helps sick Sims
get well. 2) This monument generates
some reward income for the treasury
each day.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 1
Fun City Prole: 1
Newspaper
Gallery: Workplace
Categories: Media
Build Cost: 800
Income per Day per Worker: 100
Jobs: 5
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Knowledge -5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Press watchdogs
reduce the efciency and Simoleon
production of Government buildings.
Building Action: Permanently increases
the Simoleon output of a targeted
Media Workplace.
Special Sim Class Spawned: Activist
Capitalist Prole: 5
Contemplative Prole: -10
Cyberpunk Prole: 5
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 5
Nightclub
Gallery: Venue
Categories: None
Build Cost: 1,200
Happiness Effects: 5
Visit Slots: 9
Availability: Hidden
Unlock Prerequisite: Productivity > 40,
Population > 585, Treasury > 5,000
Societal Value(s): Productivity 3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Increases the
chance that criminals appearing in the
city will be Hooligans. 2) Sims visiting
this building run an elevated risk of
being injured.
Building Action: Hires a Bouncer
to work the door, increasing the
Happiness of the Sims who get in.
Special Sim Class Spawned: Criminal
Capitalist Prole: 0
Contemplative Prole: -10
Chapter 4: Buildings
Gallery: Workplace
Categories:
Corporate
Build Cost:
12,500
Income per Day per Worker: 125
Jobs: 20
Availability: Hidden
Unlock Prerequisite: Prosperity > 270,
Population > 6,000
Societal Value(s): Knowledge -10,
Prosperity -15
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the
Simoleon output of employees at all
Workplaces.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -35
Cyberpunk Prole: 20
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -30
115
Cyberpunk Prole: 20
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 25
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Chapter 4: Buildings
Gallery: Power
Categories:
Low Carbon
Build Cost:
30,000
Availability: Hidden
Unlock Prerequisite: Knowledge > 40
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Reduces the
Happiness effect of nearby Homes
and Venues.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: -30
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: 0
Small Town Prole: 0
Observatory
Gallery: Workplace
Categories: None
Build Cost: 2,200
Income per Day per Worker: 75
Jobs: 8
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Knowledge 15
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: 0
Cyberpunk Prole: 10
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 0
Off-Broadway
Playhouse
Gallery: Venue
Categories: Arts
Build Cost: 4,800
Happiness Effects: 7
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Creativity > 90,
Population > 1,200
Societal Value(s): Creativity -18
Ofce Building
Gallery: Workplace
Categories:
Corporate
Build Cost: 3,750
Income per Day
per Worker: 100
Jobs: 20
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 25,
Productivity -10
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Has a chance of adding
2,000 Simoleons to the treasury.
Special Sim Class Spawned: Manager
Capitalist Prole: 15
Contemplative Prole: -25
Cyberpunk Prole: 10
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: 10
Small Town Prole: -15
116
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Off-Track Betting
Oil Renery
Gallery: Venue
Categories:
Gaming
Build Cost: 1,000
Happiness
Effects: 5
Visit Slots: 7
Availability: Hidden
Unlock Prerequisite: Productivity > 35,
Population > 450, Treasury > 5,000
Societal Value(s): Productivity 2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: How long Sims stay
here, and how happy they are about it,
depends largely on their luck.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: -15
Cyberpunk Prole: 10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 20
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: -10
Small Town Prole: 10
Gallery: Workplace
Categories:
Corporate
Build Cost: 8,200
Income per Day per Worker: 100
Jobs: 40
Availability: Locked
Unlock Prerequisite: Prosperity > 83,
Population > 2,000
Societal Value(s): Prosperity 45,
Productivity -20
Visit Duration: 6 hours
Open: 24 hours
Workweek: Mon.Fri.
Building Abilities: 1) Increases the
chances that managers appearing
in the city will be Tycoons. 2) Reduces
the Happiness effect of nearby Homes
and Venues.
Building Action: None
Special Sim Class Spawned: Manager
Capitalist Prole: 25
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 30
Normal Prole: 1
Authoritarian Prole: 15
Romantic Prole: -10
Small Town Prole: 0
Romantic Prole: 25
Small Town Prole: 0
Open Plaza
Gallery:
Decoration
Categories: None
Build Cost: 900
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 4
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings much
more appealing for Sims to visit.
2) Increases the property value of
nearby buildings, allowing you to
recycle them for a higher refund.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Opera House
Orchard
Gallery: Workplace
Categories:
Agriculture
Build Cost: 300
Income per Day per Worker: 100
Jobs: 3
Availability: Hidden
Unlock Prerequisite: Prosperity > 30,
Population > 300
Societal Value(s): Prosperity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Farmer
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: -15
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 25
Ornate Pagoda
Gallery:
Decoration
Categories: None
Build Cost: 1,800
Availability: Hidden
Unlock Prerequisite: Spirituality > 100
Societal Value(s): Spirituality 8
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings somewhat
more appealing for Sims to visit.
2) Slightly increases the property value
of nearby buildings, allowing you to
recover more of their cost when selling
them back.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 25
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Palace of Justice
Gallery: Workplace
Categories: None
Build Cost:
15,000
Income per Day
per Worker: 100
Jobs: 45
Availability: Hidden
Unlock Prerequisite: Authority > 230,
Population > 7,200
Societal Value(s): Authority -25
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: 1) Mildly corrects
Sim moods toward a balanced center.
2) Sims will travel further than usual to
visit this building, even if it provides less
Happiness than another building.
Building Action: None
Special Sim Class Spawned:
Secret Enforcer
Capitalist Prole: -15
Contemplative Prole: -35
Cyberpunk Prole: 0
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 30
Romantic Prole: -10
Small Town Prole: -30
Panopticon
Gallery: Venue
Categories:
Incarceration
Build Cost: 5,000
Happiness Effects: 0
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Authority > 150,
Population > 3,000
Societal Value(s): Authority -12
Visit Duration: 1 Day
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Neutralizes Sim
moods. 2) Sims here have a high
chance of becoming ill.
Building Action: Immediately deploys
a cadre of Riot Police to ll this facilitys
cells with Rogue Sims.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: -15
Parochial School
Gallery: Venue
Categories: Child
Safe, Education
Build Cost: 1,500
Happiness Effects: 3
Visit Slots: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 5,
Knowledge 5
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: Sims simply adore
this building and will nd any excuse
to visit.
Building Action: None
Special Sim Class Spawned: Elder
Capitalist Prole: 5
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 5
Pawn Shop
Gallery: Workplace
Categories:
Syndicate
Build Cost: 500
Income per Day per Worker: 100
Jobs: 2
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: 5
Contemplative Prole: -15
Cyberpunk Prole: 15
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 20
Normal Prole: 0
Chapter 4: Buildings
Gallery: Venue
Categories: Arts
Build Cost:
18,000
Happiness
Effects: 7
Visit Slots: 40
Availability: Locked
Unlock Prerequisite: Creativity > 90,
Prosperity > 30
Societal Value(s): Creativity -18,
Prosperity -15
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings much
more appealing for Sims to visit.
2) Increases the property value of
nearby buildings, allowing you to
recycle them for a higher refund.
Building Action: Temporarily increases
the popularity and capacity of this
building, as well as its Happiness effect.
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 0
117
Chapter 4: Buildings
Gallery: Venue
Categories: None
Build Cost: 1,000
Happiness
Effects: 3
Visit Slots: 12
Availability: Locked
Unlock Prerequisite: Prosperity > 100,
Population > 2,250
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Visiting Sims increase
their overall health and can reduce their
susceptibility to illness.
Building Action: Temporarily increases
the popularity and capacity of this
building, as well as its Happiness effect.
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -5
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 15
Small Town Prole: 10
Philanthropic
Organization
Gallery: Venue
Categories: None
Build Cost: 2,700
Happiness
Effects: 7
Visit Slots: 15
Availability: Locked
Unlock Prerequisite: Prosperity > 143,
Spirituality > 21
Societal Value(s): Prosperity -12,
Spirituality 10
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Pet Shop
Gallery: Venue
Categories: Retail
Build Cost: 750
Happiness Effects: 3
Visit Slots: 7
Availability: Locked
Unlock Prerequisite: Creativity > 30,
Prosperity > 25
Societal Value(s): Creativity -3,
Prosperity -1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Pets. Pets
provide a small Happiness boost for
a long time.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: 0
Gallery: Workplace
Categories: None
Build Cost: 200
Income per Day
per Worker: 75
Jobs: 3
Availability: Locked
Unlock Prerequisite: Creativity > 70,
Population > 140
Societal Value(s): Creativity -3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Wed.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Activist
Capitalist Prole: -5
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: -10
118
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Gallery: Venue
Categories: None
Build Cost: 5,700
Happiness
Effects: 5
Visit Slots: 30
Availability: Hidden
Unlock Prerequisite: Creativity > 160,
Population > 250
Societal Value(s): Creativity -16
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Hires a Bouncer
to work the door, increasing the
Happiness of the Sims who get in.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -15
Cyberpunk Prole: 10
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: -25
Romantic Prole: -10
Small Town Prole: 0
Pizza Shop
Gallery: Venue
Categories:
Restaurant
Build Cost: 1,350
Happiness Effects: 5
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Treasury > 3,500,
Population > 1,000
Societal Value(s): Productivity 2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: -15
Cyberpunk Prole: 3
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 8
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: 8
Plasma Billboard
Gallery: Decoration
Categories: None
Build Cost: 1,500
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 5
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Increases the
Prosperity output of nearby buildings
that normally promote Prosperity.
2) Each instance of this building costs
more to build than the previous one.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: 10
Fun City Prole: -5
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: -10
Plastic Surgeon
Gallery: Venue
Categories: None
Build Cost: 3,600
Happiness
Effects: 10
Visit Slots: 5
Availability: Hidden
Unlock Prerequisite: Prosperity > 145,
Creativity > 17
Societal Value(s): Prosperity -8,
Creativity -6
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: -25
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: 0
Police Box
Gallery:
Decoration
Categories: None
Build Cost: 200
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority 1
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: Increases the sight
range of city Police Ofcers.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: 0
Small Town Prole: 0
Gallery: Power
Categories: Low
Carbon
Build Cost: 1,500
Availability: Hidden
Unlock Prerequisite: Knowledge > 40
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Increases the
power output of renewable resource
Power buildings.
Building Action: The city can be short
up to 100 Power for the day with
no ill effects.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 1
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Police Station
Normal Prole: 0
Authoritarian Prole: 1
Romantic Prole: 0
Small Town Prole: 1
Power Substation
Gallery: Power
Categories: Low
Carbon
Build Cost: 1,125
Availability: Locked
Unlock Prerequisite: Knowledge > 10
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Increases the
power output of renewable resource
Power buildings.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 1
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 0
PR Firm
Gallery: Workplace
Categories: None
Build Cost: 2,500
Income per Day per Worker: 125
Prayer Wheel
Gallery: Decoration
Categories: None
Build Cost: 100
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 1
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 20
Cyberpunk Prole: -5
Fun City Prole: 5
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0
Presidential Library
Gallery: Venue
Categories:
Child Safe
Build Cost:
10,500
Happiness Effects: 5
Visit Slots: 30
Availability: Hidden
Unlock Prerequisite: Knowledge > 125
Societal Value(s): Knowledge 20
Visit Duration: 2 hours
Private School
Gallery: Venue
Categories: Child
Safe, Education
Build Cost: 1,500
Happiness Effects: 3
Visit Slots: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 5,
Knowledge 5
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: 1) Increases the
chance that security professionals
appearing in the city will be Private
Security Guards. 2) Sims simply
adore this building and will nd any
excuse to visit.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 5
Small Town Prole: 5
Propaganda Ministry
Gallery: Workplace
Categories:
Government
Build Cost: 7,500
Income per Day per
Worker: 100
Jobs: 20
Availability: Locked
Chapter 4: Buildings
Gallery: Workplace
Categories:
Government
Build Cost: 1,200
Income per Day
per Worker: 100
Jobs: 8
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: Rogue Sims cannot
shut this building down.
Building Action: Immediately deploys
a cadre of Riot Police to round up
Rogue Sims and criminals and bring
them to nearby Incarceration facilities.
Special Sim Class Spawned:
Police Ofcer
Capitalist Prole: 1
Contemplative Prole: -10
Cyberpunk Prole: 1
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: 15
Romantic Prole: 0
Small Town Prole: 0
Jobs: 12
Availability: Locked
Unlock Prerequisite: Prosperity > 143,
Population > 3,200
Societal Value(s): Prosperity -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Targeted Venue
becomes incredibly popular for the day.
Special Sim Class Spawned:
Business Sim
Capitalist Prole: 25
Contemplative Prole: -15
Cyberpunk Prole: 10
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -15
119
Pub
Chapter 4: Buildings
120
Gallery: Venue
Categories: Liquor
Build Cost: 900
Happiness Effects: 5
Visit Slots: 7
Availability: Locked
Unlock Prerequisite: Productivity > 13,
Creativity > 17
Societal Value(s): Productivity 3,
Creativity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Has a chance of
getting Sims drunk.
Building Action: Hires a Bouncer
to work the door, increasing the
Happiness of the Sims who get in.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 5
Public Clock
Gallery: Decoration
Categories: None
Build Cost: 450
Availability: Unlocked
Public Library
Gallery: Venue
Categories:
Child Safe
Build Cost: 1,800
Happiness
Effects: 3
Visit Slots: 20
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Knowledge 10
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Permanently
increases the capacity of a targeted
Education building.
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: 0
Cyberpunk Prole: 5
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 5
Public Mural
Gallery: Decoration
Categories: None
Build Cost: 1,000
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 8
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Public Pool
Public Safety
Gallery: Workplace
Categories:
Government
Build Cost: 300
Gallery: Venue
Categories:
Child Safe
Build Cost: 5,100
Happiness Effects: 5
Visit Slots: 25
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -14
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: -15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10
Public Sculpture
Gallery: Workplace
Categories: Media
Build Cost: 1,000
Income per Day
per Worker: 100
Jobs: 3
Availability: Locked
Unlock Prerequisite: Knowledge > 27
Societal Value(s): Knowledge 8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Immediately produces
several activists. Activist Special Sims
include Hippies, Environmentalists, and
Photojournalists.
Special Sim Class Spawned: None
Capitalist Prole: 0
Gallery: Decoration
Categories: None
Build Cost: 400
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 15
Small Town Prole: 1
Pueblo A
Gallery: Home
Categories: Private
Build Cost: 300
Happiness Effects: 0
Workers: 2
Population: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 8
Cyberpunk Prole: -5
Fun City Prole: 6
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 0
Pueblo B
Gallery: Home
Categories: Private
Build Cost: 300
Happiness Effects: 0
Workers: 2
Population: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 8
Cyberpunk Prole: -5
Fun City Prole: 6
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 0
Gallery: Home
Categories: Private
Build Cost: 300
Happiness Effects: 0
Workers: 2
Population: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 8
Cyberpunk Prole: -5
Fun City Prole: 6
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 0
Quilting Circle
Gallery: Workplace
Categories: None
Build Cost: 900
Income per Day
per Worker: 75
Jobs: 5
Availability: Hidden
Unlock Prerequisite: Spirituality > 65
Societal Value(s): Spirituality -5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Volunteer labor enables
the next Home constructed to be built
at no cost to the city.
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 15
Cyberpunk Prole: -15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -35
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -10
Small Town Prole: 25
Racetrack
Gallery: Venue
Categories:
Gaming
Realtor
Gallery: Workplace
Categories: None
Build Cost: 1,800
Income per Day per Worker: 100
Jobs: 3
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 12
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Temporarily increases
the refund value of a targeted Home.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 5
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 5
Record Shop
Gallery: Venue
Categories: Retail
Build Cost: 750
Happiness
Effects: 3
Visit Slots: 7
Availability: Locked
Recording Studio
Gallery: Workplace
Categories: Media
Build Cost: 1,000
Income per Day per
Worker: 100
Jobs: 5
Availability: Hidden
Unlock Prerequisite: Prosperity > 25,
Creativity > 75
Societal Value(s): Prosperity 6,
Creativity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Entertainer
Capitalist Prole: 20
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 0
Recycling Center
Gallery: Workplace
Categories: None
Build Cost: 1,000
Income per Day
per Worker: 100
Jobs: 12
Availability: Locked
Unlock Prerequisite: Knowledge > 20
Chapter 4: Buildings
Pueblo C
121
Redistribution Center
Chapter 4: Buildings
122
Gallery: Venue
Categories: Retail
Build Cost: 450
Happiness
Effects: 0
Visit Slots: 15
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -8,
Prosperity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells Used
Clothing. Used Clothing provides a
small Happiness boost for a short while.
2) Sells Books. Books provide a small
Happiness boost for a few days. 3) Sells
Tools. Tools provide a small Happiness
boost for a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -20
Cyberpunk Prole: -15
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 25
Romantic Prole: 0
Small Town Prole: -10
Re-education Center
Gallery: Venue
Categories: Government
Build Cost: 7,350
Happiness
Effects: 0
Visit Slots: 28
Availability: Locked
Unlock Prerequisite: Authority > 60,
Population > 1,200
Societal Value(s): Authority -14
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Corrects Sim
moods toward a balanced center.
2) Sims simply adore this building
and will nd any excuse to visit.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -15
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: -25
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 35
Romantic Prole: -10
Small Town Prole: -30
Gallery: Workplace
Categories: None
Build Cost: 1,000
Income per Day
per Worker: 100
Jobs: 24
Availability: Hidden
Unlock Prerequisite: Knowledge > 150
Societal Value(s): Knowledge -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Reduces the
Happiness effect of nearby Homes
and Venues.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -15
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Rehab Center
Gallery: Venue
Categories: None
Build Cost: 5,100
Happiness
Effects: 7
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Prosperity > 200,
Population > 2,000
Societal Value(s): Prosperity -14
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: Visiting Sims increase
their overall health and can reduce their
susceptibility to illness.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 30
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: 0
Rejuvenation Terminal
Gallery: Venue
Categories: None
Build Cost: 6,150
Happiness
Effects: 5
Visit Slots: 30
Availability: Locked
Unlock Prerequisite: Prosperity > 35,
Population > 3,200, Treasury > 20,000
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -20
Contemplative Prole: -35
Cyberpunk Prole: 30
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: -30
Romantic Prole: 0
Small Town Prole: -25
Religious Bookstore
Gallery: Venue
Categories: Retail
Build Cost: 750
Happiness
Effects: 3
Visit Slots: 7
Availability: Hidden
Religious Retreat
Gallery: Venue
Categories:
Worship
Build Cost: 6,300
Happiness
Effects: 7
Visit Slots: 30
Availability: Hidden
Unlock Prerequisite: Spirituality > 155
Societal Value(s): Spirituality -18
Visit Duration: 6 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: Volunteer labor
reduces the cost of the next Worship
building you construct.
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 20
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: 0
Small Town Prole: 0
Reliquary
Gallery: Decoration
Categories: None
Build Cost: 700
Availability: Hidden
Unlock Prerequisite: Spirituality > 63
Research Clinic
Rice Paddy
Gallery: Workplace
Categories:
Agriculture
Build Cost: 900
Income per Day per Worker: 75
Jobs: 7
Availability: Locked
Unlock Prerequisite: Spirituality > 55
Societal Value(s): Spirituality -4
Visit Duration: 5 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Ristorante
Gallery: Venue
Categories:
Restaurant
Build Cost: 1,500
Happiness Effects: 5
Visit Slots: 10
Availability: Hidden
Unlock Prerequisite: Prosperity > 65
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Temporarily increases
the popularity and capacity of this
building, as well as its Happiness effect.
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: -5
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 20
Small Town Prole: 0
Rock Garden
Gallery:
Decoration
Categories: None
Build Cost: 400
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: Increases the chances
that monks appearing in the city will
be Masters.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 20
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -10
Rose Garden
Gallery: Decoration
Categories: None
Build Cost: 500
Availability:
Unlocked
Row House A
Gallery: Home
Categories: None
Build Cost: 750
Happiness
Effects: 0
Workers: 4
Population: 80
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 4
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: -5
Haunted Town Prole: 4
Industrial Prole: 6
Normal Prole: 1
Authoritarian Prole: 6
Romantic Prole: 0
Small Town Prole: 3
Row House B
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: 0
Workers: 4
Population: 80
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 4
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: -5
Haunted Town Prole: 4
Industrial Prole: 6
Normal Prole: 1
Authoritarian Prole: 6
Romantic Prole: 0
Small Town Prole: 3
Row House C
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: 0
Workers: 4
Population: 80
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 4
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: -5
Haunted Town Prole: 4
Industrial Prole: 6
Normal Prole: 1
Authoritarian Prole: 6
Romantic Prole: 0
Small Town Prole: 3
Sad Garden
Gallery: Decoration
Categories: None
Build Cost: 550
Availability: Unlocked
Chapter 4: Buildings
Gallery: Venue
Categories:
Healthcare
Build Cost: 2,500
Happiness
Effects: 0
Visit Slots: 30
Availability: Hidden
Unlock Prerequisite: Knowledge > 60
Societal Value(s): Knowledge -5
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Helps sick Sims
get well.
Building Action: None
Special Sim Class Spawned: Researcher
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
123
Chapter 4: Buildings
Sanctuary
124
Gallery: Venue
Categories:
Worship
Build Cost: 9,300
Happiness Effects: 7
Visit Slots: 40
Availability: Locked
Unlock Prerequisite: Spirituality > 75
Societal Value(s): Spirituality -24
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Monk
Capitalist Prole: -15
Contemplative Prole: 35
Cyberpunk Prole: 0
Fun City Prole: -5
Haunted Town Prole: 0
Industrial Prole: -25
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: -20
School Room
Gallery: Venue
Categories: Child
Safe, Education
Build Cost: 450
Happiness
Effects: 3
Visit Slots: 6
Availability: Hidden
Unlock Prerequisite: Knowledge > 12
Societal Value(s): Knowledge 4
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Scooter Shop
Gallery: Venue
Categories: Retail
Build Cost: 1,200
Happiness
Effects: 3
Visit Slots: 15
Availability: Hidden
Unlock Prerequisite: Prosperity > 75,
Population > 480, Creativity > 45
Societal Value(s): Prosperity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Scooters.
Scooters provide a small Happiness
boost for a long time.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: -5
Cyberpunk Prole: 15
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 20
Small Town Prole: 0
Seamstress
Gallery: Workplace
Categories:
Manufacture
Build Cost: 400
Income per Day per Worker: 75
Jobs: 3
Availability: Locked
Unlock Prerequisite: Spirituality > 36
Societal Value(s): Spirituality -5
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Reduces the cost
to build Agriculture buildings by
15 percent.
Secret Police HQ
Gallery: Workplace
Categories:
Government
Build Cost: 4,200
Income per Day
per Worker: 100
Jobs: 25
Availability: Locked
Unlock Prerequisite: Authority > 188,
Population > 4,100, Happy > 20
Societal Value(s): Authority -20
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Mildly corrects
Sim moods toward a balanced center.
2) Sims will travel farther than usual to
visit this building, even if it provides
less Happiness than another building.
3) Rogue Sims cannot shut this
building down.
Building Action: Immediately deploys
two ofcers from each Secret Police
Kiosk in the city.
Special Sim Class Spawned: None
Capitalist Prole: -15
Contemplative Prole: -35
Cyberpunk Prole: 0
Fun City Prole: -25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 35
Romantic Prole: -10
Small Town Prole: -35
Sentinel Seminary
Gallery: Workplace
Categories: None
Build Cost: 3,000
Income per Day
per Worker: 100
Jobs: 18
Availability: Locked
Unlock Prerequisite: Authority > 130,
Population > 1,850
Societal Value(s): Authority -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Immediately deploys
six Sentinels.
Special Sim Class Spawned: None
Capitalist Prole: -15
Contemplative Prole: -35
Cyberpunk Prole: 0
Fun City Prole: -25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 30
Romantic Prole: -10
Small Town Prole: -30
Service Station
Gallery: Workplace
Categories: None
Build Cost: 750
Income per Day
per Worker: 100
Jobs: 6
Availability: Unlocked
Unlock Prerequisite: N/A
Authoritarian Prole: 5
Romantic Prole: 0
Small Town Prole: 0
Sesshin Center
Shack
Gallery: Venue
Categories: Creepy
Build Cost: 75
Happiness Effects: 0
Visit Slots: 7
Availability: Hidden
Unlock Prerequisite: Creativity > 35,
Population > 120
Societal Value(s): Creativity 1
Visit Duration: 2 hours
Sheriff
Shopping Center
Gallery:
Decoration
Categories: None
Build Cost: 0
Availability: Trophy
Unlock Prerequisite: Small Town
Achievement
Societal Value(s): Spirituality 5
Visit Duration: N/A
Open: 24 hour
Workweek: Full week
Building Abilities: 1) Helps sick Sims
get well. 2) This monument generates
a small amount of reward income for
the treasury each day.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 1
Sheriffs Ofce
Gallery: Workplace
Categories:
Government
Build Cost: 750
Income per Day
per Worker: 100
Jobs: 5
Availability: Hidden
Unlock Prerequisite: Authority > 20,
Population < 1,000
Societal Value(s): Authority -2
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Gallery: Venue
Categories: Retail
Build Cost: 8,700
Happiness
Effects: 3
Visit Slots: 50
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -20
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells Persian Rugs.
Persian Rugs provide a household with
a large Happiness boost for a short
while. 2) Sells Cell Phones. Cell Phones
provide a large Happiness boost for a
medium amount of time. 3) Sells Books.
Books provide a small Happiness boost
for a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: -15
Cyberpunk Prole: 1
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: -20
Small Town Prole: 0
Gallery: Venue
Categories: None
Build Cost: 1,500
Happiness Effects: 5
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Creativity > 45,
Population > 200
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Club hosts a national
headliner.
Special Sim Class Spawned: Entertainer
Capitalist Prole: 15
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 10
Small Town Prole: -5
Skate Park
Gallery: Venue
Categories:
Child Safe
Build Cost: 3,000
Happiness Effects: 5
Visit Slots: 20
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -10,
Productivity 3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Chapter 4: Buildings
Gallery: Venue
Categories:
Worship
Build Cost: 6,000
Happiness
Effects: 7
Visit Slots: 30
Availability: Hidden
Unlock Prerequisite: Spirituality > 170
Societal Value(s): Spirituality 20
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: Visiting Sims increase
their overall health and can reduce their
susceptibility to illness.
Building Action: Summons a Master to
wander your city.
Special Sim Class Spawned: Monk
Capitalist Prole: -15
Contemplative Prole: 40
Cyberpunk Prole: 0
Fun City Prole: -5
Haunted Town Prole: 0
Industrial Prole: -25
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: -20
125
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Chapter 4: Buildings
126
Gallery: Home
Categories: None
Build Cost:
10,000
Happiness
Effects: 1
Workers: 20
Population: 608
Availability: Hidden
Unlock Prerequisite: Knowledge > 150,
Prosperity > 125
Societal Value(s): Knowledge -6,
Prosperity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Building is less
likely than most to catch re. 2) Visiting
Sims increase their overall health and
can reduce their susceptibility to illness.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -5
Haunted Town Prole: -5
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -3
Small Town Prole: -10
Skyscraper
Gallery: Workplace
Categories: Corporate
Build Cost: 12,500
Sleep Tubes A
Gallery: Home
Categories: None
Build Cost: 3,000
Happiness
Effects: -1
Workers: 16
Population: 768
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -2,
Knowledge -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: -10
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -10
Sleep Tubes B
Gallery: Home
Categories: None
Build Cost: 3,000
Happiness
Effects: -1
Workers: 16
Population: 768
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -2,
Knowledge -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: -10
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -10
Haunted Town Prole: -5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: -10
Sleep Tubes C
Gallery: Home
Categories: None
Build Cost: 3,000
Happiness
Effects: -1
Workers: 16
Population: 768
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -2,
Knowledge -1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: -10
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -10
Slum Apartments A
Gallery: Home
Categories: None
Build Cost: 150
Happiness
Effects: -1
Workers: 5
Population: 190
Availability: Unlocked
Slum Apartments B
Slum Apartments C
Gallery: Home
Categories: None
Build Cost: 150
Happiness
Effects: -1
Workers: 5
Population: 190
Availability: Unlocked
Unlock Prerequisite: N/A
Small Statue
Gallery:
Decoration
Categories: None
Build Cost: 475
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 0
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 3
Small Town Prole: 1
Smoke Shop
Gallery: Venue
Categories: None
Build Cost: 900
Happiness Effects: 5
Visit Slots: 7
Availability: Hidden
Unlock Prerequisite: Creativity > 78,
Population > 1,000
Societal Value(s): Creativity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: Activist
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 10
Soccer Field
Gallery: Venue
Categories:
Child Safe
Build Cost: 2,250
Happiness
Effects: 5
Visit Slots: 25
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -1,
Productivity 1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims visiting this
building run an elevated risk of being
injured.
Software Studio
Gallery: Workplace
Categories: Media
Build Cost: 1,500
Income per Day per
Worker: 100
Jobs: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -4,
Knowledge -2
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Adds 2,500 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: 20
Fun City Prole: 20
Haunted Town Prole: 0
Gallery: Home
Categories: None
Build Cost: 1,350
Happiness Effects: 0
Workers: 6
Population: 120
Availability: Locked
Unlock Prerequisite: Knowledge > 20
Societal Value(s): Prosperity -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: -5
Chapter 4: Buildings
Gallery: Home
Categories: None
Build Cost: 150
Happiness
Effects: -1
Workers: 5
Population: 190
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: 2
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 4
Industrial Prole: 10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -5
Small Town Prole: -5
127
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Cyberpunk Prole: 0
Fun City Prole: -5
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 1
Authoritarian Prole: -2
Romantic Prole: 8
Small Town Prole: -5
Chapter 4: Buildings
Gallery: Home
Categories: None
Build Cost: 1,350
Happiness
Effects: 0
Workers: 6
Population: 120
Availability: Locked
Unlock Prerequisite: Knowledge > 40
Societal Value(s): Knowledge -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 6
Contemplative Prole: -5
Cyberpunk Prole: 8
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 6
Small Town Prole: -5
Solar Farm
Gallery: Power
Categories:
Low Carbon,
Solar/Wind
Build Cost: 3,000
Availability: Hidden
Unlock Prerequisite: Knowledge > 40
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 10
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 1
Small Town Prole: 1
Gallery: Home
Categories: None
Build Cost: 3,600
Happiness Effects: 0
Workers: 12
Population: 240
Availability: Locked
Unlock Prerequisite: Knowledge > 40,
Prosperity > 140, Population > 3,500
Gallery: Home
Categories: None
Build Cost: 1,950
Happiness
Effects: 1
Workers: 6
Population: 120
Availability: Locked
Unlock Prerequisite: Knowledge > 40
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 8
Contemplative Prole: -5
Cyberpunk Prole: 4
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
128
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Speakeasy
Gallery: Home
Categories: None
Build Cost:
13,750
Happiness
Effects: -1
Workers: 20
Population: 120
Availability: Hidden
Unlock Prerequisite: Productivity > 140,
Knowledge > 40
Societal Value(s): Productivity 25
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: 4
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 6
Romantic Prole: -5
Small Town Prole: 0
Soup Kitchen
Spirit Squadroom
Gallery: Venue
Categories:
Restaurant
Build Cost: 750
Happiness
Effects: 3
Visit Slots: 12
Availability: Locked
Unlock Prerequisite: Population > 2,000
Societal Value(s): Spirituality -4
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 25
Normal Prole: 0
Authoritarian Prole: 5
Romantic Prole: 10
Small Town Prole: 0
Gallery: Venue
Categories: Liquor
Build Cost: 1,350
Happiness Effects: 5
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Productivity > 40,
Population > 2,300, Treasury > 5,000
Societal Value(s): Productivity 3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Has a chance of
getting Sims drunk.
Building Action: Hires a Bouncer
to work the door, increasing the
Happiness of the Sims who get in.
Special Sim Class Spawned: Criminal
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: -15
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 35
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: -15
Small Town Prole: 5
Gallery: Workplace
Categories: None
Build Cost: 750
Income per Day
per Worker: 75
Jobs: 4
Availability: Hidden
Unlock Prerequisite: Creativity > 65,
Happy > 10
Societal Value(s): Creativity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Sun.Tue.
Building Abilities: None
Building Action: Immediately deploys
a Cheer Squad.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -15
Cyberpunk Prole: -15
Fun City Prole: 30
Haunted Town Prole: 0
Industrial Prole: -40
Normal Prole: 0
Authoritarian Prole: -35
Romantic Prole: -10
Small Town Prole: -10
Sports Stadium
State Amphitheater
Gallery: Venue
Categories:
Child Safe
Build Cost:
52,500
Happiness Effects: 10
Visit Slots: 80
Availability: Hidden
Unlock Prerequisite: Prosperity > 250,
Population > 5,750
Societal Value(s): Prosperity -75
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Increases the chance
that entertainers appearing in the city
will be Rock Stars.
Building Action: For the next 24 hours,
visitors gain extra Happiness from
their visit.
Special Sim Class Spawned: None
Capitalist Prole: 30
Contemplative Prole: -30
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 20
Romantic Prole: -20
Small Town Prole: -20
Gallery: Venue
Categories:
Government
Build Cost:
37,500
Happiness Effects: 0
Visit Slots: 50
Availability: Hidden
Unlock Prerequisite: Authority > 350,
Population > 7,000
Societal Value(s): Authority -35
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Corrects Sim
moods toward a balanced center.
2) Sims simply adore this building and
will nd any excuse to visit.
Building Action: Nearby citizens are
commanded to immediately stop what
theyre doing and ll this facility to
its capacity.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -30
Cyberpunk Prole: -15
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 35
Romantic Prole: 0
Small Town Prole: -30
State Cafeteria
Gallery: Venue
Categories:
Government
Build Cost: 4,500
Happiness
Effects: 0
Visit Slots: 42
Availability: Locked
Unlock Prerequisite: Authority > 63,
Population > 3,000
Societal Value(s): Authority -20
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Neutralizes Sim
moods. 2) Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -25
Cyberpunk Prole: -15
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Population: 760
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Mildly corrects
Sim moods toward a balanced center.
2) Sims will travel farther than usual to
visit this building, even if it provides less
Happiness than another building.
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: -10
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 10
Romantic Prole: -10
Small Town Prole: -10
Chapter 4: Buildings
Gallery: Workplace
Categories:
Manufacture
Build Cost: 1,000
Income per Day
per Worker: 100
Jobs: 10
Availability: Locked
Unlock Prerequisite: Productivity > 35,
Population > 850, Treasury > 5,000
Societal Value(s): Productivity -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Adds 5,000 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 20
Authoritarian Prole: 25
Romantic Prole: 0
Small Town Prole: -20
129
Chapter 4: Buildings
Gallery: Home
Categories:
Government
130
Build Cost:
15,000
Happiness Effects: 0
Workers: 30
Population: 1140
Availability: Hidden
Unlock Prerequisite: Population > 6,000,
Sad < 20, Happy > 20
Societal Value(s): Authority -8
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Corrects Sim
moods toward a balanced center.
2) Sims simply adore this building
and will nd any excuse to visit.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 10
Romantic Prole: -10
Small Town Prole: -10
State Prison
Gallery: Venue
Categories:
Incarceration
Build Cost: 9,300
Happiness
Effects: 0
Visit Slots: 30
Availability: Hidden
Unlock Prerequisite: Authority > 90,
Population > 2,350, Sad < 50
Societal Value(s): Authority -15
Visit Duration: 1 Day
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Provides daily
income for maintaining a low carbon
footprint with a high power output.
2) Sims here have a high chance of
becoming ill.
Building Action: Immediately deploys
a cadre of Riot Police to nd any Sims
nearby, regardless of their condition,
and ll this facilitys cells.
Special Sim Class Spawned: None
Capitalist Prole: -15
Contemplative Prole: -40
Cyberpunk Prole: 0
Fun City Prole: -35
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 35
Romantic Prole: 0
Small Town Prole: -30
State Television
Gallery: Decoration
Categories:
Government
Build Cost: 3,000
Availability: Hidden
Unlock Prerequisite: Authority > 125,
Population > 2,600
Societal Value(s): Authority 8
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Each instance of
this building reduces the Simoleon and
Societal Value output of all instances
of this building. 2) Increases the
Simoleon output of employees at
nearby Workplaces.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -20
Cyberpunk Prole: 0
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 25
Romantic Prole: -10
Small Town Prole: -30
Steam Sculpture
Gallery: Decoration
Categories: None
Build Cost: 300
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Steel Mill
Gallery: Workplace
Categories:
Manufacture
Build Cost:
10,000
Income per Day per Worker: 100
Jobs: 45
Availability: Locked
Unlock Prerequisite: Productivity > 46,
Population > 1,750, Treasury > 5,000
Societal Value(s): Productivity -40
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Stock Exchange
Gallery: Workplace
Categories: None
Build Cost: 1,800
Income per Day
per Worker: 100
Jobs: 15
Availability: Locked
Unlock Prerequisite: Prosperity > 135,
Population > 3,100
Societal Value(s): Prosperity -10
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Invest in the
market, with a chance of returning
5,000 Simoleons on your investment
the following day.
Special Sim Class Spawned: None
Capitalist Prole: 30
Contemplative Prole: -30
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 25
Small Town Prole: -25
Stone Church
Gallery: Venue
Categories:
Worship
Build Cost: 2,850
Happiness
Effects: 10
Visit Slots: 10
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -8
Romantic Prole: 0
Small Town Prole: 15
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Strip Mall
Gallery: Venue
Categories: Retail
Build Cost: 4,800
Happiness Effects: 3
Visit Slots: 35
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 3,
Prosperity -3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells Toys. Toys
provide a large Happiness boost for
a few days. 2) Sells Cell Phones. Cell
Phones provide a large Happiness boost
Stupa
Gallery:
Decoration
Categories: None
Build Cost: 2,500
Availability: Hidden
Unlock Prerequisite: Spirituality > 200
Societal Value(s): Spirituality 5
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: Makes nearby
houses of worship more spiritually
fullling locations.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 20
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: -10
Suburban Playground
Gallery:
Decoration
Categories: None
Build Cost: 750
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 7
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 25
Subway
Gallery: Transit
Categories: None
Build Cost: 750
Passenger Capacity: 10
Availability: Hidden
Unlock Prerequisite: Population > 200
Societal Value(s):
Visit Duration: 1 hour
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: -15
Cyberpunk Prole: 8
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 5
Romantic Prole: 8
Small Town Prole: -20
Sushi Joint
Gallery: Venue
Categories:
Restaurant
Build Cost: 750
Happiness Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Prosperity > 77,
Population > 2,400
Societal Value(s): Prosperity -1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Special pricing today
only! Visitors gain extra Happiness from
their visit.
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: 0
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: -5
Chapter 4: Buildings
Gallery:
Decoration
Categories: None
Build Cost: 375
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 1
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: Increases the speed
and efciency of city Work Crews.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: 0
Cyberpunk Prole: 5
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
131
Sweatshop
Gallery: Workplace
Categories:
Manufacture
Build Cost: 6,500
Income per Day per Worker: 100
Jobs: 35
Availability: Hidden
Unlock Prerequisite: Productivity > 165,
Population > 4,000, Treasury > 5,000
Societal Value(s): Productivity -30
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: Adds 5,000 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -40
Cyberpunk Prole: 0
Fun City Prole: -25
Chapter 4: Buildings
Swingset
132
Gallery: Decoration
Categories: None
Build Cost: 200
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 5
Tattoo Parlor
Gallery: Venue
Categories: None
Build Cost: 300
Happiness
Effects: 3
Visit Slots: 5
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: None
Special Sim Class Spawned: Criminal
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 15
Tea House
Gallery: Venue
Categories:
Restaurant
Build Cost: 750
Happiness Effects: 3
Visit Slots: 10
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 25
Cyberpunk Prole: 0
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Teaching Hospital
Gallery: Venue
Categories: Education, Healthcare
Build Cost: 5,850
Happiness
Effects: 3
Visit Slots: 20
Availability: Hidden
Tech Monolith
Gallery: Decoration
Categories: None
Build Cost: 4,000
Availability: Locked
Unlock Prerequisite: Authority > 30, Population > 4,300,
Knowledge > 95
Societal Value(s): Authority 10
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Each instance of
this building reduces the Societal Value
output of all instances of this building.
2) Increases the Simoleon output of
employees at nearby Workplaces.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -15
Cyberpunk Prole: 15
Fun City Prole: -5
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: -10
Small Town Prole: -10
Televangelist Studio
Gallery: Workplace
Categories: Media
Build Cost: 9,500
Income per Day
per Worker: 125
Jobs: 8
Availability: Locked
Unlock Prerequisite: Spirituality > 31
Temperance Union
Gallery: Workplace
Categories:
Worship
Build Cost: 1,000
Income per Day
per Worker: 100
Jobs: 5
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 8,
Authority 3
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the chances
that holy Sims appearing in the city will
be Temperance Advocates.
Building Action: None
Special Sim Class Spawned: Holy Sim
Capitalist Prole: -10
Contemplative Prole: 0
Cyberpunk Prole: -20
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 25
Normal Prole: 0
Authoritarian Prole: 10
Romantic Prole: -15
Small Town Prole: 15
Temple
Gallery: Venue
Categories:
Worship
Build Cost: 2,850
Happiness Effects: 10
Visit Slots: 10
Availability: Locked
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 15
Tenement A
Tenement B
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: -1
Workers: 10
Population: 440
Availability: Locked
Unlock Prerequisite: Productivity > 20
Societal Value(s): Productivity 3
Visit Duration: 2 hours
Open: 24 hours
Tenement C
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: -1
Workers: 10
Population: 440
Availability: Locked
Unlock Prerequisite: Productivity > 20
Societal Value(s): Productivity 3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 4
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 4
Romantic Prole: 0
Small Town Prole: -5
Tennis Club
Gallery: Venue
Categories: None
Build Cost: 5,250
Happiness Effects: 5
Visit Slots: 25
Availability: Locked
Unlock Prerequisite: Prosperity > 150,
Population > 3,350, Treasury > 20,000
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Tetherball Court
Gallery: Decoration
Categories: None
Build Cost: 300
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Textile Factory
Gallery: Workplace
Categories:
Manufacture
Build Cost: 2,000
Income per Day
per Worker: 100
Jobs: 20
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity -20
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Sims visiting this
building run an elevated risk of
being injured.
Building Action: Adds 5,000 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: -15
Gallery: Decoration
Categories: None
Build Cost: 0
Availability: Trophy
Unlock Prerequisite:
Romantic Achievement
Societal Value(s): Creativity 5,
Prosperity 5
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1). Helps sick Sims
get well. 2) This monument generates
some reward income for the treasury
each day.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 1
Cyberpunk Prole: 1
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 1
Gallery: Decoration
Categories: None
Build Cost: 750
Availability: Unlocked
Unlock Prerequisite:
N/A
Societal Value(s): Authority 4
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings much
more appealing for Sims to visit.
2) Increases the property value of
nearby buildings, allowing you to
recycle them for a higher refund.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Chapter 4: Buildings
Gallery: Home
Categories: None
Build Cost: 750
Happiness Effects: -1
Workers: 10
Population: 440
Availability: Locked
Unlock Prerequisite: Productivity > 20
Societal Value(s): Productivity 3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 4
Contemplative Prole: -10
Cyberpunk Prole: 8
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 4
Romantic Prole: 0
Small Town Prole: -5
133
Normal Prole: 0
Authoritarian Prole: 20
Romantic Prole: 0
Small Town Prole: 0
Think Tank
Gallery: Workplace
Categories: None
Build Cost: 4,800
Income per Day per Worker: 125
Jobs: 9
Availability: Hidden
Unlock Prerequisite: Knowledge > 65,
Prosperity > 20
Societal Value(s): Knowledge -15,
Prosperity -10
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Production of Values
at Corporate buildings throughout the
city is increased, along with their worker
output of Simoleons.
Building Action: The city can be short
up to 100 Knowledge for the day with
no ill effects.
Special Sim Class Spawned: Researcher
Capitalist Prole: 20
Contemplative Prole: -20
Cyberpunk Prole: 25
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -20
Chapter 4: Buildings
134
Tibetan Bell
Gallery: Decoration
Categories: None
Build Cost: 750
Availability: Locked
Unlock Prerequisite: Spirituality > 30
Societal Value(s): Spirituality 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings much
more appealing for Sims to visit.
2) Increases the property value of
nearby buildings, allowing you to
recycle them for a higher refund.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 20
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Tile OTulips
Gallery: Decoration
Categories: None
Build Cost: 75
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 1
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 5
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 2
Tool Shed
Gallery: Decoration
Categories: None
Build Cost: 150
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 1
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: Increases the speed
and efciency of city Work Crews.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 5
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Topiary Bush
Bunny Rabbit
Gallery: Decoration
Categories: None
Build Cost: 250
Availability: Locked
Unlock Prerequisite: Creativity >
70, Prosperity > 15
Societal Value(s): Creativity 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 2
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 1
Small Town Prole: 0
Gallery: Decoration
Categories: None
Build Cost: 250
Availability: Locked
Unlock Prerequisite: Creativity > 70, Prosperity > 15
Societal Value(s): Creativity 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 2
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 1
Small Town Prole: 0
Gallery: Decoration
Categories: None
Build Cost: 250
Availability: Locked
Unlock Prerequisite: Creativity > 70, Prosperity > 15
Societal Value(s): Creativity 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 2
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 1
Small Town Prole: 0
Topiary Bush
Teddy Bear
Gallery: Decoration
Categories: None
Build Cost: 250
Availability: Locked
Unlock Prerequisite: Creativity > 70,
Prosperity > 12
Societal Value(s): Creativity 2
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 2
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 1
Small Town Prole: 0
Topiary Park
Gallery: Decoration
Categories: None
Build Cost: 1,000
Availability: Hidden
Unlock Prerequisite: Creativity > 30, Prosperity > 75
Societal Value(s): Creativity 10
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 10
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 15
Small Town Prole: 0
Tourism Bureau
Town Common
Town Square
Townhouse B
Gallery: Workplace
Categories: Tourist
Build Cost:
11,750
Income per Day
per Worker: 100
Jobs: 5
Availability: Hidden
Unlock Prerequisite: Prosperity > 196,
Population > 6,600
Societal Value(s): Prosperity -25
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the likelihood of Tourists in the city. Tourists
provide revenue for every Venue they
successfully visit.
Building Action: None
Special Sim Class Spawned: Tourist
Capitalist Prole: 20
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: -10
Gallery:
Decoration
Categories: None
Build Cost: 350
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Spirituality 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings much
more appealing for Sims to visit.
2) Increases the property value of
nearby buildings, allowing you to
recycle them for a higher refund.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 20
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Tourist Information
Gallery: Workplace
Categories: Tourist
Build Cost: 750
Income per Day
per Worker: 100
Jobs: 4
Availability: Locked
Unlock Prerequisite: Prosperity > 95,
Population > 2,000
Societal Value(s): Prosperity -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Tourist
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -10
Gallery: Workplace
Categories:
Government
Build Cost: 1,500
Income per Day per Worker: 100
Jobs: 8
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority 10
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Each instance of
this building reduces the Simoleon and
Societal Value output of all instances
of this building. 2) Increases the
Simoleon output of employees at
nearby Workplaces.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: -15
Cyberpunk Prole: 5
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: 15
Romantic Prole: 15
Small Town Prole: 20
Townhouse A
Gallery: Home
Categories: Private
Build Cost: 2,625
Happiness
Effects: 0
Workers: 4
Population: 95
Availability: Locked
Unlock Prerequisite: Creativity > 20,
Prosperity > 22
Societal Value(s): Creativity 2,
Prosperity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 8
Small Town Prole: -3
Gallery: Home
Categories: Private
Build Cost: 2,625
Happiness Effects: 0
Workers: 4
Population: 95
Availability: Locked
Unlock Prerequisite: Creativity > 20,
Prosperity > 22
Societal Value(s): Creativity 2,
Prosperity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 8
Small Town Prole: -3
Townhouse C
Gallery: Home
Categories: Private
Build Cost: 2,625
Happiness Effects: 0
Workers: 4
Population: 95
Availability: Locked
Unlock Prerequisite: Creativity > 20,
Prosperity > 22
Societal Value(s): Creativity 2,
Prosperity -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 8
Small Town Prole: -3
Chapter 4: Buildings
Town Hall
Gallery: Decoration
Categories: None
Build Cost: 800
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity 5
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings much
more appealing for Sims to visit.
2) Increases the property value of
nearby buildings, allowing you to
recycle them for a higher refund.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 0
135
Toy Store
Gallery: Venue
Categories: Retail
Build Cost: 1,000
Happiness Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Creativity > 55,
Prosperity > 20
Societal Value(s): Creativity -4,
Prosperity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells Toys. Toys
provide a large Happiness boost for
a few days. 2) Sells Game Consoles.
Game Consoles provide a small
Happiness boost for a long time.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 35
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: 0
Chapter 4: Buildings
Tract Mansion A
136
Gallery: Home
Categories: Private
Build Cost: 1,500
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Locked
Unlock Prerequisite: Prosperity > 55,
Population > 500, Treasury > 5,000
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay 50
Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: -5
Fun City Prole: -3
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: 4
Romantic Prole: -5
Small Town Prole: 4
Tract Mansion B
Trailer Park A
Gallery: Home
Categories: Private
Build Cost: 1,500
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Locked
Unlock Prerequisite: Prosperity > 55,
Population > 500, Treasury > 5,000
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: -5
Fun City Prole: -3
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: 4
Tract Mansion C
Gallery: Home
Categories: Private
Build Cost: 1,500
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Locked
Unlock Prerequisite: Prosperity > 55,
Population > 500, Treasury > 5,000
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: -5
Fun City Prole: -3
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -10
Gallery: Home
Categories: None
Build Cost: 750
Happiness
Effects: -1
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 2
Industrial Prole: 4
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: -6
Small Town Prole: 10
Trailer Park B
Gallery: Home
Categories: None
Build Cost: 750
Happiness
Effects: -1
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 2
Industrial Prole: 4
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: -6
Small Town Prole: 10
Trailer Park C
Gallery: Home
Categories: None
Build Cost: 750
Happiness
Effects: -1
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 1
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Trash Incinerator
Gallery: Power
Categories:
High Carbon
Build Cost: 750
Availability: Locked
Unlock Prerequisite: Knowledge > 10
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Chokes the citys
air with a massive output of smog.
2) Reduces the Happiness effect of
nearby Homes and Venues.
Building Action: Building produces
more power but has increased chances
of catching re. Click the action button
again to return to normal functioning.
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: 0
Cyberpunk Prole: 10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: 1
Small Town Prole: 10
Treasury Department
Gallery: Workplace
Categories:
Government
Build Cost: 1,800
Income per Day
per Worker: 100
Jobs: 10
Availability: Locked
Unlock Prerequisite: Authority > 55,
Population > 2,200
Societal Value(s): Authority -10
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Each instance of
this building reduces the Simoleon and
Societal Value output of all instances
of this building. 2) Increases the
Simoleon output of employees at
nearby Workplaces.
Building Action: Targeted Homes
residents are evicted, and each must
pay 200 Simoleons to the city. This
makes them unhappy and deactivates
the Home for 24 hours.
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 1
Authoritarian Prole: 20
Romantic Prole: 15
Small Town Prole: -25
Gallery: Home
Categories: Private
Build Cost: 75
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Locked
Unlock Prerequisite: Creativity > 56,
Population > 120
Societal Value(s): Creativity -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 6
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 0
Tree House B
Gallery: Home
Categories: Private
Build Cost: 75
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Locked
Unlock Prerequisite: Creativity > 56,
Population > 120
Societal Value(s): Creativity -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 6
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: -10
Tree House C
Gallery: Home
Categories: Private
Build Cost: 75
Happiness
Effects: 1
Workers: 2
Population: 12
Availability: Locked
Unlock Prerequisite: Creativity > 56,
Population > 120
Societal Value(s): Creativity -3
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 6
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: -10
Triple Decker A
Gallery: Home
Categories: None
Build Cost: 1,500
Happiness
Effects: 1
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 8
Contemplative Prole: -5
Cyberpunk Prole: 2
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Triple Decker B
Gallery: Home
Categories: None
Build Cost: 1,500
Happiness
Effects: 1
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 8
Contemplative Prole: -5
Cyberpunk Prole: 2
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Triple Decker C
Gallery: Home
Categories: None
Build Cost: 1,500
Happiness Effects: 1
Workers: 6
Population: 120
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 8
Contemplative Prole: -5
Cyberpunk Prole: 2
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Tudor A
Gallery: Home
Categories: Private
Build Cost: 2,000
Happiness Effects: 1
Workers: 3
Population: 22
Availability: Locked
Unlock Prerequisite: Prosperity > 25,
Population > 450, Creativity > 25
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 8
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 4
Haunted Town Prole: 4
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -5
Romantic Prole: 8
Small Town Prole: 6
Chapter 4: Buildings
Tree House A
137
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Tudor B
Tulip Nursery
Gallery: Home
Categories: Private
Build Cost: 2,000
Happiness Effects: 1
Workers: 3
Population: 22
Availability: Locked
Unlock Prerequisite: Prosperity > 25,
Population > 450, Creativity > 25
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Chapter 4: Buildings
Tudor C
Gallery: Home
Categories: Private
Build Cost: 2,000
Happiness Effects: 1
Workers: 3
Population: 22
Availability: Locked
Unlock Prerequisite: Prosperity > 25,
Population > 450, Creativity > 25
Societal Value(s): Prosperity -4
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 8
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 4
Haunted Town Prole: 4
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -5
Romantic Prole: 8
Small Town Prole: 6
Romantic Prole: 0
Small Town Prole: -20
TV Station
Gallery: Workplace
Categories: Botanic
Build Cost: 300
Income per Day
per Worker: 75
Jobs: 3
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Tue.Thu.
Building Abilities: None
Workweek: Mon.Fri.
Building Abilities: 1) Increases the
Simoleon output of employees at
nearby Workplaces. 2) Increases the
chances that artists appearing in the city
will be Celebrities.
Building Action: Targeted retail building
advertises on TV, making it more
attractive. Click again to deactivate
this action, readying it for use on
a different target.
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: -20
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 10
Romantic Prole: 0
Small Town Prole: 0
TV Network
Gallery: Workplace
Categories: Media
Build Cost: 9,500
Income per Day per Worker: 125
Jobs: 15
Availability: Hidden
Unlock Prerequisite: Prosperity > 380,
Population > 6,600
Societal Value(s): Prosperity -14,
Creativity -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Increases the
Simoleon output of employees at
nearby Workplaces. 2) Increases the
chances that artists appearing in the city
will be Celebrities.
Building Action: Targeted retail building
advertises on TV, making it more
attractive. Click again to deactivate
this action, readying it for use on
a different target.
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: -25
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
138
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Gallery: Workplace
Categories: Media
Build Cost: 1,600
Income per Day per Worker: 100
Jobs: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 127,
Population > 2,770
Societal Value(s): Prosperity -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Underground Casino
Gallery: Venue
Categories: Gaming
Build Cost: 3,150
Happiness
Effects: 5
Visit Slots: 20
Availability: Hidden
Unlock Prerequisite: Productivity > 85,
Population > 2,100, Treasury > 5,000
Societal Value(s): Productivity 2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) How long Sims stay
here, and how happy they are about it,
depends largely on their luck. 2) Has
a chance of getting Sims drunk.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: -25
Cyberpunk Prole: 10
Fun City Prole: 0
Union Hall
Gallery: Venue
Categories: None
Build Cost: 2,250
Happiness Effects: 3
Visit Slots: 25
Availability: Hidden
Unlock Prerequisite: Productivity > 130,
Population > 2,025, Treasury > 10,000
Societal Value(s): Productivity 5
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: Temporarily gives
healthy visitors to this building a chance
of becoming immune to illness.
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: -20
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 35
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 0
Small Town Prole: -10
Industrial Prole: 45
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: -20
Urban Playground
Gallery:
Decoration
Categories: None
Build Cost: 1,250
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 6
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 8
Contemplative Prole: 0
Cyberpunk Prole: 5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 0
Small Town Prole: 0
Victorian Home A
Gallery: Home
Categories: Private
Build Cost: 2,250
Happiness
Effects: 2
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 300,
Population > 2,970
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 6
Industrial Prole: 4
Normal Prole: 0
Authoritarian Prole: -10
Victorian Home B
Gallery: Home
Categories: Private
Build Cost: 2,250
Happiness
Effects: 2
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 300,
Population > 2,970
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 6
Industrial Prole: 4
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 6
Small Town Prole: 0
Victorian Home C
Gallery: Home
Categories: Private
Build Cost: 2,250
Happiness
Effects: 2
Workers: 2
Population: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 300,
Population > 2,970
Societal Value(s): Prosperity -6
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: Residents pay
50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 0
Haunted Town Prole: 6
Industrial Prole: 4
Normal Prole: 0
Video Arcade
Gallery: Venue
Categories: Child
Safe, Gaming
Build Cost: 750
Happiness
Effects: 3
Visit Slots: 7
Availability: Locked
Unlock Prerequisite: Knowledge > 30
Societal Value(s): Knowledge -3
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Some Sims have
a great time here, some dont have fun
at all. 2) Sims will choose this building
over a nearby building that makes them
equally happy.
Building Action: Temporarily increases
the popularity and capacity of this
building, as well as its Happiness effect.
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: -15
Cyberpunk Prole: 25
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Vigilante Group
Gallery: Workplace
Categories: None
Build Cost: 500
Income per Day
per Worker: 75
Jobs: 3
Availability: Hidden
Unlock Prerequisite: Productivity > 110,
Population > 3,300, Treasury > 5,000
Societal Value(s): Productivity 4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the chances
that criminals appearing in the city will
be Vigilantes.
Building Action: Immediately dispatches
an Arsonist to a targeted Home.
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 0
Village Green
Gallery: Decoration
Categories: None
Build Cost: 500
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Creativity 4
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings much
more appealing for Sims to visit.
2) Increases the property value of
nearby buildings, allowing you to
recycle them for a higher refund.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 0
VIP Club
Gallery: Venue
Categories: Arts
Build Cost: 1,350
Happiness Effects: 7
Visit Slots: 6
Availability: Hidden
Unlock Prerequisite: Productivity > 90,
Prosperity > 23
Societal Value(s): Productivity 1,
Prosperity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Increases the chances
that entertainers appearing in the city
will be Rock Stars.
Building Action: Hire a Bouncer to work
the door, increasing the Happiness of
the Sims who get in.
Special Sim Class Spawned: None
Capitalist Prole: 25
Contemplative Prole: -20
Cyberpunk Prole: 20
Fun City Prole: 0
Chapter 4: Buildings
Romantic Prole: 6
Small Town Prole: 0
139
Vocational School
Chapter 4: Buildings
Gallery: Venue
Categories: Child
Safe, Education
Build Cost: 1,500
Happiness
Effects: 3
Visit Slots: 12
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity 5,
Knowledge 5
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned:
City Worker
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 35
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 25
Water Park
Gallery: Venue
Categories:
Child Safe
Build Cost: 2,700
Happiness Effects: 3
Visit Slots: 35
Availability: Hidden
Unlock Prerequisite: Creativity > 150,
Population > 225
Societal Value(s): Creativity -8
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 30
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: -20
Small Town Prole: -10
Gallery: Workplace
Categories: None
Build Cost: 2,000
Income per Day
per Worker: 100
Jobs: 15
Availability: Locked
Unlock Prerequisite: Knowledge > 40
Societal Value(s): Knowledge -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Building is less likely
than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 0
Welfare Center
Gallery: Venue
Categories:
Government
Build Cost: 1,800
Happiness
Effects: 5
Visit Slots: 15
Availability: Hidden
Unlock Prerequisite: Prosperity > 132,
Population > 2,200
Societal Value(s): Prosperity -4,
Spirituality 5
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 20
Normal Prole: 1
Authoritarian Prole: 0
140
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Romantic Prole: 0
Small Town Prole: 0
Wind Farm
Gallery: Power
Categories:
Low Carbon,
Solar/Wind
Build Cost: 600
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 5
Cyberpunk Prole: 0
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 5
Windmill
Gallery: Workplace
Categories: None
Build Cost: 400
Income per Day per Worker: 100
Jobs: 5
Availability: Hidden
Unlock Prerequisite: Productivity > 8,
Population > 100, Treasury > 8,000
Societal Value(s): Productivity -2
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 20
Cyberpunk Prole: -20
Fun City Prole: 15
Haunted Town Prole: 1
Industrial Prole: -15
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 25
Small Town Prole: 0
Wishing Well
Gallery: Decoration
Categories: None
Build Cost: 225
Availability: Hidden
Woodland Park
Gallery: Decoration
Categories: None
Build Cost: 750
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Knowledge 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Makes the local
area and all nearby buildings somewhat
more appealing for Sims to visit.
2) Slightly increases the property value
of nearby buildings, allowing you to
recover more of their cost when selling
them back.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 10
Cyberpunk Prole: -10
Fun City Prole: 10
Worker Barracks A
Gallery: Home
Categories: None
Build Cost:
12,500
Happiness
Effects: -1
Workers: 20
Population: 120
Availability: Hidden
Unlock Prerequisite: Productivity > 140,
Population > 2,025, Treasury > 10,000
Societal Value(s): Productivity 25
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: -5
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 8
Normal Prole: 0
Authoritarian Prole: 6
Romantic Prole: -5
Small Town Prole: 0
Worker Barracks B
Gallery: Home
Categories: None
Build Cost:
12,500
Happiness
Effects: -1
Workers: 20
Population: 120
Availability: Hidden
Unlock Prerequisite: Productivity > 140,
Population > 2,025, Treasury > 10,000
Societal Value(s): Productivity 25
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: -5
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 8
Normal Prole: 0
Authoritarian Prole: 6
Romantic Prole: -5
Small Town Prole: 0
Yurt A
Gallery: Home
Categories: None
Build Cost: 300
Happiness Effects: 0
Workers: 3
Population: 35
Availability: Hidden
Unlock Prerequisite: Spirituality > 58
Societal Value(s): Spirituality -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 10
Cyberpunk Prole: -10
Fun City Prole: 0
Yurt B
Gallery: Home
Categories: None
Build Cost: 300
Happiness Effects: 0
Workers: 3
Population: 35
Availability: Hidden
Unlock Prerequisite: Spirituality > 58
Societal Value(s): Spirituality -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 10
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: -5
Yurt C
Gallery: Home
Categories: None
Build Cost: 300
Happiness Effects: 0
Workers: 3
Population: 35
Availability: Hidden
Unlock Prerequisite: Spirituality > 58
Societal Value(s): Spirituality -2
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Sims here have a
high chance of becoming ill. 2) Building
is more likely than most to catch re.
Zoo
Gallery: Venue
Categories:
Child Safe
Build Cost: 11,250
Happiness Effects: 5
Visit Slots: 45
Availability: Hidden
Unlock Prerequisite: Creativity > 60,
Population > 1,350
Societal Value(s): Creativity -25
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 10
Contemplative Prole: -5
Cyberpunk Prole: -15
Fun City Prole: 30
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0
Chapter 4: Buildings
Gallery: Home
Categories: None
Build Cost:
12,500
Happiness
Effects: -1
Workers: 20
Population: 120
Availability: Hidden
Unlock Prerequisite: Productivity > 140,
Population > 2,025, Treasury > 10,000
Societal Value(s): Productivity 25
Visit Duration: 2 hours
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -10
Cyberpunk Prole: -5
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 8
Normal Prole: 0
Authoritarian Prole: 6
Romantic Prole: -5
Small Town Prole: 0
Worker Barracks C
141
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
can spawn Sims from a certain Sim class each day. Which Sim
from the class youll see is based on the classs probabilities.
NOTE
SPECIAL SIM
SPAWN CHANCE
Hippie
Photojournalist
Environmentalist
70%
20%
10%
Artist
Art Expo Center
Art Museum
Dorm
Hit Movie Studio
Indie Label
Movie Studio
Off-Broadway Playhouse
Sim Art Academy
SPAWN CHANCE
Street Artist
Decorator
Celebrity
74%
25%
1%
Business Sim
Consulting Firm
Corporate Retreat
Law Offices
PR Firm
SPAWN CHANCE
Consultant
Tycoon
90%
10%
City Worker
Dept. of Public Works
District Fire Station
Fire Station
Public Safety
Vocational School
Activist
Animal Rescue Office
Botanical Garden
Campus Radio Station
Highway Volunteers Club
142
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
SPAWN CHANCE
Work Crew
Firefighter
75%
25%
Criminal
Carnival Games
Dive Bar
D-Lux Sleep Tubes
Nightclub
Pawn Shop
Racetrack
Sleep Tubes
Slum Apartments
Speakeasy
State Housing Block
Tattoo Parlor
Chance of Spawning: 3%
Number of Sims per spawn: 3
SPAWN CHANCE
Pickpocket
Burglar
Hooligan
Arsonist
Vigilante
64%
25%
5%
4%
2%
Elder
Altar
Elder Council
Gathering Hall
Parochial School
Chance of Spawning: 1%
Number of Sims per spawn: 5
Elder
Cultist
75%
25%
Entertainer
Band House
Childrens Museum
Clown School
Garage Band
SPAWN CHANCE
74%
25%
1%
Farmer
Communal Garden
Farm
Farmers Market
Farming Co-op
SPECIAL SIM
SPAWN CHANCE
Farmer
100%
Holy Sim
Cathedral
Evangelical Center
Evangelical Megaplex
Longhall
Meeting House
Mega-Church
Stone Church
Temperance Union
Temple
SPAWN CHANCE
Street Preacher
Faith Healer
Zealot
Temperance Advocate
85%
5%
5%
5%
Manager
Colossal Foundry
Epic Tower
Financial Building
Foundry
Office Building
Oil Refinery
Skyscraper
Chance of Spawning: 5%
Number of Sims per spawn: 1
SPAWN CHANCE
Slum Lord
Tycoon
90%
10%
Men in Black
Ministry of Thought
Chance of Spawning: 25%
Number of Sims per spawn: 1
SPAWN CHANCE
Man in Black
100%
Orchard
Rice Paddy
Sugar Cane Field
SPECIAL SIM
143
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Monk
Secret Enforcer
Bath House
Dojo
Meditation Center
Monastery
Sanctuary
Sesshin Center
Crime Forecast AI
CyberCorp Offices
Palace of Justice
Chance of Spawning: 5%
Number of Sims per spawn: 1
SPECIAL SIM
SPAWN CHANCE
SPECIAL SIM
SPAWN CHANCE
97%
3%
Secret Police
Sentinel
Man in Black
85%
10%
5%
Fighting Monk
Master
Police Ofcer
Bobby Station
Elite Cadet Academy
Military School
Police Station
Sheriffs Office
SPAWN CHANCE
Police Officer
100%
Security Professional
Corporate Cops
Corrupt Police Station
Courthouse
District Courthouse
Firing Range
SPAWN CHANCE
Researcher
Chapter 5: Special Sims
Chamber of Deputies
Corporate Hive
Corporate One
SPAWN CHANCE
89%
10%
1%
Spooky
Castle Ruin
Creepy Barn
Haunted House
Shack
Chance of Spawning: 5%
Number of Sims per spawn: 1
SPAWN CHANCE
90%
10%
Tourist
Bed & Breakfast
Casino Hotel
Concourse Hotel
Tourism Bureau
Tourist Information
144
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
SPECIAL SIM
SPAWN CHANCE
Tourist
Pickpocket
90%
10%
NOTE
Police Officers
Entertainers
Artists
Entertainers
Some buildings
produce Special
Sims only when
commanded by
a building action. The table below lists all buildings that can
produce Special Sims this way.
BUILDING ACTION
Activist Rally
Astrophysics Lab
Research Grant
Activist Rally
Chamber of Deputies
Cineplex
Clown School
Creepy Barn
Dept. of Public Health
Genetics Lab
Safety Inspection
World Premiere
Mimeageddon
Summon Spirits
Safety Inspection
Research Grant
Graveyard
Inquisition Office
Liberal Arts College
Summon Spirits
Inquisition
Activist Rally
Medical Group
Meeting House
Movie Theater
Safety Inspection
Recruitment
Premiere
SIMS SPAWNED
Hippies, Environmentalists,
Photojournalists
Hippies, Environmentalists,
Photojournalists
Scientists, Professors,
Mad Scientists
Hippies, Environmentalists,
Photojournalists
Safety Inspector
Celebrity
Mimes
Ghosts, Zombies
Safety Inspector
Scientists, Professors,
Mad Scientists
Ghosts, Zombies
Zealots
Hippies, Environmentalists,
Photojournalists
Safety Inspector
Zealots
Celebrity
Faith Healer
Faith Healers
Ferris Wheel
Mimes
Fireworks Shack
Arsonists
Firing Range
Vigilantes
Indie Label
Rock Stars (-)
Hot Air Balloon Ride
Mimes
International Exchange
Tycoons
Kerosene Distillery
Arsonists
Memorial Plaza
Vigilantes
Metal Club
Rock Stars
Midwife
Faith Healers
Movie Studio
Celebrities
Neighborhood Watch
Vigilantes
Nightclub
Hooligans
Oil Refinery
Tycoons
Private School
Private Security Guards
Public Safety
Private Security Guards
Public Clock
City Workers
Rock Garden
Masters
Sports Stadium
Rock Stars
Televangelist Studio
Celebrities
Temperance Union Temperance Advocates
Tourism Bureau
Tourists
TV Network
Celebrities
TV Station
Celebrities
Vigilante Group
Vigilantes
VIP Club
Rock Stars
145
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Cheerleader
BUILDING
BUILDING ACTION
SIMS SPAWNED
Nightclub
Pirate Coast Club
Public Radio Station
Hire Bouncer
Hire Bouncer
Activist Rally
Pub
Sentinel Seminary
Sesshin Center
Shack
Spirit Squadroom
Speakeasy
Stone Church
Teaching Hospital
Hire Bouncer
Enforcement
Pilgrimage
Summon Spirits
Cheerocracy
Hire Bouncer
Recruitment
Research Grant
Temple
VIP Club
Recruitment
Hire Bouncer
Bouncer
Bouncer
Hippies, Environmentalists,
Photojournalists
Bouncer
Sentinels
Master
Ghosts, Zombies
Cheerleaders
Bouncer
Zealots
Scientists, Professors,
Mad Scientists
Zealots
Bouncer
Arsonist
The Arsonist chooses a random Home building
and starts a fire, but will be deterred if the
Home is guarded by a Private or Corporate
Security Guard.
Bouncer
Bouncers prevent Hippies from entering
a Venue (taking up space), leaving lots of
space for normal Sims and upping the
Happiness granted.
Burglar
A Burglar chooses a random Home building
and steals an Enhancement but will be
deterred if the Home is guarded by a Private
Security Guard.
Celebrity
A Celebrity randomly chooses a Venue and
turns it into a hot spot, making it more attractive and improving its Happiness effect.
146
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Consultant
A Consultant temporarily reduces a Workplaces number of jobs but increases the per
worker per day income amount.
Cultist
A Cultist will stop normal Sims and make them
want to skip work and visit only Worship
category Venues. When the victim recovers,
he or she loses Happiness.
Decorator
A Decorator visits a Venue and increases its
Happiness factor.
Elder
Elders visit Venues that either produce or
consume Spirituality, increasing Happiness
granted to visitors.
Environmentalist
Environmentalists choose a Power building
and, depending on its carbon output, reduce
its capacity or shut it down completely.
Faith Healer
Mad Scientist
Farmer
Master
Fighting Monk
Men in Black
Fighting Monks perform martial arts demonstrations in the street, upping the Happiness
of any who stop to watch (the greater the
number of Fighting Monks, the more
Happiness they provide).
Fireghter
What else? Firefighters put out fires.
Mime
Mimes perform in the streets. Sims who stop
to watch get Happiness. Sims who do not stop
may suffer a decrease of Happiness.
Photojournalist
Hippie
Pickpocket
Hooligan
Police Ofcer
Ghost
147
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Sentinel
Professor
A Professor randomly chooses an Education
category building, permanently increasing its
production of Societal Values.
Riot Police
Depending on the building, Riot Police target
Sims of certain kinds, summarily arrest them,
and bring them back to their origin or an
Incarceration building.
Rock Star
Chapter 5: Special Sims
Safety Inspectors
Safety Inspectors visit Workplaces with
dangerous building abilities and temporarily
remove the abilitys effects.
Scientist
A Scientist chooses a Research category
building, increasing its per worker revenue.
Secret Police
Secret Police search for Sims with extremely
high or extremely low Happiness, drag them
to their origin for a short detention, and
normalize their mood.
148
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Slum Lord
A Slum Lord chooses a Home building (one
not in the Private category), expands its
capacity, and adds risk of fire, injury,
and sickness.
Street Artist
Street Artists wander the streets, stopping Sims
and painting their pictures. Sims get entertained (increasing Happiness) and, if they have
space, can take the painting as an Accessory.
Street Performer
Street Performers entertain in the street, giving
Happiness to anyone who stops and watches.
Street Preacher
These Special Sims preach in the street. Sims
who stop to listen have a chance of gaining or
losing Happiness.
Temperance Advocate
Temperance Advocates seek out Liquor category buildings and shut them down for a time.
Tourist
Like Hippies, Tourists visit venues. Unlike
Hippies, Tourists do not consume a slot when
they visit a Venue and, best of all, pay for
their keep by adding income to the treasury
each day.
Tycoon
A Tycoon visits a random Workplace,
increasing its daily per worker revenue
but adding a per day reduction in
worker Happiness.
Vigilante
This type of criminal apprehends (or attempts
to apprehend) other kinds of criminals
(including other Vigilantes). Any criminals
they encounter leave town, while any wrongly
accosted innocents lose Happiness and go
home or to a healthcare Venue, abandoning
their intended destination.
Work Crew
Work Crews speed automatic repairs to
damaged buildings. The effect is even better
with multiple Work Crews.
Zealot
Zombie
Some Sims can have two special display icons, one for
their Special Sim class and one for certain special displays that
highlight them.
Criminals, for
instance, will show
both the Special
Sim Criminal
class icon and the
Criminal icon when
both the Special
Sim and Crime
special displays
are activated.
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anaging a city is fun, but the number of responsibilities can feel overwhelming. To help tame this
overload, lets take a moment and break down all the other
issues that will factor into your decisions and strategies.
This chapter unpacks the various forces and concepts that
will complicate your best-laid plans. Fortunately, once youre
properly oriented, these same forces will help you engineer the
city you want to build.
Criminal population
Treasury balance
Health rating
Time played
Total jobs
Budget rating
Pollution rating
Arrests made
Homes burgled
Pockets picked
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Special Displays
To help you locate things in your city, you can activate any
(or all) of the special displays. These displays activate icons
above important Sims or buildings in your city, and they can
tell you a lot.
NOTE
Knowledge
Creativity
Special Sims
Building Happiness
Effects
Closed/Filled Venues
Crime
Building Actions
Healthcare
Productivity
Problems
Prosperity
Power
Happiness
Pollution
Spirituality
Power
NOTE
Viewing Power
All buildings show their
power consumption or
production with a Power icon
and a red or green number.
Cost
The value of power is a matter of output vs. cost. The more
power you can make for the Simoleon, the more efficient the
source. Unfortunately, cheap power is usually dirty power. If
you want clean power, youll have to accept a much higher
per-unit cost.
BUILD COST
POWER
$1,500
$9,000
$3,000
$1,500
$13,500
$30,000
$4,500
$3,000
$18,000
$750
$600
100
500
500
50
750
1,500
500
100
2,000
100
25
$15
$18
$6
$30
$18
$20
$9
$30
$9
$8
$24
Smog
Most Power buildings produce smog. The amount is shown on
the buildings gallery view and Building card.
Smog-Producing Buildings
BUILDING
BioMass Power Plant
Coal-Hydrogen Plant
Coal Plant
Natural Gas Power Plant
Oil Power Plant
Super Coal Plant
Trash Incinerator
SMOG PRODUCED
Massive
Slight
Massive
Slight
Medium
Massive
Massive
Power supply is OK now. But if you place that building, its not coming
online without more power.
When you place any Power building, there are several matters
to consider.
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Carbon
Most Power buildings also produce carbon.
CARBON PRODUCED
15
75
201
120
150
1,080
40
Happiness
Proximity
All the polluting Power
buildings also carry a
building ability that reduces
Happiness by -1 in all
nearby Homes and Venues.
Select a polluting Power building to view the extent of its
Happiness reduction. Its the blue square on the ground.
Pollution
Pollution is really two different phenomena: smog and carbon.
Smog
Building Actions
Some Power buildings also feature a building action (Overload,
$2,500) that increases a buildings power output by 25 percent
but raises its chance of catching fire. This action can be kept on
indefinitely if you dont mind the chance of your power supply
burning to the ground. One other building (Power Collection
Hub) can allow your city to run up to 100 Power points short
without shutdowns (Power Purchase, $5,000).
Renewable Power
You can have power without the pollution if you opt for the
right buildings:
BUILDING
Carbon Exchange
Major Wind Farm
Nuclear Power Plant
Power Collection Hub
Power Substation
Solar Farm
Wind Farm
0
50
1500
10
5
100
25
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Smog is produced by
certain buildings. Its icon
shows on the buildings
gallery entry and Building
card with one of the
color-coded icons below.
Smog may not change how your city works, but it sure doesnt look good.
SMOG AMOUNT
Slight
25
Moderate
50
Massive
75
SMOG AMOUNT
Light
LightMedium
Medium
MediumHeavy
Heavy
0200
201402
403600
601800
801+
Carbon Levels
LEVEL
NOTE
Carbon
Carbon is a much larger problem that can have big repercussions for your city. Many Power buildings add a fixed amount of
carbon to your citys total.
None
Low
Medium
High
0
1100
101200
201+
The cars on your citys streets also add to the total carbon
rating. Regardless of the car type or the number of actual trips,
any day on which a Sim uses his or her car adds +1 carbon.
Depending on how youve laid out your city, the number of
cars on the road can roughly equal the number of workers. If,
however, youve located Workplaces and Venues close enough
to Homes, Sims will walk more and drive less, pushing the
vehicle carbon level below the worker population.
NOTE
NOTE
Light
LightMedium
Medium
MediumHeavy
Heavy
0402
403600
601800
8011,000
1,001+
Carbon is important for one crucial reason: carbontriggered crises and global events:
Antarctica Resort
Tsunami
Island Sinks
Drought
Polar Bears
Heatwave
NOTE
Crime
Crime is a function of the number of criminals in your city.
That is, in turn, primarily controlled by how many buildings you
have that spawn Criminal class Special Sims (see the Special
Sims chapter).
NOTE
RATING
RANGE
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GALLERY
CRIMINALS CREATED
Workplace
Venue
Workplace
Workplace
Venue
Home
Venue
Workplace
Venue
Home
Home
Venue
Home
Venue
Workplace
Workplace
Pickpocket
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket
Pickpocket
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
Pickpocket
Pickpocket, Burglar, Hooligan, Arsonist, Vigilante
NOTE
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NOTE
Effects of Crime
Crime stats can be viewed in
your City Info card.
The global level of crime
in your city isnt, itself,
important. What is important are the effects of
each individual crime:
Happiness: Victims of crime take a hit in Happiness from the event
itself (being pick-pocketed) and from the loss of any Accessory or
Enhancement. When Hooligans shut down Venues, Sims lose that buildings Happiness benet until it reopens. Widespread crime will have a
noticeable effect on Happiness and make it very difculty to keep large
numbers of Sims Elated or Ecstatic. If, however, that isnt important to
your city, you may be able to tolerate even large outbreaks of crime.
Fire: Arsonists are a menace, damaging and destroying your buildings.
Injury: Innocent Sims mistakenly attacked by Vigilantes have a chance
of being injured.
NOTE
Healthcare
Sims can be made sick
or injured. This unfortunate condition is usually
brought about by visiting
certain buildings:
Malt Shop
Meat Packing Plant
Mechanized Farm
Nightclub
Panopticon
Pizza Shop
Pueblo
Skate Park
Sleep Tubes
Slum Apartments
Smoke Shop
Soccer Field
Solar Worker Barracks
State Prison
Steel Mill
Sweatshop
Tattoo Parlor
Tenement
Textile Factory
Yurt
Venue
Workplace
Workplace
Venue
Venue
Venue
Home
Venue
Home
Home
Venue
Venue
Home
Venue
Workplace
Workplace
Venue
Home
Workplace
Home
BUILDING
CAPACITY
VALUE CONSUMED
CONDITION CURED
5
20
10
10
20
40
20
7
30
20
Knowledge -4
Authority -6, Knowledge -2
Prosperity -4
Spirituality -15
Prosperity -8, Knowledge -4
Prosperity -14, Knowledge -8
Knowledge -8
Spirituality -4
Knowledge -5
Knowledge -12
Clinic
Dept. of Public Health
Doctors Office
Faith Healer
Hospital
Major Trauma Center
Medical Group
Midwife
Research Clinic
Teaching Hospital
NOTE
Immunity
Some buildings give visiting Sims immunity to illness. Immunity
protects Sims only from sickness, not injury, and wont cure
Sims who are already sick or injured. If an immune Sim does
get infected, the sickness will be resisted, but
immunity is then lost.
NOTE
Curing Sickness/Injury
When Sims are sick or injured, they take this into account
when they decide what Venues to visit. Healthcare Venues are
extremely appealing to sick or injured Sims, but its not guaranteed that theyll visit a healthcare Venue when theyre taken ill.
The kind of healthcare you
choose can depend on the
Values you already have
available.
Once they do, a single
visit to a healthcare
Venue removes the
condition. Not all Venues,
GALLERY
Venue
Workplace
Venue
Workplace
Venue
Venue
Venue
Venue
Home
Asylum
Baseball Field
Brewery
Burger Joint
Butcher Shop
Candy Store
Colossal Foundry
Corner Deli
Cotton Candy Stand
County Jail
Cryogenic Prison
Detention Center
Dive Bar
Dungeon
Foundry
Frat House
Hut
Ice Cream Shoppe
Jail
Lumber Mill
Machine Shop
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Transportation
Transportation in SimCity Societies is a relatively simple matter,
as long as you know how it works.
A healthy transportation system
is critical if you want your Sims to
have adequate free time to build
Happiness.
Miss work, denying your city his or her daily addition to revenue.
Die.
Tourism
Tourism Buildings
BUILDING
GALLERY
Workplace
Workplace
Workplace
Workplace
Workplace
Normal street
Authoritarian street
Capitalist street
Industrial street
Contemplative street
Romantic street
Cyberpunk street
NOTE
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Walking
Sims walk if their destination is very close to their home. It is
the cleanest mode of transportation in terms of pollution,
but its also the slowest.
Car
All workers have cars. Whether they use them or not for
a trip depends on how far their destination is from their
current location.
NOTE
Trafc
Roads and streets allow Sims to move faster than on foot, but
too much volume will bring these speeds down.
TIP
Vehicle Carbon
NOTE
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Disasters
To begin a disaster,
switch to the Disaster
menu and select the disaster
that fits your destructive
mood. If you want to throw a monkey wrench into your citys
works, you have four delectable options:
Earthquake
Meteor Shower
Killer Storm
Random Disaster
NOTE
NOTE
Earthquake
Shake things up (yeah, its required) in your city with a spinewrenching earthquake. When an earthquake is triggered, the
game picks a spot to be the epicenter. In a radius from that
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Killer Storm
As the sky darkens, your Sims will immediately know theyre
in for more than a light sprinkle. As the rain pours during
a killer storm, buildings may be undermined, crumbling into
temporary disuse or even ending up destroyed. Many Sims
will become sick.
More dangerous are the frequent lightning strikes. If one
targets a building, dont count on the rain to put out the fire;
itll normally spread, creating a second disaster.
Meteor Shower
Fiery boulders from the sky? What could be bad about that?
Find out by unleashing a meteor shower on your city. A
random number of giant space rocks fall in random locations.
If those locations happen to contain a building, itll be
destroyed instantly.
Fires and injuries may result as well, so be sure to have
plenty of fire stations and healthcare buildings.
Crises
Crises are random events that can befall or benefit your city.
Theres nothing you can do directly to stop them or make them
happen, but some can be prevented if you know their cause.
The primary cause of preventable crises is your citys level
of carbon emissions, though some crises are triggered by
other factors.
NOTE
Standard Crises
Industrial Accident
Charity Donation
A large charitable donation is made to your city. For four to
seven days, the build cost of all buildings that produce or
consume Knowledge, Creativity, or Spirituality (depending on
what is named in the donation) is cut in half. If youve been
waiting to build, this might be the time.
Economic Boom
For seven days, all buildings that produce or consume Prosperity, Authority, or Production will see a 50 percent increase
in revenue.
Fire
A fire breaks out at a random building. Buildings with high fire
risk are more likely to catch fire. Likewise, buildings with low
fire risk are less likely. This crisis is entirely random and cant
be avoided except by setting event frequency to Climate Only.
To combat a fire, you must have a fire station building.
These include:
District Fire Station
Fire Brigade
Fire Station
CAUTION
Jailbreak
If you have an Incarceration category building in your city,
theres a heightened chance of a mass escape of criminals.
These escapees immediately become part of your citys
criminal population, so you should expect an even larger
upsurge in crimes.
The number of criminals released from each building by
crisis is based on the number of recent crimes.
2
4
6
8
24%
Vigilante
25%
Burglar
25%
Arsonist
1%
Hooligan
25%
Vault Heist
A vault heist can occur in any city with several recent crimes;
it removes a percentage of your treasury balance. The higher
the number of recent crimes your city has had, the larger the
amount of money that is lifted from the treasury.
5%
10%
15%
20%
Eclipse
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Carbon-Triggered Crises
0403
404750
7511,000
1,001+
Global Events
Global events are events that occur outside your city but may
have repercussions close to home.
Drought
NOTE
+.5%
+1%
+2%
+4%
+3%
+6%
+9%
+12%
Heatwave
For four days, all Power consumption is increased by 25 percent.
If this change pushes Power requirements higher than supply,
the game will shut down enough buildings to equalize supply
and demand. If this happens, youll need to add Power buildings
or accept a loss of buildings for the length of the heatwave.
The heatwave is a carbon-triggered event. The higher your
carbon level, the more likely it is to occur.
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Oil Spill
This random event will affect your city in two ways: For four
days, no Tycoon Special Sims will spawn in your city, and Oil
Power Plants reduce Power production by 25 percent.
Market Crash
This entirely random event cuts off all revenue of all Corporate
category Workplaces and resets any building action counters to
zero. The effect lasts for two days and cant be avoided.
Tsunami
Antarctica Resort
This disaster reflects the opening of a swanky resort in Antarctica. This event is triggered by high carbon emissions; it occurs
if your citys carbon level is greater than 600.
Since Tourists are a fickle lot, theyll decide that your citys
high carbon emissions make the frigid bottom of the world a
better vacation option. That means no Tourists for four days
and no money from their Venue visiting. Theyll come to their
senses in four days, but if you rely heavily on money from
Tourists, youll feel their absence.
Island Sinks
Serving as a warning that your carbon level is too high
(greater than 750), this event has no effect on your city. If you
see it, however, it could be a bellwether of more damaging
events to come.
Polar Bears
If your carbon level is above 600, the news ticker may alert you
to the incongruous appearance of polar bears off the coast of
a neighboring country. Though your city is the cause of this
event, it has no local effect. Consider it a warning that your
carbon needs to be managed.
A tsunami means
a sudden influx of
workers. Lots of shopping carts means
you havent opened
homes and jobs
quickly enough.
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NOTE
NOTE
Prole Changes
The very streets your Sims drive on will change over time.
With every step your city takes toward a Society Profile,
elements of your city change. These include:
Street/road appearance
Background music
Sim clothing and animations
Sky color
Sun/moon appearance
and position
Lighting quality
Exterior textures of all buildings
Text descriptions on buildings
Props and decorations on various
kinds of buildings
NOTE
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NOTE
Pure Proles
Many of the Society Proles are pure societies, for which the
connection to one core Societal Value and one opposing Value
can be relied upon to produce results. These are:
Authority
Prosperity
Spirituality
Creativity
Productivity
Creativity
Spirituality
Prosperity
Authority
Spirituality (partially)
Mixed Proles
The other Profiles are more complex, supported or opposed
by more than one Value or by degrees of certain Values, or by
other elements of the game. Rather than Values, its clearer to
say each of these has a positive and negative theme. Playing
for these Profiles will, therefore, be a bit more subjective and
subtle, but youre up to the challenge.
NOTE
Spirituality
Modernity
Health, low crime, low pollution
Extremes of any kind
Extreme Productivity,
high crime, high pollution
Urbanity
NOTE
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Trophies
Trophies arent awarded for
achieving a Profile, just
for doing many of the things
a Profile represents.
Prole Catalog
Below youll nd the details on all 10 Proles, including:
Key Buildings: Buildings that help in ways that have nothing to do with
Profile points, particularly for their building actions. These actions can
be used as replacements for things you can only get from buildings that
dont fit the Profile.
Key Special Sims: Special Sims that alleviate the need for buildings that
would counteract your desired Profile.
Positive Themes: Societal Values or other factors (health, for example)
that benefit your Profile.
Negative Themes: Societal Values or other facets of your city (such as
crime) that have a negative impact on your Profile.
Lists of buildings with high points in the Prole without high points
in another.
Lists of buildings with negative points for the Prole.
NOTE
Society Filters
Another closely related but not quite connected part of the
game is Society filters. This drop-down menu appears alongside each of the building galleries and lets you narrow the
selection of buildings by Society. Though these societies
have names identical to the Society Profiles, they are in
fact different.
Society filters serve as a guide to
choosing buildings for a Profile
but shouldnt be considered a
perfect standard.
Here the confusion is
entirely understandable; not
only are the names are identical, but also the filters only include buildings with positive
scores for the named Profile. Same diff, right? Not entirely.
Just because a building has a positive score toward a
particular Profile doesnt mean itll help transform your city
toward it. A Society filter may include a building that has a +1
for the named Prole but also has a +45 in another. You might
place that building thinking itll turn your city into one Profile
and be confused when you get another.
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Authoritarian Prole
Key Strategy: Focus on
Homes and Workplaces
with conditioning abilities
so your Sims moods are as
neutral as possible. Utilize
the Conditioning Theater
to keep them Content and
lean on Ofce Buildings
to churn out extra money.
Each Behavior Control
Facility adds conditioning
to nonconditioning Workplaces. Control mood with
lots of Secret Police HQs.
Key Buildings: Ofce
Building, Drone Factory,
Secret Police HQ, any
with building actions that
convert visits by Content
Sims into money
Key Special Sims: Secret
Police, Men in Black
Positive Theme: Authority
Negative Theme: Creativity
GALLERY
AUTHORITARIAN
PROFILE
Venue
Workplace
Workplace
Workplace
Workplace
Workplace
Venue
Venue
Workplace
Venue
Workplace
Venue
Workplace
Venue
Workplace
20
20
35
20
25
20
35
20
25
20
20
20
20
35
35
BUILDING
Drone Nexus
Dungeon
Elite Cadet Academy
Hall of Records
Historical Monument
Inquisition Office
Meat Packing Plant
Memorial Plaza
Military School
Ministry of Thought
Museum of Party History
Oil Refinery
Palace of Justice
Panopticon
Police Station
GALLERY
AUTHORITARIAN
PROFILE
Workplace
Venue
Workplace
Workplace
Decoration
Workplace
Workplace
Venue
Venue
Workplace
Venue
Workplace
Workplace
Venue
Workplace
35
20
35
20
15
25
15
15
15
45
30
15
30
25
15
GALLERY
AUTHORITARIAN
PROFILE
Venue
Workplace
Venue
Home
Venue
Workplace
Workplace
Home
Venue
Home
Venue
Workplace
Workplace
Workplace
Venue
Home
Workplace
Venue
Venue
Home
Decoration
Home
Workplace
Home
Workplace
Venue
Venue
Venue
Home
-10
-20
-15
-10
-15
-10
-15
-10
-10
-5
-15
-15
-10
-15
-10
-5
-15
-15
-10
-10
-10
-5
-15
-5
-20
-20
-10
-10
-5
BUILDING
Propaganda Ministry
Redistribution Center
Re-education Center
Secret Police HQ
Secret Police Kiosk
Sentinel Seminary
Sports Stadium
State Amphitheater
State Cafeteria
State Prison
State Television
The Peoples Concourse
Town Hall
Treasury Department
GALLERY
AUTHORITARIAN
PROFILE
Workplace
Venue
Venue
Workplace
Workplace
Workplace
Venue
Venue
Venue
Venue
Decoration
Decoration
Workplace
Workplace
35
25
35
35
15
30
20
35
25
35
25
20
15
20
GALLERY
AUTHORITARIAN
PROFILE
Venue
Home
Workplace
Home
Decoration
Decoration
Workplace
Venue
Home
Venue
Venue
Venue
Venue
Workplace
Venue
Venue
Venue
Venue
Workplace
Workplace
Home
Venue
Venue
Venue
Workplace
Venue
Venue
Venue
Decoration
-10
-10
-15
-5
-10
-5
-5
-15
-5
-10
-20
-10
-10
-15
-15
-15
-25
-15
-10
-15
-5
-15
-10
-15
-15
-15
-15
-10
-10
AUTHORITARIAN
PROFILE
Workplace
Workplace
Venue
Venue
Venue
Decoration
Home
Venue
Venue
Home
Workplace
Venue
Venue
Workplace
Venue
Venue
Venue
Venue
Workplace
Decoration
Workplace
Workplace
Venue
Workplace
Workplace
Workplace
Workplace
Workplace
Venue
-15
-20
-15
-15
-15
-10
-5
-25
-10
-2
-10
-10
-10
-10
-10
-10
-15
-15
-20
-10
-20
-30
-10
-15
-10
-15
-15
-15
-20
BUILDING
Cotton Candy Stand
CyberCorp Offices
Dojo
Dream Home
Drive In
Elder Council
Epic Tower
Fairytale Palace
Faith Healer
Farm House
Ferris Wheel
Financial Building
Fireworks Shack
Focus Test Lab
Four Star Restaurant
Frat House
Game Developer
Gathering Hall
General Store
Gingerbread House
Golden Buddha
Hacienda
Harness Maker
Haunted House
Hit Movie Studio
Holotainment Center
Home Appliance Store
Home Furnishing Store
Homestead
BUILDING
Hot Air Balloon Ride
Hut
Indie Label
Ivory Tower
Jumping Fountain
Laser Fountain
Law Offices
Liberal Arts College
Loft
Longhall
Luxury Auto Dealer
Mall
Malt Shop
Market Research Center
Media Marketplace
Meditation Center
Mega Mall
MiniGolf
Mission
Modeling Agency
Monastery
Motion Simulator
Motorcycle Shop
Movie Theater
Multinational HQ
Musical Theater
Off-Broadway Playhouse
Off-Track Betting
Ornate Pagoda
GALLERY
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AUTHORITARIAN
PROFILE
Workplace
Venue
Venue
Workplace
Venue
Venue
Decoration
Home
Workplace
Venue
Venue
Venue
Decoration
Workplace
Venue
Venue
-10
-15
-10
-10
-25
-15
-10
-5
-10
-30
-10
-20
-5
-25
-5
-10
BUILDING
Pawn Shop
Personal Training Gym
Pet Shop
Pied Piper Pest Control
Pirate Coast Club
Plastic Surgeon
Prayer Wheel
Pueblo
Quilting Circle
Rejuvenation Terminal
Religious Bookstore
Religious Retreat
Reliquary
Rice Paddy
Ristorante
Sanctuary
BUILDING
Scooter Shop
Sesshin Center
Shopping Center
Sim Art Academy
Sims Comedy Club
Skyscraper
Software Studio
Solar Block of Flats
Spirit Squadroom
Stock Exchange
Stupa
Tech Monolith
Televangelist Studio
Tennis Club
Tibetan Bell
Topiary BushBunny Rabbit
GALLERY
AUTHORITARIAN
PROFILE
Venue
Venue
Venue
Venue
Venue
Workplace
Workplace
Home
Workplace
Workplace
Decoration
Decoration
Workplace
Venue
Decoration
Decoration
-10
-10
-15
-20
-15
-15
-10
-2
-35
-10
-5
-5
-15
-10
-5
-5
BUILDING
Topiary BushHand
Topiary BushPillar
Topiary BushTeddy Bear
Topiary Park
Townhouse
Toy Store
Tract Mansion
Tree House
Tudor
Victorian Home
VIP Club
Water Park
Windmill
Wishing Well
Yurt
GALLERY
AUTHORITARIAN
PROFILE
Decoration
Decoration
Decoration
Decoration
Home
Venue
Home
Home
Home
Home
Venue
Venue
Workplace
Decoration
Home
-5
-5
-5
-10
-5
-15
-10
-10
-5
-10
-10
-20
-10
-10
-10
GALLERY
CAPITALIST
PROFILE
Venue
Workplace
Venue
Workplace
Workplace
Venue
Venue
Venue
Venue
Workplace
Venue
Workplace
Venue
Venue
Venue
Venue
35
30
25
30
25
20
25
25
25
25
20
20
30
20
20
20
Capitalist
Key Strategy: Use high-income
Workplaces, but dont have too many
seven-day workweeks because they
make it hard for workers to get their
Happiness up. To keep from losing
too much revenue to Sad workers, youll need a lot of Venues, and
that gets expensive. Use the Luxury Auto Dealer to distribute the best
Accessory (Happiness effect lasts seven days).
GALLERY
CAPITALIST
PROFILE
Venue
Venue
Venue
Workplace
Venue
Venue
Workplace
Workplace
Workplace
Workplace
Venue
Venue
Venue
Venue
Venue
Workplace
25
20
25
30
25
20
20
25
25
30
30
20
25
20
30
30
BUILDING
Evangelical Megaplex
Federal Bank
Financial Building
Focus Test Lab
Four Star Restaurant
Hit Movie Studio
Home Appliance Store
Home Furnishing Store
Indie Label
Law Offices
Luxury Auto Dealer
Major Trauma Center
Mall
Market Research Center
Media Marketplace
Medical Group
166
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
GALLERY
CAPITALIST
PROFILE
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Venue
Workplace
Workplace
Venue
Venue
Venue
Workplace
Venue
Venue
25
25
30
20
20
30
20
20
25
25
30
20
30
25
25
20
BUILDING
Mega Mall
Modeling Agency
Motorcycle Shop
Movie Studio
Oil Refinery
Opera House
Personal Training Gym
Philanthropic Organization
Plastic Surgeon
PR Firm
Racetrack
Recording Studio
Rehab Center
Ristorante
Scooter Shop
Shopping Center
GALLERY
CAPITALIST
PROFILE
Workplace
Venue
Workplace
Venue
Venue
30
30
30
20
20
BUILDING
Televangelist Studio
Tennis Club
Think Tank
Tourism Bureau
Treasury Department
GALLERY
CAPITALIST
PROFILE
Workplace
Venue
Workplace
Workplace
Workplace
25
25
20
20
20
GALLERY
CAPITALIST
PROFILE
Workplace
Venue
Workplace
Home
Venue
Workplace
Home
Workplace
Workplace
Venue
Workplace
Venue
Venue
Workplace
Home
Decoration
Workplace
Workplace
Venue
Home
Workplace
Home
Workplace
Home
Workplace
Decoration
Venue
Workplace
Venue
Workplace
Home
Venue
Venue
Decoration
Workplace
Venue
-10
-5
-15
-5
-5
-15
-10
-10
-5
-5
-10
-10
-10
-10
-5
-10
-10
-10
-10
-5
-10
-10
-10
-5
-10
-10
-10
-15
-10
-15
-5
-10
-10
-5
-15
-10
BUILDING
TV Network
TV Station
Underground Casino
VIP Club
GALLERY
CAPITALIST
PROFILE
Workplace
Workplace
Venue
Venue
25
20
20
25
GALLERY
CAPITALIST
PROFILE
Workplace
Decoration
Decoration
Workplace
Workplace
Venue
Venue
Venue
Venue
Workplace
Venue
Workplace
Workplace
Workplace
Venue
Venue
Home
Home
Home
Workplace
Venue
Venue
Home
Home
Venue
Decoration
Decoration
Power
Workplace
Decoration
Workplace
Decoration
Home
Workplace
Home
Home
-5
-5
-5
-15
-5
-10
-15
-20
-5
-20
-15
-15
-10
-15
-15
-5
-5
-10
-5
-10
-10
-10
-10
-10
-15
-10
-5
-10
-10
-5
-10
-5
-5
-5
-5
-10
CAPITALIST
PROFILE
Workplace
Venue
Workplace
Venue
Venue
Decoration
Venue
Workplace
Workplace
Workplace
Workplace
Decoration
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Workplace
Venue
Workplace
Venue
Home
Home
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Home
Venue
Venue
Workplace
Workplace
Venue
-10
-10
-5
-10
-5
-5
-10
-15
-15
-15
-10
-10
-5
-10
-10
-15
-15
-10
-5
-5
-20
-20
-5
-5
-15
-10
-10
-5
-10
-10
-5
-10
-15
-10
-10
-10
BUILDING
Elder Council
Electric Pet Shop
Elite Cadet Academy
Fairytale Palace
Faith Healer
Farm
Farm House
Fire Analysis Center
Fireworks Shack
Fishing Hole
Foundry
Gathering Hall
General Store
Genetics Lab
Gingerbread House
Golden Buddha
Hall of Records
Harness Maker
Holotainment Center
Homestead
Honey Farm
Hut
Inquisition Office
Ivory Tower
Kerosene Distillery
Laser Fountain
Longhall
Mechanized Farm
Meditation Center
Ministry of Thought
Monastery
Motion Simulator
Museum of Party History
Ornate Pagoda
Palace of Justice
Panopticon
BUILDING
Pied Piper Pest Control
Plasma Billboard
Prayer Wheel
Propaganda Ministry
Quilting Circle
Redistribution Center
Re-education Center
Rejuvenation Terminal
Religious Retreat
Rice Paddy
Sanctuary
Secret Police HQ
Secret Police Kiosk
Sentinel Seminary
Sesshin Center
Shack
Sky Rise Apartment
Sleep Tubes
Solar Worker Barracks
Spirit Squadroom
State Amphitheater
State Cafeteria
State Housing Block
State Housing Project
State Prison
State Television
Stupa
Super Coal Plant
Sweatshop
Tech Monolith
Temperance Union
Tibetan Bell
Tree House
Windmill
Worker Barracks
Yurt
GALLERY
167
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Contemplative Prole
Key Strategy: Start by building
a couple of Missions, to make
Monasteries (with their tremendous
worker capacity and Spiritual output)
cheaper. If you need healthcare, look
to the Midwife venue or Faith Healer
Special Sim. For law enforcement,
use buildings that spawn Masters.
BUILDING
Altar
Bamboo Garden
Bath House
Botanical Garden
Chicken Coop
Communal Garden
Dairy Barn
Dojo
Elder Council
Faith Healer
Farm
Farmers Market
Fire Brigade
Gathering Hall
Gazebo
GALLERY
CONTEMPLATIVE
PROFILE
Venue
Decoration
Venue
Venue
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Workplace
Venue
Workplace
Venue
Venue
20
20
25
15
15
20
20
35
30
25
15
20
15
35
20
BUILDING
Golden Buddha
Harness Maker
Honey Farm
Longhall
Meditation Center
Meeting House
Midwife
Mission
Ornate Pagoda
Prayer Wheel
Quilting Circle
Religious Retreat
Reliquary
Rice Paddy
Rock Garden
GALLERY
CONTEMPLATIVE
PROFILE
Decoration
Workplace
Workplace
Venue
Venue
Venue
Venue
Workplace
Decoration
Decoration
Workplace
Venue
Decoration
Workplace
Decoration
25
20
25
20
40
15
20
15
25
20
15
20
15
30
20
GALLERY
CONTEMPLATIVE
PROFILE
Home
Workplace
Venue
Workplace
Home
Workplace
Venue
Workplace
Venue
Venue
Venue
Workplace
Workplace
Venue
Workplace
Venue
Workplace
Workplace
-5
-25
-10
-5
-5
-20
-10
-10
-5
-15
-20
-25
-35
-10
-15
-15
-25
-15
BUILDING
Sanctuary
School Room
Seamstress
Sesshin Center
Soccer Field
Stone Church
Stupa
Tea House
Temple
Tibetan Bell
Town Common
Tulip Nursery
Windmill
GALLERY
CONTEMPLATIVE
PROFILE
Venue
Venue
Workplace
Venue
Venue
Venue
Decoration
Venue
Venue
Decoration
Decoration
Workplace
Workplace
35
15
15
40
15
15
20
25
15
20
20
15
20
GALLERY
CONTEMPLATIVE
PROFILE
Power
Power
Workplace
Venue
Workplace
Venue
Home
Workplace
Workplace
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Venue
Workplace
-25
-25
-45
-10
-25
-25
-5
-10
-10
-25
-25
-35
-15
-15
-15
-10
-20
-5
GALLERY
CONTEMPLATIVE
PROFILE
Workplace
Workplace
Workplace
Workplace
Venue
Venue
Venue
Workplace
Venue
Venue
Home
Workplace
Venue
Venue
Venue
Workplace
Workplace
Decoration
-10
-5
-25
-5
-5
-10
-10
-20
-10
-15
-5
-15
-5
-15
-10
-30
-30
-15
BUILDING
Block of Flats
Board of Directors
Bowling Alley
Brewery
Brownstone
Bureaucracy Office
Burger Joint
Campus Radio Station
Candy Store
Car Dealership
Casino
Casino Hotel
Chamber of Deputies
Childrens Museum
Chocolate Factory
Cineplex
Civil Defense Tower
Clown School
168
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILDING
Coal-Hydrogen Plant
Coal Plant
Colossal Foundry
Concert Hall
Concourse Hotel
Conditioning Theater
Condo Complex
Consulting Firm
Corporate Cops
Corporate Data Center
Corporate Hive
Corporate One
Corporate R&D Center
Corporate Retreat
Corrupt Police Station
Cotton Candy Stand
County Jail
Courthouse
CONTEMPLATIVE
PROFILE
Workplace
Venue
Home
Home
Workplace
Workplace
Venue
Workplace
Venue
Venue
Workplace
Workplace
Venue
Home
Home
Venue
Venue
Home
Venue
Workplace
Workplace
Venue
Venue
Workplace
Workplace
Workplace
Venue
Workplace
Workplace
Workplace
Venue
Workplace
Workplace
Home
Workplace
Workplace
Workplace
Home
Workplace
Venue
Venue
Workplace
Venue
Decoration
Venue
Decoration
Decoration
Workplace
-35
-35
-10
-10
-40
-25
-10
-10
-10
-10
-10
-10
-20
-10
-3
-25
-15
-3
-15
-30
-35
-25
-15
-15
-35
-20
-15
-30
-20
-5
-15
-10
-20
-5
-10
-30
-20
-10
-25
-25
-5
-30
-20
-5
-10
-10
-20
-15
BUILDING
Liberal Arts College
Liquor Store
Loan Shark
Loft
Lumber Mill
Luxury Auto Dealer
Machine Shop
Mall
Malt Shop
Market Research Center
Meat Packing Plant
Mechanized Farm
Media Marketplace
Mega Mall
Metal Club
Military School
MiniGolf
Ministry of Thought
Modeling Agency
Motion Simulator
Movie Studio
Movie Theater
Multinational HQ
Museum of Party History
Neighborhood Watch
Newspaper
Nightclub
Nuclear Power Plant
Off-Broadway Playhouse
Office Building
Off-Track Betting
Oil Power Plant
Oil Refinery
Opera House
Palace of Justice
Panopticon
Pawn Shop
Personal Training Gym
Pied Piper Pest Control
Pirate Coast Club
Pizza Shop
Plasma Billboard
Plastic Surgeon
Police Box
Police Station
Presidential Library
PR Firm
Private School
GALLERY
CONTEMPLATIVE
PROFILE
Venue
Venue
Workplace
Home
Workplace
Venue
Workplace
Venue
Venue
Workplace
Workplace
Workplace
Venue
Venue
Venue
Venue
Venue
Workplace
Workplace
Venue
Workplace
Venue
Workplace
Venue
Workplace
Workplace
Venue
Power
Venue
Workplace
Venue
Power
Workplace
Venue
Workplace
Venue
Workplace
Venue
Workplace
Venue
Venue
Decoration
Venue
Decoration
Workplace
Venue
Workplace
Venue
-10
-15
-20
-5
-10
-25
-25
-20
-10
-10
-20
-25
-20
-35
-10
-10
-10
-35
-15
-15
-10
-10
-35
-25
-10
-10
-10
-30
-10
-25
-15
-20
-25
-10
-35
-10
-15
-15
-15
-15
-15
-10
-25
-10
-10
-20
-15
-10
BUILDING
Propaganda Ministry
Public Radio Station
Record Shop
Redistribution Center
Re-education Center
Regional Garbage Depot
Rehab Center
Rejuvenation Terminal
Research Clinic
Ristorante
Row House
Scooter Shop
Secret Police HQ
Secret Police Kiosk
Sentinel Seminary
Service Station
Sheriffs Office
Shopping Center
Sims Comedy Club
Sky Rise Apartment
Skyscraper
Sleep Tubes
Slum Apartments
Small Town Square
Software Studio
Solar Block of Flats
Solar Condo Complex
Solar High Rise Apartment
Solar Triple Decker
Solar Worker Barracks
Speakeasy
Spirit Squadroom
Sports Stadium
State Amphitheater
State Cafeteria
State Housing Block
State Housing Project
State Prison
State Television
Steel Mill
Stock Exchange
Strip Mall
Subway
Super Coal Plant
Sweatshop
Teaching Hospital
Tech Monolith
Televangelist Studio
GALLERY
CONTEMPLATIVE
PROFILE
Workplace
Workplace
Venue
Venue
Venue
Workplace
Venue
Venue
Venue
Venue
Home
Venue
Workplace
Workplace
Workplace
Workplace
Workplace
Venue
Venue
Home
Workplace
Home
Home
Decoration
Workplace
Home
Home
Home
Home
Home
Venue
Workplace
Venue
Venue
Venue
Home
Home
Venue
Decoration
Workplace
Workplace
Venue
Transit
Power
Workplace
Venue
Decoration
Workplace
-25
-10
-10
-20
-25
-15
-15
-35
-10
-5
-5
-5
-35
-15
-35
-10
-10
-15
-10
-10
-25
-10
-10
-5
-10
-5
-5
-10
-5
-10
-10
-15
-30
-30
-25
-10
-10
-40
-20
-35
-30
-25
-15
-40
-40
-10
-15
-20
Crime Forecast AI
Cryogenic Prison
Cube Apartment
CyberCorp Housing
CyberCorp Offices
Defense Lab
Department Store
Dept. of Public Works
Detention Center
Diner
District Courthouse
District Fire Station
Dive Bar
D-Lux Sleep Tubes
Dorm
Dosage Facility
Double Decker Bus Tour
Dream Home
Drive In
Drone Factory
Drone Nexus
Dungeon
Electric Pet Shop
Elite Cadet Academy
Epic Tower
Federal Bank
Ferris Wheel
Financial Building
Fire Analysis Center
Fireworks Shack
Firing Range
Focus Test Lab
Foundry
Frat House
Game Developer
Genetics Lab
Hall of Records
High Rise Apartment
Hit Movie Studio
Holotainment Center
Ice Cream Shoppe
International Exchange
Jail
Jumping Fountain
Karaoke Bar
Large Statue
Laser Fountain
Law Offices
GALLERY
169
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
GALLERY
CONTEMPLATIVE
PROFILE
Home
Venue
Workplace
Workplace
Home
Venue
Home
-10
-15
-20
-15
-5
-10
-10
BUILDING
Trailer Park
Treasury Department
Triple Decker
TV Network
TV Station
Underground Casino
Union Hall
Unionized Steel Factory
GALLERY
CONTEMPLATIVE
PROFILE
Home
Workplace
Home
Workplace
Workplace
Venue
Venue
Workplace
-10
-25
-5
-25
-20
-25
-20
-35
BUILDING
Video Arcade
Vigilante Group
VIP Club
Vocational School
Water Park
Worker Barracks
Zoo
GALLERY
CONTEMPLATIVE
PROFILE
Venue
Workplace
Venue
Venue
Venue
Home
Venue
-15
-15
-20
-10
-15
-10
-5
GALLERY
CYBERPUNK
PROFILE
Workplace
Venue
Venue
Venue
Workplace
Workplace
Venue
Venue
Workplace
Workplace
Workplace
Venue
Venue
20
20
30
20
25
20
20
20
25
20
20
25
20
GALLERY
CYBERPUNK
PROFILE
Workplace
Venue
Venue
Workplace
Workplace
Home
Workplace
-15
-15
-10
-20
-20
-5
-20
Cyberpunk Prole
Key Strategy: Produce a lot of
Knowledge to unlock powerful
corporate buildings. Build the
Behavior Control Facility, Behavioral
Science Lab, and other buildings with
moderate conditioning. The Electric
Pet Shop gives your Sims pets with
conditioning effects.
GALLERY
CYBERPUNK
PROFILE
Workplace
Workplace
Workplace
Workplace
Workplace
Power
Workplace
Workplace
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Workplace
25
20
20
25
20
20
20
20
20
20
30
30
25
40
25
BUILDING
Electric Pet Shop
Epic Tower
Financial Building
Fire Analysis Center
Game Developer
Genetics Lab
Helicopter Tour
Holotainment Center
Karaoke Bar
Laser Fountain
Market Research Center
Mechanized Farm
Media Marketplace
Medical Group
Motion Simulator
GALLERY
CYBERPUNK
PROFILE
Venue
Workplace
Workplace
Workplace
Workplace
Workplace
Venue
Venue
Venue
Decoration
Workplace
Workplace
Venue
Venue
Venue
20
25
20
25
20
25
20
25
20
20
25
20
25
20
25
GALLERY
CYBERPUNK
PROFILE
Venue
Transit
Venue
Home
Workplace
Workplace
Decoration
-10
-10
-10
-10
-10
-10
-10
BUILDING
Multinational HQ
Nightclub
Rejuvenation Terminal
Research Clinic
Skyscraper
Software Studio
Sushi Joint
Teaching Hospital
Think Tank
TV Network
TV Station
Video Arcade
VIP Club
GALLERY
CYBERPUNK
PROFILE
Workplace
Workplace
Venue
Decoration
Decoration
Venue
Workplace
-10
-10
-10
-5
-5
-10
-10
BUILDING
Bridal Shop
Bus Stop
Castle Ruin
Chalet
Chamber of Deputies
Chicken Coop
Chocolate Bunny
170
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILDING
Clown School
Clubhouse
Corporate Retreat
Creepy Barn
Dairy Barn
Dream Home
Elder Council
GALLERY
CYBERPUNK
PROFILE
Home
Venue
Workplace
Home
Workplace
Workplace
Venue
Venue
Home
Venue
Venue
Home
Workplace
Home
Workplace
Home
Workplace
Home
Home
Workplace
Home
-10
-5
-20
-10
-10
-10
-10
-10
-5
-20
-15
-10
-15
-10
-15
-5
-15
-10
-10
-15
-5
BUILDING
Loft
Longhall
Lumber Mill
Mission
Monastery
Orchard
Prayer Wheel
Public Pool
Pueblo
Quilting Circle
Redistribution Center
Religious Bookstore
Religious Retreat
Rice Paddy
Ristorante
School Room
Seamstress
Shack
Sheriffs Office
Sim Art Academy
Skate Park
GALLERY
CYBERPUNK
PROFILE
Home
Venue
Workplace
Workplace
Home
Workplace
Decoration
Venue
Home
Workplace
Venue
Venue
Venue
Workplace
Venue
Venue
Workplace
Venue
Workplace
Venue
Venue
-5
-25
-10
-15
-5
-15
-5
-15
-5
-15
-15
-10
-10
-25
-10
-10
-15
-15
-10
-20
-5
BUILDING
Small Town Square
Speakeasy
Spirit Squadroom
State Amphitheater
State Cafeteria
Suburban Playground
Sugar Cane Field
Temperance Union
Tile OTulips
Townhouse
Tract Mansion
Trailer Park
Tree House
Tudor
Tulip Nursery
Victorian Home
Windmill
Woodland Park
Worker Barracks
Yurt
Zoo
CYBERPUNK
PROFILE
Decoration
Venue
Workplace
Venue
Venue
Decoration
Workplace
Workplace
Decoration
Home
Home
Home
Home
Home
Workplace
Home
Workplace
Decoration
Home
Home
Venue
-10
-15
-15
-15
-15
-10
-15
-20
-10
-5
-5
-10
-10
-5
-15
-5
-20
-10
-5
-10
-15
GALLERY
FUN CITY
PROFILE
Venue
Venue
Workplace
Workplace
Decoration
Decoration
Decoration
Venue
Venue
Venue
Decoration
Venue
25
25
20
30
25
20
20
35
25
30
20
30
Fun City
Key Strategy: Offset criminals from
Bed & Breakfasts with lots of Bobby
Stations. The Spirit Squadroom
spawns Cheerleaders to spread joy
to other Sims. A Chocolate Factory is
your best source for good revenue.
Home? Think Dream House.
GALLERY
FUN CITY
PROFILE
Workplace
Venue
Venue
Venue
Venue
Venue
Venue
Venue
Decoration
Workplace
Venue
Workplace
Venue
20
20
30
30
20
25
20
30
20
25
20
35
25
BUILDING
Cotton Candy Stand
Drama School
Ferris Wheel
Game Developer
Hot Air Balloon Ride
Ice Cream Shoppe
Malt Shop
Merry-Go-Round
MiniGolf
Monkey Bars
Motion Simulator
Pet Shop
Pied Piper Pest Control
GALLERY
FUN CITY
PROFILE
Venue
Venue
Venue
Workplace
Venue
Venue
Venue
Decoration
Venue
Decoration
Venue
Venue
Workplace
25
20
25
20
30
30
20
20
25
20
20
25
20
BUILDING
Pirate Coast Club
Skate Park
Software Studio
Spirit Squadroom
Suburban Playground
Swingset
Tetherball Court
Toy Store
Video Arcade
Water Park
Wishing Well
Zoo
GALLERY
171
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILDING
Astrophysics Lab
Asylum
Behavioral Science Lab
Chamber of Deputies
Colossal Foundry
Concourse Hotel
Conditioning Theater
Consulting Firm
Corporate Cops
Corporate Data Center
Corporate Hive
Corporate One
Corporate Retreat
Corrupt Police Station
County Jail
Courthouse
Crime Forecast AI
Cryogenic Prison
Cube Apartment
CyberCorp Housing
CyberCorp Offices
Defense Lab
Detention Center
Dive Bar
D-Lux Sleep Tubes
Dosage Facility
Drone Factory
Drone Nexus
Dungeon
Elder Council
Elite Cadet Academy
Epic Tower
Federal Bank
GALLERY
FUN CITY
PROFILE
Workplace
Venue
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Workplace
Workplace
Venue
Home
Home
Workplace
Workplace
Venue
Venue
Home
Venue
Workplace
Workplace
Venue
Workplace
Workplace
Workplace
Workplace
-10
-10
-20
-35
-30
-5
-35
-10
-15
-20
-20
-20
-15
-10
-15
-10
-25
-30
-10
-10
-25
-10
-15
-15
-10
-25
-30
-30
-20
-15
-10
-15
-10
BUILDING
Financial Building
Firing Range
Foundry
Genetics Lab
Hall of Records
Harness Maker
High Rise Apartment
Inquisition Office
International Exchange
Jail
Kerosene Distillery
Liquor Store
Loan Shark
Lumber Mill
Machine Shop
Meat Packing Plant
Media Marketplace
Military School
Ministry of Thought
Multinational HQ
Museum of Party History
Nightclub
Office Building
Oil Refinery
Palace of Justice
Panopticon
Pawn Shop
Plasma Billboard
PR Firm
Propaganda Ministry
Redistribution Center
Re-education Center
Row House
GALLERY
FUN CITY
PROFILE
Workplace
Venue
Workplace
Workplace
Workplace
Workplace
Home
Workplace
Workplace
Venue
Workplace
Venue
Workplace
Workplace
Workplace
Workplace
Venue
Venue
Workplace
Workplace
Venue
Venue
Workplace
Workplace
Workplace
Venue
Workplace
Decoration
Workplace
Workplace
Venue
Venue
Home
-10
-15
-15
-20
-15
-5
-5
-25
-15
-15
-10
-15
-20
-15
-15
-15
-10
-10
-35
-20
-25
-10
-10
-15
-20
-15
-10
-5
-10
-25
-15
-25
-5
BUILDING
Sanctuary
Secret Police HQ
Secret Police Kiosk
Sentinel Seminary
Sesshin Center
Sky Rise Apartment
Skyscraper
Sleep Tubes
Slum Apartments
Small Town Square
Solar Block of Flats
Solar High Rise Apartment
Solar Worker Barracks
Speakeasy
State Amphitheater
State Cafeteria
State Housing Block
State Housing Project
State Prison
State Television
Steel Mill
Sweatshop
Tech Monolith
Temperance Union
Tenement
Textile Factory
Town Hall
Tract Mansion
Treasury Department
Unionized Steel Factory
Worker Barracks
Industrial Prole
Key Strategy: Though it can increase
crime with this Profiles preferred
Homes, adding more workers is
usually the way to go. Place Police
Stations and a Fire Station early
to be ready when problems start
to bud. Worker Barracks provide
lots of Productivity in addition to
warm bodies.
172
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
GALLERY
FUN CITY
PROFILE
Venue
Workplace
Workplace
Workplace
Venue
Home
Workplace
Home
Home
Decoration
Home
Home
Home
Venue
Venue
Venue
Home
Home
Venue
Decoration
Workplace
Workplace
Decoration
Workplace
Home
Workplace
Workplace
Home
Workplace
Workplace
Home
-5
-25
-20
-25
-5
-5
-15
-10
-10
-5
-5
-5
-10
-15
-15
-10
-10
-10
-35
-20
-15
-25
-5
-15
-10
-15
-10
-3
-10
-25
-10
GALLERY
INDUSTRIAL
PROFILE
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Workplace
Workplace
Workplace
30
45
25
20
20
35
20
25
35
20
BUILDING
Motorcycle Shop
Nightclub
Off-Track Betting
Oil Refinery
Pawn Shop
Racetrack
Soup Kitchen
Speakeasy
Steel Mill
Super Coal Plant
GALLERY
INDUSTRIAL
PROFILE
Venue
Venue
Venue
Workplace
Workplace
Venue
Venue
Venue
Workplace
Power
20
25
20
30
20
25
25
35
35
25
GALLERY
INDUSTRIAL
PROFILE
Venue
Workplace
Workplace
Venue
Venue
Venue
Venue
Venue
Home
Workplace
Venue
Workplace
Workplace
Home
Workplace
Home
Workplace
Workplace
Venue
Workplace
Decoration
Workplace
Venue
Venue
Venue
Workplace
Home
Decoration
Home
Venue
Home
Workplace
Venue
Home
-15
-10
-35
-20
-5
-20
-10
-10
-5
-20
-10
-10
-15
-10
-35
-10
-25
-20
-15
-10
-5
-10
-15
-10
-10
-15
-10
-10
-10
-20
-10
-15
-15
-10
BUILDING
Sweatshop
Temperance Union
Textile Factory
Underground Casino
Union Hall
Unionized Steel Factory
Vigilante Group
Vocational School
Welfare Center
GALLERY
INDUSTRIAL
PROFILE
Workplace
Workplace
Workplace
Venue
Venue
Workplace
Workplace
Venue
Venue
40
25
30
25
35
45
20
35
20
GALLERY
INDUSTRIAL
PROFILE
Workplace
Home
Venue
Home
Venue
Workplace
Venue
Venue
Venue
Workplace
Home
Venue
Workplace
Venue
Workplace
Venue
Decoration
Venue
Workplace
Home
Workplace
Workplace
Venue
Venue
Venue
Venue
Workplace
Venue
Decoration
Venue
Venue
Venue
Venue
Home
-15
-10
-25
-5
-20
-25
-15
-25
-20
-20
-10
-15
-15
-10
-20
-20
-10
-10
-10
-5
-35
-10
-15
-20
-20
-30
-30
-5
-10
-25
-20
-25
-10
-10
INDUSTRIAL
PROFILE
Workplace
Workplace
Venue
Venue
Venue
Workplace
Venue
Decoration
Home
Venue
Venue
Workplace
Workplace
Workplace
Home
Venue
Venue
Venue
Workplace
Power
Home
Workplace
Venue
Decoration
Workplace
Workplace
Venue
Home
Workplace
Workplace
Venue
Home
Venue
Workplace
-10
-20
-15
-15
-10
-10
-10
-10
-5
-5
-10
-15
-10
-10
-3
-10
-10
-10
-10
-25
-10
-10
-25
-5
-40
-10
-15
-2
-15
-10
-15
-10
-15
-20
BUILDING
Cryogenic Prison
CyberCorp Offices
Dairy Barn
Dept. of Public Health
Doctors Office
Dojo
Dosage Facility
Drama School
Dream Home
Elder Council
Electric Pet Shop
Evangelical Center
Evangelical Megaplex
Fairytale Palace
Farm
Farm House
Farming Co-op
Fire Analysis Center
Fishing Hole
Focus Test Lab
Fountain
Game Developer
Gathering Hall
Gazebo
General Store
Genetics Lab
Gingerbread House
Golden Buddha
Hacienda
Holotainment Center
Homestead
Honey Farm
Hot Air Balloon Ride
Hut
BUILDING
Inquisition Office
Ivory Tower
Liberal Arts College
Loft
Longhall
Mechanized Farm
Medical Group
Meditation Center
Meeting House
Ministry of Thought
Monastery
Motion Simulator
Observatory
Open Air Venue
Pied Piper Pest Control
Pirate Coast Club
Prayer Wheel
Public Pool
Public Radio Station
Pueblo
Quilting Circle
Recycling Center
Re-education Center
Rejuvenation Terminal
Religious Retreat
Research Clinic
Rice Paddy
Ristorante
Rock Garden
Sanctuary
School Room
Sesshin Center
Sim Art Academy
Sky Rise Apartment
GALLERY
173
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
GALLERY
INDUSTRIAL
PROFILE
Workplace
Home
Workplace
Venue
Decoration
Venue
Venue
Decoration
-10
-5
-40
-10
-5
-25
-10
-5
BUILDING
Think Tank
Tibetan Bell
Topiary BushBunny Rabbit
Topiary BushHand
Topiary BushPillar
Topiary BushTeddy Bear
Topiary Park
Tourism Bureau
GALLERY
INDUSTRIAL
PROFILE
Workplace
Decoration
Decoration
Decoration
Decoration
Decoration
Decoration
Workplace
-15
-10
-5
-5
-5
-5
-15
-15
Normal Prole
BUILDING
Tourist Information
Tree House
Water Park
Windmill
Wishing Well
Woodland Park
Yurt
GALLERY
INDUSTRIAL
PROFILE
Workplace
Home
Venue
Workplace
Decoration
Decoration
Home
-15
-10
-10
-15
-10
-15
-10
NOTE
There are no buildings that deduct from the Normal Profile, but
there are several that have no effect. If a building isnt on the
list above, it has no effect.
GALLERY
NORMAL
PROFILE
Workplace
Venue
Venue
Workplace
Decoration
Venue
Workplace
Decoration
Home
Venue
Venue
Workplace
Home
Workplace
Venue
Transit
Venue
Venue
Venue
Workplace
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
BUILDING
Captain of Industry
Carbon Exchange
Car Dealership
Casino
Cathedral
Charity Center
Chess Table
Childrens Museum
Cineplex
City Recycling HQ
Clinic
Clothing Store
Coal-Hydrogen Plant
Coal Plant
Concert Hall
Concourse Hotel
Condo Complex
Consulting Firm
Corner Deli
Corporate Hive
174
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
GALLERY
NORMAL
PROFILE
Decoration
Power
Venue
Venue
Venue
Workplace
Decoration
Venue
Venue
Workplace
Venue
Venue
Power
Power
Venue
Workplace
Home
Workplace
Venue
Workplace
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
BUILDING
Corporate One
Counseling Center
County Jail
Courthouse
Department Store
District Fire Station
Dive Bar
Doctors Office
Dorm
Drama School
Elementary School
Epic Tower
Fat Cat
Financial Building
Fire Station
Fish Market
Florist
Foundry
Fountain
Frat House
GALLERY
NORMAL
PROFILE
Workplace
Venue
Venue
Workplace
Venue
Workplace
Venue
Venue
Home
Venue
Venue
Workplace
Decoration
Workplace
Workplace
Venue
Venue
Workplace
Decoration
Home
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
NORMAL
PROFILE
Home
Workplace
Workplace
Decoration
Decoration
Decoration
Decoration
Decoration
Decoration
Home
Decoration
Venue
Venue
Venue
Venue
Decoration
Decoration
Venue
Venue
Decoration
Decoration
Workplace
Venue
Venue
Workplace
Power
Venue
Decoration
Decoration
Decoration
Workplace
Venue
Venue
Decoration
Decoration
Venue
Decoration
Venue
Venue
Decoration
Decoration
Venue
Workplace
Venue
Venue
Power
Decoration
Workplace
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
BUILDING
Nightclub
Nuclear Power Plant
Observatory
Off-Broadway Playhouse
Office Building
Off-Track Betting
Oil Power Plant
Oil Refinery
Open Air Venue
Orchard
Parochial School
Personal Training Gym
Pet Shop
Philanthropic Organization
Pizza Shop
Plastic Surgeon
Police Box
Police Station
Power Substation
Presidential Library
PR Firm
Private School
Pub
Public Library
Public Pool
Public Radio Station
Public Safety
Public Sculpture
Racetrack
Realtor
Record Shop
Recording Studio
Recycling Center
Regional Garbage Depot
Religious Bookstore
Research Clinic
Rose Garden
Row House
School Room
Scooter Shop
Service Station
Sheriff
Shopping Center
Sims Comedy Club
Skate Park
Skyscraper
Small Statue
Smoke Shop
GALLERY
NORMAL
PROFILE
Venue
Power
Workplace
Venue
Workplace
Venue
Power
Workplace
Venue
Workplace
Venue
Venue
Venue
Venue
Venue
Venue
Decoration
Workplace
Power
Venue
Workplace
Venue
Venue
Venue
Venue
Workplace
Workplace
Decoration
Venue
Workplace
Venue
Workplace
Workplace
Workplace
Venue
Venue
Decoration
Home
Venue
Venue
Workplace
Decoration
Venue
Venue
Venue
Workplace
Decoration
Venue
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
BUILDING
Soccer Field
Software Studio
Solar Block of Flats
Solar Condo Complex
Solar Farm
Solar High Rise Apartment
Solar Triple Decker
Speakeasy
Sports Stadium
Steel Mill
Stock Exchange
Stone Church
Street Food Cart
Strip Mall
Suburban Playground
Subway
Swingset
Teaching Hospital
Temple
Tenement
Tetherball Court
Textile Factory
The Legendary Bard
Tile OTulips
Tool Shed
Tourism Bureau
Tourist Information
Town Hall
Town Square
Tract Mansion
Trailer Park
Trash Incinerator
Treasury Department
Triple Decker
Tudor
TV Station
Union Hall
Urban Playground
Video Arcade
Vigilante Group
VIP Club
Vocational School
Water Treatment Plant
Welfare Center
Wind Farm
Windmill
Zoo
GALLERY
NORMAL
PROFILE
Venue
Workplace
Home
Home
Power
Home
Home
Venue
Venue
Workplace
Workplace
Venue
Decoration
Venue
Decoration
Transit
Decoration
Venue
Venue
Home
Decoration
Workplace
Decoration
Decoration
Decoration
Workplace
Workplace
Workplace
Decoration
Home
Home
Power
Workplace
Home
Home
Workplace
Venue
Decoration
Venue
Workplace
Venue
Venue
Workplace
Venue
Power
Workplace
Venue
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Frat House
Game Developer
Garbage Collection Station
Garden
Giant Mobile
Graveyard
Guru
Hedge
Hedge Maze
High Rise Apartment
Historical Monument
Home Appliance Store
Home Furnishing Store
Hospital
Ice Cream Shoppe
Iron Fence
Jack of All Trades
Jail
Karaoke Bar
Large Fountain
Large Statue
Law Offices
Liberal Arts College
Liquor Store
Machine Shop
Major Wind Farm
Mall
Master Manipulator
Master of Ceremonies
Mayor
Meat Packing Plant
Media Marketplace
Medical Group
Medium Fountain
Medium Statue
Mega-Church
Merry-Go-Round
Military School
MiniGolf
Modern Sculpture
Monkey Bars
Motorcycle Shop
Movie Studio
Movie Theater
Musical Theater
Natural Gas Power Plant
Network Knight
Newspaper
GALLERY
175
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Romantic Prole
Key Strategy: The Courthouse
provides a revenue boost to nearby
Workplaces. Art Museums pay off in
many ways.
BUILDING
Administration Building
Aquarium
Art Expo Center
Art Gallery
Art Museum
Baroque Fountain
Bed & Breakfast
Botanical Garden
Caf
Castle Ruin
Cathedral
City Bistro
GALLERY
ROMANTIC
PROFILE
Workplace
Venue
Venue
Venue
Venue
Decoration
Workplace
Venue
Venue
Venue
Venue
Venue
20
25
25
20
35
20
25
25
20
20
25
25
BUILDING
Communal Garden
Concert Hall
Concourse Hotel
Double Decker Bus Tour
Drama School
Four Star Restaurant
Grape Vineyard
International Exchange
Medical Group
Open Air Venue
Opera House
Pub
GALLERY
ROMANTIC
PROFILE
Workplace
Venue
Workplace
Venue
Venue
Venue
Workplace
Workplace
Venue
Venue
Venue
Venue
20
30
25
25
25
20
30
20
20
25
35
20
GALLERY
ROMANTIC
PROFILE
Venue
Venue
Workplace
Venue
Home
Workplace
Workplace
Venue
Home
Venue
Venue
Workplace
Workplace
Workplace
Venue
Workplace
-5
-10
-20
-20
-5
-20
-10
-15
-5
-10
-20
-15
-15
-5
-10
-10
BUILDING
Ristorante
Scooter Shop
Sim Art Academy
Smoke Shop
Soccer Field
Stock Exchange
Teaching Hospital
Tourism Bureau
Village Green
Windmill
GALLERY
ROMANTIC
PROFILE
Venue
Venue
Venue
Venue
Venue
Workplace
Venue
Workplace
Decoration
Workplace
20
20
25
20
20
25
20
20
20
25
GALLERY
ROMANTIC
PROFILE
Workplace
Workplace
Workplace
Home
Venue
Workplace
Venue
Workplace
Home
Venue
Workplace
Decoration
Home
Home
Home
Decoration
-25
-10
-10
-3
-10
-10
-20
-10
-3
-15
-10
-5
-10
-5
-10
-10
GALLERY
ROMANTIC
PROFILE
Workplace
Workplace
Workplace
Venue
Workplace
Workplace
Decoration
Venue
Venue
Workplace
Venue
Workplace
Workplace
Workplace
Workplace
Workplace
-15
-5
-10
-15
-15
-20
-5
-15
-10
-10
-15
-10
-20
-15
-10
-10
BUILDING
Cotton Candy Stand
County Jail
Crime Forecast AI
Cryogenic Prison
CyberCorp Housing
CyberCorp Offices
Defense Lab
Diner
D-Lux Sleep Tubes
Dojo
Dosage Facility
Drone Factory
Drone Nexus
Elder Council
Electric Pet Shop
Elite Cadet Academy
176
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILDING
Epic Tower
Evangelical Center
Evangelical Megaplex
Fairytale Palace
Ferris Wheel
Fire Analysis Center
Firing Range
Focus Test Lab
Frat House
General Store
Genetics Lab
Golden Buddha
Hacienda
Homestead
Hut
Large Statue
GALLERY
ROMANTIC
PROFILE
Decoration
Venue
Workplace
Venue
Venue
Venue
Workplace
Venue
Venue
Workplace
Decoration
Workplace
Workplace
Venue
Venue
Decoration
Workplace
Workplace
Venue
-10
-10
-15
-10
-25
-15
-10
-10
-10
-10
-5
-10
-15
-10
-10
-10
-10
-10
-10
BUILDING
Re-education Center
Rehab Center
Rice Paddy
Sanctuary
Secret Police HQ
Secret Police Kiosk
Sentinel Seminary
Sesshin Center
Sheriffs Office
Shopping Center
Sky Rise Apartment
Skyscraper
Sleep Tubes
Slum Apartments
Solar Worker Barracks
Speakeasy
Spirit Squadroom
Sports Stadium
GALLERY
ROMANTIC
PROFILE
Venue
Venue
Workplace
Venue
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Home
Workplace
Home
Home
Home
Venue
Workplace
Venue
-10
-10
-15
-5
-10
-5
-10
-5
-10
-20
-3
-10
-10
-5
-5
-15
-10
-20
BUILDING
State Housing Block
State Housing Project
State Television
Steel Mill
Strip Mall
Super Coal Plant
Sweatshop
Tech Monolith
Televangelist Studio
Temperance Union
Tibetan Bell
Tract Mansion
Trailer Park
Tree House
Unionized Steel Factory
Water Park
Worker Barracks
Yurt
ROMANTIC
PROFILE
Home
Home
Decoration
Workplace
Venue
Power
Workplace
Decoration
Workplace
Workplace
Decoration
Home
Home
Home
Workplace
Venue
Home
Home
-10
-10
-10
-10
-25
-20
-20
-10
-15
-15
-5
-5
-6
-5
-10
-20
-5
-5
GALLERY
SMALL TOWN
PROFILE
Workplace
Workplace
Venue
Workplace
Workplace
Decoration
Workplace
Workplace
Venue
Workplace
Venue
25
25
25
20
25
30
20
20
20
20
25
GALLERY
SMALL TOWN
PROFILE
Venue
Workplace
Venue
Workplace
Workplace
Workplace
Venue
Venue
Venue
Workplace
Workplace
25
30
20
20
20
25
20
20
25
20
35
BUILDING
Farmers Market
Farming Co-op
Flea Market
General Store
Grape Vineyard
Lumber Mill
Machine Shop
Malt Shop
Meat Packing Plant
Meeting House
MiniGolf
GALLERY
SMALL TOWN
PROFILE
Venue
Workplace
Venue
Venue
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Venue
35
25
25
30
20
35
25
20
30
25
20
BUILDING
Orchard
Quilting Circle
School Room
Seamstress
Sheriffs Office
Small Town Square
Spring Water Plant
Steel Mill
Strip Mall
Town Hall
Vocational School
GALLERY
177
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
BUILDING
Alien Artifact Lab
Animal Rescue Office
Aquarium
Art Expo Center
Art Gallery
Art Museum
Astrophysics Lab
Balloon Cart
Bamboo Garden
Bath House
Bazaar
Behavioral Science Lab
Behavior Control Facility
Block of Flats
Board of Directors
Brownstone
Bureaucracy Office
Carbon Exchange
Cathedral
Chamber of Deputies
Childrens Museum
Chocolate Bunny
City Bistro
City Recycling HQ
Civil Defense Tower
Clown School
Colossal Foundry
Concert Hall
Concourse Hotel
Conditioning Theater
Condo Complex
Consulting Firm
Corporate Cops
Corporate Data Center
Corporate Hive
Corporate One
Corporate R&D Center
Crime Forecast AI
Cryogenic Prison
Cube Apartment
CyberCorp Housing
CyberCorp Offices
Detention Center
District Courthouse
D-Lux Sleep Tubes
Dojo
Dosage Facility
Double Decker Bus Tour
GALLERY
SMALL TOWN
PROFILE
Workplace
Workplace
Venue
Venue
Venue
Venue
Workplace
Venue
Decoration
Venue
Venue
Workplace
Workplace
Home
Workplace
Home
Workplace
Power
Venue
Workplace
Venue
Decoration
Venue
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Home
Workplace
Workplace
Workplace
Workplace
Workplace
Workplace
Workplace
Venue
Home
Home
Workplace
Venue
Workplace
Home
Venue
Venue
Venue
-5
-5
-5
-5
-5
-15
-5
-5
-5
-15
-5
-20
-30
-5
-20
-5
-20
-10
-10
-40
-10
-5
-10
-10
-20
-25
-10
-10
-25
-30
-5
-10
-10
-15
-30
-40
-10
-40
-30
-10
-10
-30
-10
-20
-10
-10
-30
-10
BUILDING
Drone Factory
Drone Nexus
Dungeon
Electric Pet Shop
Elite Cadet Academy
Epic Tower
Fairytale Palace
Federal Bank
Financial Building
Fire Analysis Center
Focus Test Lab
Game Developer
Gathering Hall
Genetics Lab
Gingerbread House
Golden Buddha
Hall of Records
High Rise Apartment
Hit Movie Studio
Holotainment Center
Hut
Indie Label
Inquisition Office
International Exchange
Ivory Tower
Large Statue
Laser Fountain
Loft
Longhall
Luxury Auto Dealer
Market Research Center
Media Marketplace
Meditation Center
Mega-Church
Ministry of Thought
Monastery
Motion Simulator
Multinational HQ
Museum of Party History
Off-Broadway Playhouse
Office Building
Opera House
Ornate Pagoda
Palace of Justice
Panopticon
Personal Training Gym
Plasma Billboard
PR Firm
178
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
GALLERY
SMALL TOWN
PROFILE
Workplace
Workplace
Venue
Venue
Workplace
Workplace
Home
Workplace
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Home
Decoration
Workplace
Home
Workplace
Venue
Home
Workplace
Workplace
Workplace
Home
Decoration
Decoration
Home
Venue
Venue
Workplace
Venue
Venue
Venue
Workplace
Home
Venue
Workplace
Venue
Venue
Workplace
Venue
Decoration
Workplace
Venue
Venue
Decoration
Workplace
-20
-25
-10
-15
-20
-40
-10
-30
-20
-15
-20
-5
-10
-20
-10
-10
-35
-10
-10
-25
-5
-10
-20
-35
-10
-10
-10
-5
-10
-5
-10
-20
-15
-10
-40
-5
-15
-30
-10
-20
-15
-30
-10
-30
-10
-5
-10
-15
BUILDING
Propaganda Ministry
Redistribution Center
Re-education Center
Rejuvenation Terminal
Rock Garden
Sanctuary
Secret Police HQ
Secret Police Kiosk
Sentinel Seminary
Sesshin Center
Sims Comedy Club
Sky Rise Apartment
Skyscraper
Sleep Tubes
Slum Apartments
Solar Block of Flats
Solar Condo Complex
Solar High Rise Apartment
Spirit Squadroom
Sports Stadium
State Amphitheater
State Cafeteria
State Housing Block
State Housing Project
State Prison
State Television
Stock Exchange
Stupa
Subway
Sushi Joint
Tech Monolith
Tenement
Think Tank
Tibetan Bell
Tourism Bureau
Tourist Information
Townhouse
Treasury Department
Tree House
TV Network
Underground Casino
Union Hall
Unionized Steel Factory
Vigilante Group
VIP Club
Water Park
Yurt
GALLERY
SMALL TOWN
PROFILE
Workplace
Venue
Venue
Venue
Decoration
Venue
Workplace
Workplace
Workplace
Venue
Venue
Home
Workplace
Home
Home
Home
Home
Home
Workplace
Venue
Venue
Venue
Home
Home
Venue
Decoration
Workplace
Decoration
Transit
Venue
Decoration
Home
Workplace
Decoration
Workplace
Workplace
Home
Workplace
Home
Workplace
Venue
Venue
Workplace
Workplace
Venue
Venue
Home
-35
-10
-30
-25
-10
-20
-35
-15
-30
-20
-5
-10
-30
-10
-5
-5
-5
-10
-10
-20
-30
-20
-10
-10
-30
-30
-25
-10
-20
-5
-10
-5
-20
-10
-10
-10
-3
-25
-10
-20
-25
-10
-20
-15
-20
-10
-5
GALLERY
HAUNTED TOWN
PROFILE
Venue
Venue
Venue
Workplace
Venue
Decoration
Home
35
10
45
45
25
40
25
BUILDING
Hedge Maze
Kerosene Distillery
Shack
Stone Church
Topiary Park
Woodland Park
BUILDING
CyberCorp Housing
CyberCorp Offices
D-Lux Sleep Tubes
High Rise Apartment
Sky Rise Apartment
Skyscraper
Sleep Tubes
Solar High Rise Apartment
GALLERY
HAUNTED TOWN
PROFILE
Home
Workplace
Home
Home
Home
Workplace
Home
Home
-5
-10
-5
-5
-5
-10
-5
-5
HAUNTED TOWN
PROFILE
Decoration
Workplace
Venue
Venue
Decoration
Decoration
20
10
30
10
10
10
NOTE
GALLERY
179
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Medals
NOTE
NOTE
Trophies
NOTE
Trophy Requirements
TROPHY
ALLIED PROFILE
POPULATION
Captain of Industry
Industrial
> 10,000
Fat Cat
Capitalist
> 17,500
Contemplative
> 1,250
Guru
AUTHORITY CREATIVITY
KNOWLEDGE
PRODUCTIVITY
> 475
> 750
> 275
180
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PROSPERITY SPIRITUALITY
Medal Requirements
MEDAL
BRONZE
SILVER
GOLD
85
200
500
Creativity
50
200
500
Happiness
Knowledge
50 [med_03.tif]
150
500
Population
1,500 Population
10,000 Population
30,000 Population
Productivity
85
200
500
Prosperity
150
400
800
Spirituality
50
150
250
Treasury
60,000
125,000
250,000
ANY VALUE
ANGRY/FURIOUS
ELATED/ECSTATIC
ECSTATIC
< 10
Authority
181
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
ALLIED PROFILE
POPULATION
KNOWLEDGE
PRODUCTIVITY
Normal
> 25,000
> 150
> 150
> 150
> 150
> 150
> 150
Authoritarian
> 20,000
> 400
Master of Ceremonies
Fun City
> 1,250
> 300
Mayor
Normal
> 1,250
Network Knight
Cyberpunk
> 15,000
> 100
> 200
> 350
Sheriff
Small Town
< 2,900
> 22
Romantic
> 7,500
> 200
> 250
Master Manipulator
AUTHORITY CREATIVITY
So what do you get when you finally win one of these shiny
honors? Every trophy comes with the right to build its corresponding monument building (found in the Decorations
gallery). These monuments are free to build and improve your
city in three ways:
Societal Value: Most monuments produce a large quantity of one or two
Societal Values.
Income: Every day at 9 a.m., monuments produce an infusion of income.
182
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PROSPERITY SPIRITUALITY
Guru monument,
+10 Spirituality, 150/day
ANGRY/FURIOUS
ELATED/ECSTATIC
ECSTATIC
< 25
< 20
< 20
< 10
> 60
> 400
> 25
> 86
< 10
Sheriff monument,
+5 Spirituality, 150/day
Mayor monument,
no Values, 400/day
ANY VALUE
183
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Unlockables
LOCKED BUILDING
Locked Buildings
REQUIREMENT 1
REQUIREMENT 2
REQUIREMENT 3
LOCKED BUILDING
Workplace
Venue
Venue
Venue
Venue
Creativity > 38
Knowledge > 53
Productivity > 60
Prosperity > 25
Creativity > 67
Sad < 8
Happy > 5
Band House
Barbecue Pit
BioMass Power Plant
Bobby Station
Burger Joint
Bus Stop
Caf
Campus Bookstore
Candy Store
Casino Hotel
Chamber of Deputies
Chess Table
Chicken Coop
Cineplex
City Bistro
Civil Defense Tower
Clown School
Coal-Hydrogen Plant
Conditioning Theater
Consulting Firm
Corporate Data Center
Home
Decoration
Power
Workplace
Venue
Transit
Venue
Venue
Venue
Workplace
Workplace
Decoration
Workplace
Venue
Venue
Workplace
Workplace
Power
Venue
Workplace
Workplace
Creativity > 52
Prosperity > 12
Knowledge > 20
Authority > 10
Prosperity > 19
Population > 300
Prosperity > 55
Knowledge > 45
Creativity > 59
Prosperity > 80
Authority > 130
Knowledge > 20
Spirituality > 31
Creativity > 75
Creativity > 21
Authority > 55
Creativity > 61
Knowledge > 80
Authority > 75
Prosperity > 130
Knowledge > 75
Creativity > 15
Prosperity > 20
184
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Corporate Hive
Corporate R&D Center
Counseling Center
Courthouse
Cube Apartment
Defense Lab
Dept. of Public Health
Detention Center
Diner
Dojo
Dorm
Double Decker Bus Tour
Dream Home
Driving Range
Dungeon
Farmers Market
Financial Building
Fire Analysis Center
Fireworks Shack
Fish Market
Flea Market
Focus Test Lab
Foundry
Frat House
Game Developer
Garage Band
Garbage Collection
Station
Gazebo
Grape Vineyard
Graveyard
Hall of Records
Harness Maker
Helicopter Tour
High Rise Apartment
Highway Volunteers Club
Historical Monument
Holotainment Center
Honey Farm
Hut
Indie Label
Ivory Tower
Kerosene Distillery
Liberal Arts College
Malt Shop
Market Research Center
Meat Packing Plant
Media Marketplace
Medical Group
Meditation Center
Meeting House
Midwife
Modern Sculpture
Motion Simulator
Motorcycle Shop
Musical Theater
Natural Gas Power Plant
Oil Refinery
Opera House
GALLERY
REQUIREMENT 1
Workplace
Workplace
Venue
Workplace
Home
Workplace
Venue
Venue
Venue
Venue
Home
Venue
Home
Venue
Venue
Venue
Workplace
Workplace
Workplace
Venue
Venue
Workplace
Workplace
Home
Workplace
Workplace
Workplace
Prosperity > 75
Knowledge > 75
Creativity > 17
Authority > 25
Authority > 40
Knowledge > 20
Authority > 25
Authority > 58
Prosperity > 20
Spirituality > 50
Knowledge > 17
Prosperity > 85
Creativity > 68
Prosperity > 90
Authority > 38
Spirituality > 35
Prosperity > 75
Authority > 50
Knowledge > 30
Spirituality > 17
Population > 100
Knowledge > 50
Productivity > 90
Prosperity > 25
Knowledge > 30
Creativity > 35
Knowledge > 27
Prosperity > 15
Knowledge > 10
Authority > 20
Prosperity > 30
Productivity > 20
Knowledge > 41
Prosperity > 21
REQUIREMENT 2
REQUIREMENT 3
Venue
Workplace
Decoration
Workplace
Workplace
Venue
Home
Workplace
Decoration
Venue
Workplace
Home
Workplace
Home
Workplace
Venue
Venue
Workplace
Workplace
Venue
Venue
Venue
Venue
Venue
Decoration
Venue
Venue
Venue
Power
Workplace
Venue
Spirituality > 36
Prosperity > 45
Creativity > 15
Authority > 80
Spirituality > 38
Creativity > 75
Prosperity > 140
Creativity > 42
Authority > 50
Knowledge > 180
Spirituality > 39
Spirituality > 37
Prosperity > 138
Creativity > 75
Spirituality > 65
Knowledge > 20
Creativity > 41
Prosperity > 125
Productivity > 20
Knowledge > 65
Knowledge > 55
Spirituality > 65
Authority > 8
Spirituality > 10
Knowledge > 12
Knowledge > 71
Prosperity > 100
Creativity > 80
Knowledge > 10
Prosperity > 83
Creativity > 90
Population > 80
Spirituality > 20
Population > 2,750
Knowledge > 20
Population > 2,250
Creativity > 15
Population > 180
Knowledge > 45
Population > 850
Prosperity > 75
Spirituality > 18
Creativity > 10
Creativity > 8
GALLERY
REQUIREMENT 1
REQUIREMENT 2
REQUIREMENT 3
Venue
Venue
Venue
Creativity > 17
Prosperity > 35
Home
Knowledge > 40
Venue Population > 2,000
Venue
Productivity > 40
Workplace Productivity > 35
Venue
Authority > 63
Workplace Productivity > 46
Workplace Prosperity > 135
Workplace
Creativity > 5
Power
Population > 1,000
Venue
Prosperity > 77
Decoration Authority > 30
Workplace Spirituality > 31
Venue
Spirituality > 18
Home
Productivity > 20
Venue
Prosperity > 150
Decoration Spirituality > 30
Decoration Creativity > 70
Prosperity > 15
Knowledge > 95
Prosperity > 15
Prosperity > 15
Prosperity > 12
Decoration
Decoration
Decoration
Creativity > 70
Creativity > 70
Creativity > 70
Workplace
Home
Venue
Home
Power
Workplace
Home
Home
Venue
Workplace
Prosperity > 95
Creativity > 20
Creativity > 55
Prosperity > 55
Knowledge > 10
Authority > 55
Creativity > 56
Prosperity > 25
Knowledge > 30
Knowledge > 40
Prosperity > 22
Prosperity > 20
Hidden Buildings
Hidden buildings work just
like locked buildings, but you
cant view anything about
them beyond their names
and unlock conditions until
you meet their requirements.
Hidden buildings are hidden, but you can learn all
you need to know about them in the Buildings
chapter of this guide.
HIDDEN BUILDING
Administration Building
Alien Artifact Lab
Art Expo Center
Astrophysics Lab
Asylum
Atomic Test Site
Bath House
Bazaar
Behavior Control Facility
Board of Directors
Bowling Alley
Bridal Shop
Campus Radio Station
Carbon Exchange
Carnival Games
Cathedral
Chalet
Chocolate Bunny
Chocolate Factory
City Recycling HQ
Clubhouse
Colossal Foundry
Concourse Hotel
Corporate Cops
Corporate One
Corporate Retreat
Corrupt Police Station
Cotton Candy Stand
County Jail
Crime Forecast AI
Cryogenic Prison
CyberCorp Housing
CyberCorp Offices
Department Store
District Courthouse
District Fire Station
D-Lux Sleep Tubes
Doctors Office
Dosage Facility
Drive In
Drone Factory
Drone Nexus
GALLERY
REQUIREMENT 1
REQUIREMENT 2
REQUIREMENT 3
Workplace
Workplace
Venue
Workplace
Venue
Workplace
Venue
Venue
Workplace
Workplace
Venue
Venue
Workplace
Power
Venue
Venue
Home
Decoration
Workplace
Workplace
Venue
Workplace
Workplace
Workplace
Workplace
Venue
Workplace
Venue
Venue
Workplace
Venue
Home
Workplace
Venue
Workplace
Workplace
Home
Venue
Venue
Venue
Workplace
Workplace
Knowledge > 43
Knowledge > 107
Prosperity > 75
Knowledge > 35
Authority > 59
Productivity > 130
Spirituality > 73
Creativity > 225
Authority > 63
Prosperity > 260
Population > 1,250
Prosperity > 127
Creativity > 75
Knowledge > 150
Creativity > 75
Spirituality > 70
Prosperity > 105
Creativity > 120
Population > 180
Knowledge > 50
Creativity > 80
Productivity > 300
Prosperity > 145
Prosperity > 150
Prosperity > 125
Prosperity > 370
Productivity > 100
Creativity > 83
Authority > 200
Knowledge > 110
Authority > 65
Prosperity > 225
Prosperity > 225
Productivity > 20
Authority > 110
Productivity > 145
Authority > 60
Prosperity > 131
Authority > 320
Creativity > 45
Authority > 150
Authority > 225
Creativity > 40
Sad < 5
Knowledge > 15
Happy > 15
Happy > 15
LOCKED BUILDING
Personal Training Gym
Pet Shop
Philanthropic
Organization
Pied Piper Pest Control
Pizza Shop
Power Substation
PR Firm
Propaganda Ministry
Pub
Public Radio Station
Record Shop
Recycling Center
Re-education Center
Rejuvenation Terminal
Rice Paddy
Sanctuary
Seamstress
Secret Police HQ
Sentinel Seminary
Sims Comedy Club
Solar Block of Flats
Solar Condo Complex
Solar High Rise
Apartment
Solar Triple Decker
Soup Kitchen
Speakeasy
Spring Water Plant
State Cafeteria
Steel Mill
Stock Exchange
Sugar Cane Field
Super Coal Plant
Sushi Joint
Tech Monolith
Televangelist Studio
Temple
Tenement
Tennis Club
Tibetan Bell
Topiary Bush
Bunny Rabbit
Topiary BushHand
Topiary BushPillar
Topiary Bush
Teddy Bear
Tourist Information
Townhouse
Toy Store
Tract Mansion
Trash Incinerator
Treasury Department
Tree House
Tudor
Video Arcade
Water Treatment Plant
185
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HIDDEN BUILDING
Electric Pet Shop
Elite Cadet Academy
Epic Tower
Evangelical Center
Evangelical Megaplex
Fairytale Palace
Faith Healer
Farming Co-op
Federal Bank
Ferris Wheel
Fire Brigade
Firing Range
Fishing Hole
Four Star Restaurant
Gathering Hall
Genetics Lab
Gingerbread House
Golden Buddha
Haunted House
Hit Movie Studio
Homestead
Hot Air Balloon Ride
Inquisition Office
International Exchange
Karaoke Bar
Law Offices
Loan Shark
Laser Fountain
Liquor Store
Machine Shop
Loft
Longhall
Luxury Auto Dealer
Major Trauma Center
Mechanized Farm
Mega-Church
Mega Mall
Memorial Plaza
Metal Club
Ministry of Thought
Movie Studio
Multinational HQ
Museum of Party History
Neighborhood Watch
Nightclub
Nuclear Power Plant
Off-Broadway Playhouse
Off-Track Betting
Open Air Venue
Orchard
Ornate Pagoda
Palace of Justice
Panopticon
Pirate Coast Club
GALLERY
REQUIREMENT 1
Venue
Knowledge > 50
Workplace Population > 3,500
Workplace Prosperity > 400
Workplace Spirituality > 17
Workplace Spirituality > 35
Home
Creativity > 300
Venue
Spirituality > 125
Workplace Spirituality > 15
Workplace Prosperity > 200
Venue
Creativity > 75
Workplace Spirituality > 10
Venue
Prosperity > 225
Venue
Spirituality > 18
Venue
Prosperity > 225
Venue
Spirituality > 61
Workplace Knowledge > 105
Home
Creativity > 130
Decoration Spirituality > 150
Home
Creativity > 35
Workplace Prosperity > 200
Home
Spirituality > 40
Venue
Creativity > 145
Workplace
Authority > 17
Workplace Prosperity > 240
Venue
Knowledge > 55
Workplace Prosperity > 12
Workplace Prosperity > 140
Decoration Knowledge > 25
Venue
Productivity > 45
Workplace Productivity > 105
Home
Prosperity > 61
Venue
Spirituality > 110
Venue
Prosperity > 310
Venue
Prosperity > 220
Workplace Productivity > 35
Venue
Spirituality > 75
Venue
Prosperity > 230
Venue
Authority > 85
Venue
Creativity > 130
Workplace Authority > 275
Workplace Prosperity > 138
Workplace Prosperity > 270
Venue
Authority > 145
Workplace
Authority > 40
Venue
Productivity > 40
Power
Knowledge > 40
Venue
Creativity > 90
Venue
Productivity > 35
Venue
Creativity > 250
Workplace Prosperity > 30
Decoration Spirituality > 100
Workplace Authority > 230
Venue
Authority > 150
Venue
Creativity > 160
REQUIREMENT 2
REQUIREMENT 3
Authority > 50
Authority > 200
Knowledge > 40
Prosperity > 25
Prosperity > 95
Population > 300
Elated > 15
Knowledge > 10
Population > 4,000
Population > 800
Population < 850
Population > 3,500
Creativity > 25
Population > 3,000
Ecstatic > 25
Prosperity > 50
Happy > 20
Knowledge > 40
186
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HIDDEN BUILDING
Plastic Surgeon
Power Collection Hub
Presidential Library
Quilting Circle
Racetrack
Recording Studio
Regional Garbage Depot
Rehab Center
Religious Bookstore
Religious Retreat
Reliquary
Research Clinic
Ristorante
School Room
Scooter Shop
Secret Police Kiosk
Sesshin Center
Shack
Sheriffs Office
Sim Art Academy
Sky Rise Apartment
Skyscraper
Smoke Shop
Solar Farm
Solar Worker Barracks
Spirit Squadroom
Sports Stadium
State Amphitheater
State Housing Project
State Prison
State Television
Sweatshop
Stupa
Subway
Teaching Hospital
Think Tank
Topiary Park
Tourism Bureau
TV Network
TV Station
Underground Casino
Union Hall
Unionized Steel Factory
Victorian Home
Vigilante Group
VIP Club
Water Park
Welfare Center
Windmill
Wishing Well
Worker Barracks
Yurt
Zoo
GALLERY
REQUIREMENT 1
REQUIREMENT 2
REQUIREMENT 3
Venue
Power
Venue
Workplace
Venue
Workplace
Workplace
Venue
Venue
Venue
Decoration
Venue
Venue
Venue
Venue
Workplace
Venue
Venue
Workplace
Venue
Home
Workplace
Venue
Power
Home
Workplace
Venue
Venue
Home
Venue
Decoration
Workplace
Decoration
Transit
Venue
Workplace
Decoration
Workplace
Workplace
Workplace
Venue
Venue
Workplace
Home
Workplace
Venue
Venue
Venue
Workplace
Decoration
Home
Home
Venue
Creativity > 17
Knowledge > 40
Happy > 10
Population > 5,750
Population > 7,000
Sad < 20
Population > 2,350
Population > 2,600
Population > 4,000
Prosperity > 20
Prosperity > 75
Population > 6,600
Population > 6,600
Population > 2,770
Population > 2,100
Population > 2,025
Population > 6,150
Population > 2,970
Population > 3,300
Prosperity > 23
Population > 225
Population > 2,200
Population > 100
Population > 180
Population > 2,025
Creativity > 45
Happy > 20
Happy > 20
Sad < 50
187
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
NOTE
NOTE
ICON
MEANING
Building Actions
When displayed with a number, it indicates that the building consumes (red
number) or produces (green number) Authority. When displayed without a number,
it indicates that the city lacks the buildings required supply of Authority.
None
Pollution
Category Effect
Closed Venues
Closed Venues
When displayed with a number, it indicates that the building consumes (red
number) or produces (green number) Creativity. When displayed without a number,
it indicates that the city lacks the buildings required supply of Creativity.
Crime
Crime
Problems
None
188
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ICON
Venue is full, and no more Sims can visit until someone leaves.
Closed Venues
When displayed with a number, it indicates that the building consumes (red
number) or produces (green number) Knowledge. When displayed without a
number, it indicates that the city lacks the buildings required supply of Knowledge.
None
Healthcare
None
None
When displayed with a number, it indicates the amount of Power the building
produces (green number) or consumes (red number). When displayed without
a number, it indicates that the building lacks sufficient Power and has shut down.
Power / Problems
When displayed with a number, it indicates that the building consumes (red
number) or produces (green number) Productivity. When displayed without a
number, it indicates that the city lacks the buildings required supply of Productivity.
Productivity / Problems
When displayed with a number, it indicates that the building consumes (red
number) or produces (green number) Prosperity. When displayed without a
number, it indicates that the city lacks the buildings required supply of Prosperity.
Prosperity / Problems
None
Problems
Building Happiness
Pollution
None
When displayed with a number, it indicates that the building consumes (red
number) or produces (green number) Spirituality. When displayed without a
number, it indicates that the city lacks the buildings required supply of Spirituality.
Spirituality / Problems
MEANING
189
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ICON
MEANING
Special Sims
None
Special Sims
Special Sims
Sim is a child.
Special Sims
Crime
Crime
Special Sims
Healthcare
Sim is drunk.
None
None
Special Sims
None
Special Sims
Special Sims
Healthcare
Sim is injured.
Healthcare
Special Sims
Special Sims
Special Sims
Special Sims
190
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Special Sims
Special Sims
Special Sims
None
Problems
None
Special Sims
Special Sims
Sim is sick.
Healthcare
Sim is angry.
Sim Happiness
Sim is content.
Sim Happiness
Sim is ecstatic.
Sim Happiness
Sim is elated.
Sim Happiness
Sim is furious.
Sim Happiness
Sim is happy.
Sim Happiness
Sim is sad.
Sim Happiness
Sim has had an interaction with a Special Sim that resulted in an increase in Happiness.
None
Sim has had an interaction with a Special Sim that resulted in a decrease in Happiness.
None
Special Sims
Special Sims
MEANING
191
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