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PRIMA Ofcial Game Guide

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

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of Random House, Inc., registered in the United
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registered trademark of Random House, Inc., registered in the
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No part of this book may be reproduced or transmitted in any
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retrieval system without written permission from Electronic
Arts Inc.
2007 Electronic Arts Inc. EA, the EA logo and SimCity are
trademarks or registered trademarks of Electronic Arts Inc. in
the U.S. and/or other countries. All Rights Reserved. All other
trademarks are the property of their respective owners.
Product Manager: Todd Manning
Editor: Alaina Yee
Design & Layout: Cathi Marsh
Manufacturing: Stephanie Sanchez

whether a product has been rated by the ESRB, please visit


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Important:
Prima Games has made every effort to determine that the
information contained in this book is accurate. However, the
publisher makes no warranty, either expressed or implied, as to
the accuracy, effectiveness, or completeness of the material in
this book; nor does the publisher assume liability for damages,
either incidental or consequential, that may result from using
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additional information or support regarding gameplay,
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Such questions should be directed to the support numbers
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ISBN: 978-07615-5832-3
Library of Congress Catalog Card Number: 2007936218

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About the Author

Acknowledgments

Greg Kramer is a freelance writer residing in Washington DC.


Since entering the game industry in 1993, Greg has written
over forty strategy guides including The Sims 2, Championship
Manager 3, Command & Conquer Renegade, Icewind Dale 2,
SimCity 4, Sid Meiers Pirates!, The Movies, Ace Combat 4:
Shattered Skies, The Sims Bustin Out, Unreal Tournament 2:
The Liandri Conflict, Rayman 3: Hoodlum Havoc, The Suffering,
and American McGees Alice.
I.n prior lives, Greg was a foreign service spouse (with
tours in Tel Aviv, Israel, and Calgary, Canada), a real estate
attorney, an unhappy law student at the University of Maryland,
an English/College Basketball major at Duke University, and the
only Jewish student at a Catholic military high school.
We want to hear from you! E-mail comments and feedback
to gkramer@primagames.com.

This guide is the work of several people. Thanks to my team at


Prima (Alaina, Mario, Cathi, and Deanna) who take my fevered
cave-wall scratchings and turn them into something readable.
Thanks too to Dan Alioto, Rachel Bernstein, and Claudia Kuehl
at Electronic Arts and Mat Williams and Dani McDowell at
Tilted Mill. Most of all, thanks to Jeff Fiske for whom no request
was too onerous or minute and who took the time to walk me
through the intricacies of this creation.

2
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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

3
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Chapter 1: Welcome to the New SimCity

Chapter 1: Welcome to the New SimCity

reetings, fellow mayors! If youre a veteran of


SimCity, long time no see. If youre new around
here, welcome. Either way, we all have a fresh and invigorating
journey ahead of us.
This guide will unpack and expose the inner workings
of this new incarnation of SimCity, helping you to see the interlocking relationships and forces that must be tamed
and mastered.
This chapter introduces you to some of the prominent
differences between SimCity Societies and previous SimCity
games and walks you through the strategic considerations
of the city creation process. After that, our guide goes something like this:
Chapter 2: Societal Values. Cities dont run just on electricity and money; in SimCity Societies, they run mainly on
six resources called Societal Values. This chapter explores
these mysterious forces and how to use them to your
advantage.
Chapter 3: Sims and Happiness. Sims really only care about
one thing: Happiness. Learn where it comes from and what it
does. Well also explore the ebb and flow of daily life and how
it impacts your citys success.
Chapter 4: Buildings. Buildings are what its all about. They
provide the places your Sims work, play, and live. Below the
surface, they shape the very character and look of your city in
the most subtle ways. Learn all about how buildings work and
the details of all 500-plus structures.
Chapter 5: Special Sims. Special Sims can affect your city
like miniature, walking buildings. They arent part of your
normal operation, but they are part of your city, so this
chapter explains how theyre produced, controlled, and
exploited and details each and every one.
Chapter 6: City Management. The intricacies of budgeting,
pollution, crime, and other municipal considerations are
explained in this chapter.
Chapter 7: Disasters and Other Events. This chapter looks
at what events, both good and bad, can befall your city,
explaining the causes and effects of each, and discussing how
they can be prevented, fixed, and even caused.
Chapter 8: City Proles. This chapter explains why, for
example, a city heavy on Authority-driven buildings looks so
different from one loaded up with Creativity-based structures.
Well delve into the ten city profiles (nine youll see and one
hidden) and how you can bring each one into being.

4
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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.

Getting Your Bearings


Still, its true that SimCity Societies is a big and, sometimes,
disorienting departure from the conventions of this nearly
two-decades-old franchise. Thats actually good news for the
newbies, since you have as much experience with this game
as someone whos been playing SimCity since the late 80s.
For us grizzled old veterans, the task is the same but
tougher. Not only must we learn an entirely new game, we
must unlearn many of the habits, strategies, assumptions, and
expectations that have served us so well for so long. In most
instances, your franchise baggage wont have any effect on
your success in SimCity Societies, but there will be moments
when doing things the old way will noticeably hamper your
citys development. Rest assured that whenever these arise,
well call your attention to them and illuminate how to see
things in a new light.

SimCity Societies
cities look similar to
traditional SimCity
cities, but there are
many changes under
the hood.

If this has piqued your interest, heres a sampling of some


of the big changes in the SimCity model:

Never played SimCity before? You can go


ahead and skip this part.

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.

Your road layout is simple, but


its still very important to avoid
traffic snarls.
The transportation network
in SimCity has always been, in the minds of many seasoned
players, the crux of the game. Skillful planning and expansion
of the network was the difference between a thriving megalopolis and a bankrupt ghost town.
In SimCity Societies, the road network is still very important, but far less complex. There are only two kinds of roads
(country and city), and the public transport options are few and
simple to build. This is because, unlike in previous games, Sims
in SimCity Societies will take a job pretty much anywhere, but
the farther away a job is, the less free time a Sim will have to
build up Happiness. Thus, the challenge is to make sure there
are enough roads and bus and subway stations to allow Sims
ample time to stay happy. In other words, it doesnt matter how
clogged your roads are as long as everyones happy. When
traffic or travel distance begins to impact happiness, thats
when action is called for.

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.

Chapter 1: Welcome to the New SimCity

NOTE

Roads

5
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Chapter 1: Welcome to the New SimCity

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.

In SimCity Societies, providing your Sims with power is


a matter of balancing the citys supply with the demands of its
buildings. Plants dont age or decay, but your city will likely
outgrow them as time wears on.

Budgeting

City Layout

Budgeting in SimCity Societies requires less micromanagement


because your city has no periodic expenses. When you buy a
road or building, you pay for it and thats the end. No monthly
fees for maintenance and upkeep.
As such, managing the city budget is a game of weighing
a new buildings potential income against the cost to either
support it (with jobs or sources of Societal Values) or to offset
any of its undesirable effects.

NOTE

What effects are undesirable depends on the


kind of city you want to build. If youre trying
to build an industrial powerhouse, offsetting or
minimizing pollution is less of a concern than
in an idyllic, contemplative city. See the City
Profiles chapter to learn more.
A well-run city, therefore, is one that can always afford to
buy new buildings and spend cash on the occasional special
building effect.

NOTE

For more on building effects, see the


Buildings chapter.

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.

6
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The most profound departure represented by SimCity


Societies is actually a shift from the model of most city games.
In previous SimCity games, the location of buildings relative
to other buildings was one of the paramount considerations.
From the get-go, you
can put Workplaces
very close to residential neighborhoods.

While this is important in SimCity Societies, there isnt any


preferred layout suggested by the games structure. Though
initially confusing, this freedom makes good on the games
promise to let you build the city you want to build, even with
all the challenges of Normal playmode.
For example, figuring out where to put Industrial zones (or
in SimCity Societies thinking, Workplaces) used to require
a subtle balancing act between proximity and pollution. With
little demand for Commercial zones in a young city, the only
way to provide jobs was to zone Industrial. These zones had
to be close enough to Homes to keep Sims from balking at the
commute, but distant enough to keep their localized pollution
effects from affecting Homes. Until Commercial demand developed and clean Industrial began sprouting, this balance was
the core of the game.
Workplaces like this
one, with its local
effect on Happiness,
should be located
away from Homes
and Venues. Unless,
of course, you want
to keep Happiness
down. Try it and
you may see things
change all over town.

In SimCity Societies, however, only some Workplaces


are polluting, meaning you can have jobs and clean air from
day one. Whats more, buildings dont, strictly speaking, emit
pollution in a way that affects their neighbors (see the Pollution section).
Keep this change in mind as you build your first cities, and
resist the instinct to place your Workplaces at a distance from
your Sims Homes unless they specifically feature a property
that affects nearby buildings.

Pollution

Before you start your first city, do the built-in


tutorial at least once. You can even continue
to play the tutorial city like normal once the
tutorial is done.
Once youve created your profile, the first step in city
building is selecting its basic options and landscape.
Any medals and trophies
youve earned are shown
in your profile screen.
For more information on
these achievements, see
the Achievements and
Unlocks chapter.

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.

To begin a city, you must choose:

Undo: Unlike in previous games, many actions in SimCity


Societies can be reversed with the new Undo button.

Difficulty

Founding Your First City


The birth of a city presents you with several choices. The
repercussions of these choices arent always obvious at this
point, so its helpful to understand what youre really selecting.

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

Many details about the games interface and


basic gameplay can be found in the manual
that came with your game. We try to avoid
repeating information given there unless
clarity or emphasis demands it.

Changing the region alters several of your citys basic


landscape features.

Chapter 1: Welcome to the New SimCity

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

7
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Chapter 1: Welcome to the New SimCity

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

WATER VEGETATION ELEVATION VARIATION ALTITUDE RANGE SMOOTHING TERRAIN TEXTURE

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%

Region selection also affects the citys weather patterns and


ambient sounds, light, etc.
You can fiddle with
each regions default
settings by checking
the Advanced
Settings box. This
exposes the sliders
for each of the region
variables; a new map
will be generated
each time a slider
is moved.

If you dont like a map, press


the Generate a Random Map
button to produce a new one
based on the same settings.

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.

Difficulty Level Effects

NOTE

If you really want to make your citys terrain


your own, you can upload your own custom
height maps instead of those installed with
the game. Instructions on this advanced
procedure are in the manual that came with
your game.

8
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DIFFICULTY
Relaxed
Normal
Challenging

HAPPINESS FROM HOME

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

Difficulty level does not affect the amount


of money you begin with. All cities at all
difficulties begin with 50,000.

FREQUENCY

CRISIS GLOBAL EVENT

Low
Normal
High
None

2%
4%
8%
0/2%

2%
2%
2%
0/2%

NOTE

Settings for None reflect the difference


between carbon-triggered events/global
crises and all others, with the second number
representing the carbon-based events. For
more information, see the Disasters and
Other Events chapter.

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!

With event frequency


set high, things like
this will happen a lot
more often.

NOTE

Details of the three playmodes are explained


in in-game help and in the manual that came
with your game.
You can select from:
Normal: Money is limited, and locked and hidden buildings
must be earned to be available.
Unlimited Simoleons: This is the same as Normal playmode
except that your treasury is bottomless.
Freeplay: All buildings are unlocked, you have unlimited
money, and power and Societal Value requirements are lifted.

NOTE

NOTE

Trophies and the special monument buildings


they reveal can only be earned in Normal
playmode. You can, however, use any earned
monuments in your Freeplay and Unlimited
Simoleons cities.

Disasters are initiated only by you, so this


setting has no effect on them.

Chapter 1: Welcome to the New SimCity

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.

Event Frequency Effects

9
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Chapter 2: Societal Values

ll cities in SimCity Societies are fueled by some


combination of six Societal Values. These
resources are produced by buildings in your cities, and
every building requires some amount of one or two of these
resources to function.
This chapter introduces you to these critical Values and
how they affect every city.

Congratulations; youve just imagined life as a Sim in


SimCity Societies.

NOTE

Though electrical power makes a good


metaphor for the workings of Societal Values,
its important to understand that buildings
need both at least one Societal Value and
traditional power to function. Every building
has, in addition to its particular Societal Value
requirements, a set Power requirement, and
your city must have enough Power capacity to
satisfy every building.

What Are Societal Values?


An Analogy

Chapter 2: Societal Values

Once youve had some experience building cities, Societal


Values will make perfect sense. Until then, however, they can
be a bit elusive; you think you get them and then realize that
youve had it all wrong. Analogy to the rescue!
SimCity Societies
buildings run on oldfashioned electricity,
yes, but also on
something a bit more
mysterious.
Imagine for a
moment that the
place where you
live is powered by something other than electricity. Your abode
would require a certain amount of this something and the city
would be obligated to provide you with your requirements,
along with those of all your fellow citizens.
Now imagine that this something is generated not by a
power plant or wind farm, but by other buildings in your city:
parks, office buildings, or movie theaters. Finally, imagine that
there are several different sources of energy and that your
house runs on one kind while your neighbors runs on another.
Your office requires yet another kind, but it also produces the
kind your neighbors house and other buildings use as fuel.
Finally, imagine that your city suddenly didnt have enough
of this something to keep your house working. Youd be
unhappy. In fact, living in a nonfunctioning shell that couldnt
do anything would make you downright unhappy. What would
you do? You could make your unhappiness known so the city
would build more buildings that supplied your needed something. Failing that, you could move out of town to another city
that could meet your needs, leaving your city with a vacant
building and unfilled jobs.

10
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In brief: Societal Values are building-generated sources of


symbolic fuel that other buildings need to function. Since buildings both consume and produce these Values, every one you
place alters their proportions. It is, as youll see, this balance
that shapes your citys overall character.

The Six Societal Values


SimCity Societies cities run on six Societal Values:
Authority

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

The Legendary Bard


Medium Fountain
Modern Sculpture
Rose Garden
Village Green
Chocolate Bunny
Garden
Monkey Bars
Public Sculpture
Wishing Well
Dorm
Merry-Go-Round
Swingset
Tetherball Court
Topiary BushBunny Rabbit
Topiary BushHand
Topiary BushPillar

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

Ice Cream Shoppe


Malt Shop
Metal Club
Movie Theater
Record Shop
Recording Studio
Sims Comedy Club
Smoke Shop
Software Studio
Spirit Squadroom
Toy Store
Tulip Nursery
Animal Rescue Office
City Bistro
Creepy Barn
Pet Shop
Pied Piper Pest Control
Tree House
Art Expo Center
Art Gallery
Balloon Cart
Band House
Carnival Games
Clubhouse
Cotton Candy Stand
Dream Home
Gingerbread House
Ivory Tower
Pub
Sugar Cane Field
Cottage

-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

Chapter 2: Societal Values

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

Creativity Producers continued

11
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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

Chapter 2: Societal Values

BUILDING

VALUE AMOUNT

Fire Analysis Center


Holotainment Center
Defense Lab
District Fire Station
Alien Artifact Lab
Think Tank
Aquarium
Atomic Test Site
Crime Forecast AI
Teaching Hospital
Board of Directors
Multinational HQ
Corporate R&D Center
Focus Test Lab
Major Trauma Center
Mechanized Farm
Medical Group
Behavior Control Facility
Behavioral Science Lab
City Recycling HQ
D-Lux Sleep Tubes
Karaoke Bar
Regional Garbage Depot
Sky Rise Apartment

-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

Water Treatment Plant


Administration Building
Market Research Center
Motion Simulator
Newspaper
Research Clinic
Clinic
Dosage Facility
Hospital
Recycling Center
Farming Co-op
Frat House
Garbage Collection Station
Video Arcade
Cryogenic Prison
Dept. of Public Health
Dorm
Game Developer
Media Marketplace
Software Studio
Solar Condo Complex
Condo Complex
Sleep Tubes

-6
-5
-5
-5
-5
-5
-4
-4
-4
-4
-3
-3
-3
-3
-2
-2
-2
-2
-2
-2
-2
-1
-1

12
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

BUILDING

VALUE AMOUNT

Solar Worker Barracks


Worker Barracks
Captain of Industry
Racetrack
Department Store
Urban Playground
Baseball Field
Union Hall
Vocational School
Dive Bar
Liquor Store
Open Plaza
Vigilante Group
Army Surplus Store
Bowling Alley
Butcher Shop
Flea Market
Nightclub

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 Consumers continued

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

Chapter 2: Societal Values

Prosperity

13
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The Impact of
Societal Values

Spirituality Producers continued

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

Its critical to understand what Societal Values do and what they


do not do.

What Values Do
Societal Values:
Provide a source of fuel that allows placed buildings
based upon them to operate.

Spirituality Consumers

Chapter 2: Societal Values

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

Emanate from placed buildings that generated them.


Qualify you for awards and medals.
Make unlocked or hidden buildings available in the
building galleries.

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

Buildings must have their required Values


before theyll operate, but not before you
place them. You can buy a building and put
in your city, and if it needs more of a Value
than youre currently producing, it just
wont work until it has the supply it needs.

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.

14
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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.

Medals are awarded for producing defined amounts of


Societal Values. Each Value can earn three medals: bronze,
silver, and gold.
While they dont affect your game beyond pure bragging
rights, medals track how many times youve reached particularly notable milestones in each Value.

For the precise quantities needed for medals


in each Societal Value, see the Achievements
and Unlocks chapter.

Trophies
Trophies are more
profound honors,
rewarding you for
creating certain
combinations of
Values, population,
Happiness, etc.

NOTE

Trophies are distinguished from all other


rewards because they reward the consumption
of Societal Values. All other rewards (unlocks
and medals) are based in part on the
production of Societal Values.

Trophies are won by achieving certain combinations of Societal


Value levels and other city attributes. Winning each trophy
unlocks a powerful decorative monument that, once won, can
be placed in any city built with the same player profile.

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

The Mayor trophy requires reaching thresholds


in any Value. For the Sheriff trophy, youll
need to have a fixed amount of Spirituality
and any one other Value. The Jack of All
Trades trophy requires certain quantities
in all Values.

NOTE

SHERIFF THE LEGENDARY BARD

What Values Dont Do


Here are a few things you might think Societal Values do, but
they dont. They do not (directly):
Affect your Sims Happiness.
Contribute to your citys transformation into one of the
Society Profiles (see the Society Profiles chapter).
Prevent placement of buildings.

For the exact Societal Value requirements to


win each trophy, see the Achievements and
Unlocks chapter.

Chapter 2: Societal Values

Values and the Trophies that Require Them

15
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Values and Sims

Why does a city with


lots of Creativity
buildings turn into
a kid-heaven Fun
City? It actually has
nothing to do with
Creativity.

Societal Values do not affect Sims directly. The amount or lack


of them affects only buildings. These buildings, in turn, do
impact your Sims in various powerful ways (such as affecting
Happiness).

NOTE

Chapter 2: Societal Values

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.

16
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Its absolutely critical to distinguish three


confusingly similar concepts. Its difficult
because all three use similar names:
Society Profiles: These are the archetypes your city
will grow to resemble once it has enough points
toward that Profile.
Trophies: Trophies that have the same name as a
corresponding Profile tend to be awarded to cities
that have grown to resemble that Profile. The factors
that cause the transformation and the requirements
for the trophies are, however, different.
Societies: Societies are filters you can apply to
lists of buildings in your galleries. These are based
on the same properties that govern a citys transformation into one of the Profiles, but using them wont
guarantee the transformation.
Confused? When youre ready, take a look at the
Society Profiles chapter to learn more.
What does trigger this change is something you cant see
(except, of course in the Buildings chapter of this guide).
Every building contains hidden Society Profile factors that add
or subtract from one or more of the 10 Society Profiles. If
you gain enough points in one of the Society Profiles, your
city begins to change, assuming the look and feel of the
Society Profile.

NOTE

Yes, there are 10 Society Profiles. All of


them, including the hidden Society Profile, are
detailed in the Society Profiles chapter.
Since the Values have clear connections to each Society
Profile, its easy to assume that its the Values themselves that
are causing your city to change. The truth is the reverse. Buildings that contribute to or rely on a Societys core Value or
Values tend to be assigned more points toward that Society.
Thus, because (among many other reasons) a Clown School

produces so much Creativity and Creativity is the core Value for


Fun Society, it has been assigned a large Fun City Profile score.
Why is this distinction important if the result is usually the
same? Because the result often isnt the same. As youll see
by playing the game, just having a large pool of the right kind
of Value wont make your city look like a related Society Profile.
Thats because buildings usually have multiple Society Profile
scores, some positive and some negative. If, for example, our
Creativity-rich city also has lots of buildings that feed Authority
(most of which also have large negative Fun Society Profile
scores), theyll counteract the Fun Society points of other
buildings. Thus, a transformation you expect
to occur never happens.
It can be said, imperfectly, that each Society Profile also
has an opposing Value that tends to counteract the Profiles
points (for example, the Fun vs. Authority tension just
discussed). Not all Society Profiles have a perfect opposing
Value, but youd usually be correct (if not entirely successful)
following this rule of thumb.

Society Values and You


So, youve got that buildings supply and/or consume Societal
Values. The next thing to understand is how to manage these
forces in the game. Your game manual explains the basics of
these features, but well take a moment to go over the less
obvious factors.

Values and the Citywide


Value Pool
You know how real-world cities sometimes have a reservoir
to store water? When water demand is high, the water level
in these pool drops. When demand is low, the reservoir fills.
Values work kind of the same way.
For each Value, your city has a pool. The size of the pool
equals the amount of that Value your buildings are supplying.
The greater the supply, the larger the pool.

Society Profiles and Their Core and Opposing Values


CORE SOCIETAL VALUE

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

The Values/Profiles connections in the table


above, while illustrative, arent exactly ironclad.
If you really want to know what buildings are
best used to transform your city into one of
the Society Profiles, dont rely on Societal
Values or even the Society filters. The only
way to really take command of this process
is to consult the tables in the Buildings and
Society Profiles chapters.

NOTE

Many building unlocks and achievements are


triggered by the amount of a Value your city
produces. Trophies, on the other hand, reward
the amount your city consumes.
The lower (white) number under
each Value icon is your citys
current total production/supply
of each Value.
Conversely, your city also has a total number representing
the amount of each Value it currently requires. As long as this
amount is lower than the supply number, everythings aces. If,
however, its higher, then youd better read the Values Deficits
and Shutdowns section later in this chapter.

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.

Chapter 2: Societal Values

SOCIETY PROFILE

17
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The icons on each buildings image in the


gallery show its Value consumption and
production. Point to a building to see how these
will affect your citys current numbers.

NOTE

Value surpluses dont carry over to create


some kind of Value slush fund. To return
to our metaphor, imagine if real-world
reservoirs just overflowed when full. Theyd
keep the amount they were built to hold, but
everything extra is wasted, not pumped back
into the system. Still, in SimCity Societies,
wasted quantities of a Value arent a bad
thing, but they could indicate youve wasted
money on buildings that youre not really
using to their full Value.

Building Galleries and


the Value Pool

You can sort galleries by their Value


production or consumption with the
green plus and red minus buttons
along the top of the gallery window.
If you want to see buildings that impact only one Value,
open a gallery and left-click on the Values filter icon. Likewise,
you can see buildings in all four galleries (Power buildings dont
supply or consume Values) at once by clicking on the Value
filter when the gallery is closed.

Chapter 2: Societal Values

When you point to a building in the gallery, its effects on both


supply and demand are immediately shown in the number
below the Value filter icons. You can see what effect a building
will have before you actually plop it down in your city.

Clicking on the Value filter icon limits the number of buildings


in the gallery to those that affect the selected Value.

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.

Values and the Building Gallery


Each building in the gallery shows its Societal Value requirement (red icon) or contribution (green icon). In other words,
the number next to the red icon indicates how much of the
corresponding Value will be deducted from the citys pool
when you place the building. Likewise, the number next to the
green icon tells how much of the pictured Value will be added
to the pool.

18
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If, on the other hand, you want to hide all


buildings of a particular Value from the gallery,
right-click on it. All other selected Values
remain on. Right-click again to restore buildings with the hidden Value. You can also do
this when you have multiple galleries open
(that is, if you want to see only Homes and
Workplaces, right-click on Decorations
and Venues to filter them out).

Values and Placed Buildings


Once a building is placed in your city, you can view its Value
effects in two ways.

Values Decits and


Shutdowns

You can open the buildings building card to view its Value production
and/or consumption.

To see the Value production/consumption


amounts for several buildings at once,
activate the special map display buttons
and activate the button for the Value or
Values you want to see.

CAUTION

The special map display icons for each of


the Values are nearly identical to the this
building lacks this Value icon shown when
the Problems display is activated. The only
difference is that the Show Problems icon
wont , unlike the Value display icon, have
a number beside it.

Buildings that have


lost their Value
supply or created
a deficit when they
were placed will
show the Values icon
(without a number
next to it) when the
Problems display is
activated.

Buildings that produce large quantities of a Value wont


deactivate.
Buildings that dont produce any Values will deactivate first.
Homes and buildings that provide emergency services
(police, fire, etc.) will be among the last to deactivate.
Restoring sufficient supply of the needed Value will reactivate buildings in the reverse order of shutdown.

Chapter 2: Societal Values

All buildings tied to


the selected Value
will show its icon
above them with
green or red numbers
to indicate its effect
on that Value.

Buildings need Values to operate, but that doesnt mean you


cant place a building without the required Value supply. Nor
does it mean a particular building will deactivate if citywide
demand exceeds supply.
Buildings can be placed even when doing so will create
a deficit in its Values, but the building wont function until
you provide the necessary supply. Unsupported Workplaces
wont add jobs to the city or contribute money to the treasury. Homes wont add residential space or be inhabited by
newcomers. Venues wont accept any visitors. And, no building
that has a Value supply will add it to the pool until the city can
supply its requirements.
Once buildings are operational, changes in the citywide
amount of their required Value (say, from a fire or other
building-destroying mishap) can cause shutdowns, but the
effect is neither immediate nor citywide.
Every building has a shutdown priority that dictates what
itll do if its Value supply is cut off. While you dont really need
to know this stat for every building, there are a few general
concepts to keep in mind:

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Chapter 3: Sims and Happiness

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.

Goals: Icons at the bottom of the Sim card display what


the Sim is en route to do. Point at these icons to reveal the
current destination or condition.

The Sim Card

Chapter 3: Sims and Happiness

The best way to get a


read on Sims is to ask
them how theyre doing.
You do this by clicking
on one to summon his
or her Sim card.

Sim cards tell you exactly


whats on your Sims mind.
The Sim card offers quite a bit of information:

This Sim is sick, but he has plans.


His goal icons tell you that when
hes done with work, hes going to
find a healthcare Venue to cure
his sickness. Then hell head
out to other Venues to build up
his Happiness. Gotta admire his
sense of purpose.

TIP

When highlighting a Sim, press , to follow


him or her at standard zoom level.

Name: The Sims randomly generated name can be changed.


If you change a Sims surname, all members of the same
family will change as well.

The Sim Day

Type: Sim type is Normal, Child, or Special. Normal Sims are


the only Sims that can hold jobs, and only their Happiness is
counted in the citywide totals. Children can go to Venues and
add to their family Happiness, but they arent really normal
Sims. Special Sims are different altogether, warranting their
own chapter later in this guide (see the Special Sims chapter).

A Sims daily grind is pretty simple, but within it lies the core
of SimCity Societies. Every day, a Sims day consists of:

Mood: This indicates the Sims current mood.

The roads really fill up


during rush hours.

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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Work: Sims walk or drive to their Workplace if its a workday.


They leave home at whatever time necessary for them to be
at work by 8 a.m..
Going to Venues: Sims leave work after completing a six
hour shift or 5 p.m., which ever comes first, and do so by
foot or car. During whatever time remains between work
and midnight, they visit as many Venues as time allows.
The longer it takes them to travel from work and the farther

they have to travel to get to Venues, the fewer Venues they


can visit and the less Happiness they can collect. Unless the
Sims are employed at a Workplace with a seven-day workweek, they have the entire day on Saturday and Sunday to
visit Venues.
Returning Home for the Night: At midnight, all Venues close
and Sims head home. The longer it takes to get back to their
home, the less time theyll have at home.
The central strategy is to make sure your Sim spends as
little time as possible traveling between destinations. Time
traveling is time better spent going to Venues.

Happiness

Workers and Other Family Members


When you consider a Home, it displays the number of
workers. This is the number that youll want to balance with
the number of jobs in your city.
In Homes in the Private category, workers likely wont be
the only residents. Each Private category home has a chance
that a child will be born to each worker each day. This probability is further affected by the Happiness of the worker.

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.

Chapter 3: Sims and Happiness

We romantically think of our citys Sims as our constituency


and our charges, people we must care for to make our city
thrive. Metaphorically, yes.
In a more cold, calculating, and, well, strategy-guide sense,
Sims in SimCity Societies are Happiness factories. We do what
we do in our cities to control the level and amount of Happiness to serve other purposes. In this sense, Happiness is just
another resource that we must collect and manage.
Its important to understand this because the game isnt
about maximizing Happiness. Its about controlling it.

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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

Sim Happiness can be increased or decreased by various


forces and things in your city. Your challenge is to achieve
your desired level of Happiness with clever deployment of the
right forces. To do this, you need to understand exactly where
Happiness can be found.
Sims can gain or lose Happiness from:
Home
Visiting Venues
Accessories and Enhancements
Special Sims
Building Actions

Content Sims are neither happy nor unhappy.


They just are. If your Sims are experiencing conditioning effects from buildings or Special Sims,
theyll tend toward this level of Happiness.

Chapter 3: Sims and Happiness

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

No matter how good or wretched the job,


Sims dont gain or lose Happiness from going
their Workplaces. Which is not to say that your selection
of Workplace buildings doesnt impact Happiness. Since
Happiness is centered around what Sims do during their
nonworking hours, jobs with a long workweek (seven
days) will typically yield more unhappy workers than
more conventional jobs. Cities with lots of seven-day
Workplaces should be buttressed with as many highHappiness Venues as possible.

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.

An especially nice Home


minimizes a Sims daily
loss of Happiness.

Venues

NOTE

Sims naturally lose -3 Happiness per day.


Changing the difficulty level for a city,
however, alters this figure. On Relaxed difficulty,
a Sims natural loss of Happiness would be -2 per
day. On Challenging, though, it spikes to -5.
Homeless Sims, on the other hand, are naturally
unhappier. Every day a Sim is homeless, he or
she loses -6 Happiness (on Normal difficulty). On
Relaxed, its eased to -5, and on Challenging, its
upped to -8.
This loss can be mitigated by the Home the Sim lives in.
Nice houses offset this loss by up to +2, changing the Sims
daily loss rate to -1 (on Normal difficulty). Particularly bad
houses make the daily loss even worse by subtracting one
extra point per day (-2 on Normal difficulty).

Thus, even the


best house cant
replace a Sims need
for other sources of
Happiness.

Homes That Minimize Happiness Loss


HOME

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

Homes That Worsen Happiness Loss


HOME
Cube Apartment
D-Lux Sleep Tubes
Hut
Sleep Tubes
Slum Apartments

HAPPINESS EFFECT
-1
-1
-1
-1
-1

HOME

HAPPINESS EFFECT

Solar Worker Barracks


State Housing Block
Tenement
Trailer Park
Worker Barracks

-1
-1
-1
-1
-1

NOTE

For every point of Happiness over


a closer Venue, Sims will be willing
to travel 10 game tiles.
Distance: Closer is better, but Sims will choose a more
distant Venue if it offers more Happiness than a nearby one.
Current Happiness: The happier Sims are, the less choosy
theyll be about their Venues.
Attractiveness: Some Venues are have an extra attraction that
has nothing to do with the Happiness they offer. Thus, Sims
may opt for a more attractive Venue with lower Happiness
than an equidistant Venue offering higher Happiness.
Accessories/Enhancements Sold: When a Sim considers
a store that sells Accessories or Enhancements (that the
Sim doesnt currently possess), the Happiness effects of the
goods for sale are added to the effect of the building itself.
This can make shops extremely popular Venue destinations.
Available Space: If Sims cant get to a Venue because its full,
the Venue might as well not exist. Its critical, therefore, to
make sure you have enough Venue slots for the size of the
population. Occasionally check your City Info card to see
if (or how many) Sims were unable to visit Venues on the
previous day. If you can rule out other possible causes for the
failed visits (such as location, attractiveness, or Hippies taking
up space), you probably need to add more Venues. See
Venue Capacity in the Buildings chapter for more details.
Hours of Operation: Some Venues are open only during
the day (9 a.m. to 2 p.m.), so workers will only be able to
take advantage of them on the weekends. These Venues are
important if your city has lots of kids (more on that in the
Children and Venues section) or lots of Sims Playing Hooky,
but its critical to have enough space for your workers to
unwind after a hard days labor.
Sim Health: If a Sim is sick or injured, this factors into the
choice of Venue. Ailing Sims wont automatically choose to
visit healthcare Venues, but it will weigh heavily in
their decision.

Chapter 3: Sims and Happiness

A crummy house like


this one, on the other
hand, makes things
even worse.

Sims primarily build Happiness by visiting Venues when theyre


not sleeping or at work. During their off hours, Sims search the
city for places to go that will best add to their Happiness. In this
decision, they weigh:

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Venues bestow their Happiness effect when a Sim visits.


The Sim will stay in the Venue for a fixed amount of time (as
defined by the building itself). The more Venues a Sim can visit
during their free time, the Happier theyll be, so keep lots of
Venues around residential areas and on main roads between
Homes and Workplaces so Sims dont have to waste time traveling to more distant destinations.

Children and Venues


Children arent workers, so their Happiness isnt actually
counted. This isnt to say, however, its not important. Children
act as Happiness collectors for their parents, passing on whatever Happiness they earn to their parents Happiness ratings.

NOTE

There are also many Venues that provide


no Happiness effect. These, however, tend
to be government, healthcare, police, and
incarceration buildings and not what youd
think of as Venues.

Accessories and Enhancements


Sims can purchase or receive objects called Accessories or
Enhancements from shopping Venues and some Special Sims.
Accessories can be
viewed in a Sims
Sim card.

Chapter 3: Sims and Happiness

Keep a fair number of


child-friendly Venues
near Homes so kids can
collect Happiness while
their folks are at work.
Since children
dont work, they have
nothing but free time.
During the day, they
search for child-friendly Venues, adding Happiness to their
parents ratings with every visit. When parents and children
visit a Venue together, the family gets credit for the childs
visit as well.

Best Venues for Happiness


Purely for the per visit Happiness rating, buildings below are
the best Venues.

Best Venues for Happiness Effect


BUILDING
Cathedral
Corporate Retreat
Meeting House
Mega-Church
Plastic Surgeon
Sports Stadium
Stone Church
Temple
Art Museum
Bath House
Beauty Salon
Gathering Hall

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

You can view each Sims Accessories or


Enhancements and how much time they
have left in their Sim and Building cards,
respectively.
Stores that sell goods
tend to be very popular.
Enhancements
are installed in
a Sims home and
affect the homes
Happiness effect on
its residents.
Home enhancements
can be viewed on the
Homes Building card.
The next table
lists all available
Accessories and
Enhancements, their
Happiness effects,
and how long the
effects last.

Accessories and Enhancements Happiness Effect


TYPE

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

HAPPINESS EFFECT DURATION (DAYS)


1
2
1
1
2
1
2
2
1
0
1
2
2
2
1
1
2
2
1
1
2
1
1
2
1
1

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

Fighting Monks: Their martial arts demonstrations can


boost the Happiness of passersby.
Ghosts: Scaring adults reduces Happiness, but children
get a boost.
Mimes: When Mimes are performing in the streets, Sims
can be made more or less happy.
Pickpockets: Sims victimized by pickpockets lose an
Accessory and some Happiness.
Street Artists: These wandering painters affect a Sims
Happiness by painting their picture. The painting goes with
the Sim as an Accessory, further improving Happiness.
Street Performers: Any Sim who stops to watch them gets
some Happiness.
Street Preachers: These Special Sims can affect the Happiness of anyone who stops to listen to them, but the amount
is randomly variable.

NOTE

Secret Police Special Sims search the city for


Sims who are extremely happy or unhappy
and drag them off to be normalized.

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.

Some Special Sims can directly affect the Happiness of normal


Sims they encounter in the streets. Here are a few examples:

The Ice Cream Shoppe


can let loose this ice
cream truck to spread
Happiness to anyone
in its radius.

Having their picture


painted by a Street
Artist Special Sim
makes Sims happier.

A few examples:

NOTE

For a full account of Special Sims, see the


Special Sims chapter.

The Ice Cream Shoppes Street Sales action dispatches an


ice cream truck that improves the Happiness of anyone
who sees it.

Chapter 3: Sims and Happiness

NAME

Cheerleaders: Cheerleaders perform in the streets, affecting


the Happiness of anyone who watches them perform or
even passersby who dont care to stop.

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The Behavioral Science Labs Mood Device action adds the


Conditioning ability to a Home, neutralizing the mood of its
residents (increasing or decreasing Happiness, depending on
their mood).

Happiness Impact
Happiness impacts several parts of the game, including Workplace income, misbehavior, trophies, and medals.

Workplace Income

Chapter 3: Sims and Happiness

The amount of money a fully staffed Workplace (by content


workers) contributes to your treasury each week is shown in
the buildings Building card and in the Workplace gallery. This
is the Workplaces base amount of revenue.
How much it actually produces in a given week depends,
in part, on the Happiness of each of its workers. The Happier
each is, the more income will be produced.
See the Moods table above for full details.

Misbehavior: Hooky and Rogue


When a Sim is very unhappy, he or she will act out, undermining your city. How they express this depends on how
unhappy they are.

Angry: Playing Hooky

One way to combat Playing Hooky is by giving shirking


Sims lots of ways to up their Happiness on their self-declared
mental health day. With a good supply of Venues with Open
All Day hours, Sims Playing Hooky are more likely to spend
their workday in Venues, buttressing their lousy mood. Give
them enough places to go that are open during work hours and
theyll be back on the job in no time.

Furious: Going Rogue


When Sims are Furious, theyll do even more damage. Not
only will they miss work, but theyll take an entire Workplace
with them.

NOTE

If your city has any buildings that spawn


Riot Police, they may apprehend Rogue Sims
on their way to shutting down a building. Captured
Rogue Sims will be carted off to the nearest
incarceration Venue (i.e., jail) where theyll be housed
for 24 hours, then released with a content mood.
Rogue Sims choose a random Workplace building in the
city and shut it down for several hours. Offline Workplaces
produce neither their daily revenue nor whatever Societal Value
they may normally supply.

Angry Sims will skip work because of their bad mood. This is
called Playing Hooky, and itll cost you money.

NOTE

If you have the Problems special display


activated, Rogue Sims display the Going Rogue
icon over their heads. This tells you they are
headed for trouble.

Your City Info card


shows the number
of Sims currently
Playing Hooky.
Sims who dont
go to work reduce
the weekly revenue
of their Workplace
for each day they
dont report. The more unhappy your Sims, therefore, the less
youll get out of your Workplaces.

Your City Info card


shows the number of
Rogue Sims.

NOTE

Sims Playing Hooky during work hours may be


dragged to work by force if a Sentinel Special
Sim nabs them. This will restore the Sims
contribution to the Workplace for the day.

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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.

Trophy Mood Requirements


TROPHY

MOOD REQUIREMENT(S)

Guru
Master of Ceremonies

Fewer than 10 Angry or Furious Sims


Fewer than 10 Angry or Furious Sims and at least
60 Ecstatic
Fewer than 25 Angry or Furious Sims
Fewer than 25 Angry or Furious Sims
Fewer than 20 Angry or Furious Sims and fewer than
20 Elated or Ecstatic Sims
Fewer than 10 Angry or Furious Sims

Mayor
Jack of All Trades
Master Manipulator
The Legendary Bard

While some of these achievements are based on having


a happy population (very few Sims worse than Sad), others are
more complex. A pair of examples:
The Master Manipulator is aimed at cities with nearly their
entire population clustered around Content with only a few
stragglers in the highest and lowest ranges. To achieve this,
load up on buildings with the Conditioning ability (pulling
Sims moods towards 0 when theyre visiting).

NOTE

See the Achievements and Unlockables


chapter for the full details on trophies
and medals.

Medals
In addition to trophies, you will be awarded medals for accumulating large numbers of Sims in the highest mood levels.

Medals for Moods


MEDAL LEVEL

Some building actions


cant be used until a
certain number of Sims
in positive moods visit.
Many buildings have
special actions that
you can activate for
some extra oomph.
With these great
powers, however, comes some cost. For many buildings, the
cost is money, but for some, the number of visits by Happy,
Elated, or Ecstatic Sims enables the action. Likewise, visits by
Sad, Angry, or Furious Sims lower the charge.
The upshot is that these kinds of buildings wont work very
well in cities with big unhappy populations; they tend to function best where theyre needed to make happy Sims happier.

NOTE

The most common kind of Happiness-charged


building action can be found on buildings in
the Factory or Corporate category. These
count the number of content workers attending
their jobs each day.

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

Located below the


Venue gallery button,
the Mood meter is
a vertical bar graph
that displays how
many workers are
currently in each
mood level.
Point at each level to view the exact number of Sims
currently in that mood. To highlight Sims in one particular
mood level, left-click on its bar in the Mood meter.

Chapter 3: Sims and Happiness

The Master of Ceremonies, on the other hand, demands


a zealously happy populace, with very few Sims worse than
Sad and a whole bunch in the best possible mood. Such
a city would need to be awash in Venues, particularly those
that offer the biggest Happiness boosts.

Charging Building Actions

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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.

Look closely and youll notice that all Happiness icons in


the chosen level are bouncing.

City Info Card

Chapter 3: Sims and Happiness

The City Info card

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.

28
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Sim and Building Happiness


Special Displays
Activate the Sim Happiness display to view the Happiness icon
of all Sims as they travel between destinations.
To view the Happiness rating of every building, activate the
Building Happiness special display.

Every building that


affects Happiness will
show its Happiness
rating with a green or
red number.

Chapter 4: Buildings

uildings are the heart and soul of your city. Theyre


the pieces of your puzzle and the tiles in your
mosaic. This chapter provides everything you need to know
about these crucial structures and how each affects your city.

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

Income per Day per Worker

Buildings That Make Other Kinds of


Buildings Cheaper
BUILDING CLASS AFFECTED

DISCOUNT

Agriculture
Agriculture
Creepy
Agriculture
Government
Worship
Worship
Agriculture

-10%
-10%
-10%
-10%
-10%
-10%
-10%
-10%

Though income per day


per worker isnt shown
in either the gallery or
a buildings card, the
buildings total amount
of revenue for the week
is shown. This is how
much the building could
produce in a week with
all employees at Content
or Happy.

Workers, Jobs, Visit Slots


Workplaces display their
number of jobs in both
their gallery entry (lower
left) and the Building
card (center).

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

Many Homes and Venues affect the Happiness of any visiting


Sim. See the Sims and Happiness chapter for more.

Each day that a worker spends at a Workplace adds this


amount to the buildings contribution to the city treasure.
This amount multiplied by the number of workdays and then
by the number of employees is the Workplaces weekly
revenue. This amount will vary by the individual worker based
on his or her Happiness.

The cost of a building is shown in the upper-right corner of the gallery


entry and the Building card. The money youll get back by bulldozing the
building will be one-half this amount.

BUILDING

A buildings base Happiness effect is shown in the bottom-right corner


of the gallery entry and in the right center of the Building card, marked
with a green or red Happiness symbol.

29
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Homes, Workplaces, and Venues have defined capacities that


dictate, respectively:
Workers: The number of breadwinners thatll be able to
move into a Home. These are the actual Sims youll see in the
street (other than the Special Sims). Balance the citys total
number of workers with the number of jobs and you wont
have to worry about homelessness or unemployment.
Jobs: The number of jobs a Workplace offers. Balance this
with the number of workers.
Venue Slots: The number of Sims that can visit the Venue
at one time. If a Venue is full when a Sim arrives, the Sim
will have wasted valuable free time with no Happiness to
show for it.

capacity of a building, youll have some unexpected Sims who


need jobs. If you fail to notice the change, these unemployed
Sims will lounge around in your city on your dime, taking up
Venue locations when they could be working for you.

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

Hippies take up slots in your citys Venues.


If you have a lot of them, build some extra
Venues so your locals can get their Happiness
boost whenever they need it.

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 buildings show their carbon output in terms of Low, Medium, or


High in the lower right of both their gallery entry and the Building card.

Most Power buildings produce a quantity of carbon that


impacts your citys pollution level. Other buildings can emit
carbon, too, but these emissions are a function of the buildings abilities and not this attribute. Thats why youll only see
this number for Power types.

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 are displayed as icons in the bottom-right box in a


buildings gallery entry (when you point at it) and in the bottom of the
Building card.
Building abilities are special features of a building that can
affect Sims who visit it, nearby or selected buildings, or some
citywide property. These properties work from the moment
the building is placed; you dont need to activate the ability

When a building emits an


effect on surrounding buildings, the source is revealed
with the Radius Effects
display. Click on the building
to show the area of its effect.

Building Abilities
ABILITY

ABILITY DESCRIPTION

Accessory Retailer

Sims enjoy shopping for Accessories; they also


enjoy purchasing them and taking them home.
Appealing
Sims will choose this building over a nearby
building that makes them equally happy.
Citywide Authority
Increases the Authority output of buildings
Increase
that normally promote Authority.
Citywide Productivity
Increases the Simoleon output of
Increase
employees at all Workplaces.
Citywide Prosperity
Increases the Prosperity output of buildings that
Increase
normally promote Prosperity.
Competitive
Each instance of this building reduces the
Simoleon and Societal Value output of all
instances of this building.
Competitive
Each instance of this building reduces the Societal
Value output of all instances of this building.
Conditioning
Corrects Sim moods toward a balanced center.
Corporate Technology
Production of Values at Corporate buildings
throughout the city is increased, along with their
worker output of Simoleons.
Cost Cutter: Agriculture Reduces the cost to build Agriculture buildings
by 10%.
Cost Cutter: Creepy
Reduces the cost to build Creepy type buildings
by 10%.
Cost Cutter: Decorations Reduces the cost to build Decorations by 25%.
Cost Cutter: Education Reduces the cost to build Education buildings
by 10%.
Cost Cutter: Government Reduces the cost to build Government buildings
by 10%.
Cost Cutter: Worship
Reduces the cost to build Worship buildings
by 10%.
Curing
Helps sick Sims get well.
Dangerous
Sims visiting this building run an elevated risk
of being injured.
Distributes Daily Doses The Daily Dose affects its patients for a
short while.

Chapter 4: Buildings

When looking at buildings in the galleries,


note that the Power
meter changes to
show what the citys
power supply will look
like after you place
the building. If the meter drops into the red, pick a less power-hungry
building or consider adding a Power building.

or do anything. Thus, its critical to weigh the pros and cons


represented by the buildings abilities versus its Societal
Value effects.

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Building Abilities continued

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

Makes the building more productive than usual.


Increases production of Values already produced.
Sims enjoy shopping for Enhancements for
their Homes.
Eyesore
Reduces the Happiness effect of nearby Homes
and Venues.
Fewer Rock Stars
Decreases the chances that Entertainers
appearing in the city will be Rock Stars.
Free Press
Press watchdogs reduce the efficiency and
Simoleon production of Government buildings.
Gambling
How long Sims stay here, and how happy they
are about it, depends largely on their luck.
General Healthcare
Cures Sims of sickness and injury.
Happy Location
This building is producing more Happiness
than usual.
Healthy
Visiting Sims increase their overall health and
can reduce their susceptibility to illness.
Heavy Conditioning
Neutralizes Sim moods.
High Neighborhood
Makes the local area and all nearby buildings
Improvement
much more appealing for Sims to visit.
High Smog Output
Chokes the citys air with a massive output
of smog.
Highly Increased Capacity The capacity of this building has been increased.
Highly Productive
Building produces a great deal more income
from workers than usual.
Immune to Rogue Sims Rogue Sims cannot shut this building down.
Improved Firefighters
Increases the speed and efficiency of city
firefighters.
Improved Police Officers Increases the sight range of city Police Officers.
Improved Work Crews
Increases the speed and efficiency of city
Work Crews.
Increased Authority
Building produces more Authority than usual.
Increased Capacity
The capacity of this building has been increased.
Increased Education
Makes Sims more likely to visit Education
buildings.
Increased Education
Increases the capacity of all Education buildings
Capacity
in the city.
Increased Educational
Increases the size of libraries in Education
Library Size
buildings, allowing more students per building.
Increased Fire Risk
Building is more likely than most to catch fire.
Increased Incarceration Increases the capacity of all Incarceration
Capacity
facilities in the city.
Increased Knowledge
Building produces more Knowledge than usual.
Increased Power Output Building produces more Power than usual.

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ABILITY DESCRIPTION

ABILITY DESCRIPTION

ABILITY

More Hooligans

Increases the chance that criminals appearing in


the city will be Hooligans.
Increases the chances that monks appearing in
the city will be Masters.
Increases the chances that entertainers
appearing in the city will be Mimes.
Increases the likelihood of Police Officers in
the city.
Increases the chances that security
professionals appearing in the city will be
Private Security Guards.
Increases the chances that entertainers
appearing in the city will be Rock Stars.
Increases the chances that holy Sims appearing
in the city will be Temperance Advocates.
Increases the likelihood of Tourists in the city.
Tourists provide revenue for every Venue they
successfully visit.
Increases the chances that managers appearing
in the city will be Tycoons.
Increases the chances that criminals appearing
in the city will be Vigilantes.
Sims simply adore this building and will find any
excuse to visit.
Makes the local area and all nearby buildings
less appealing for Sims to visit.
Makes the local area and all nearby buildings
somewhat more appealing for Sims to visit.
Provides income for your city from
criminal activity.
Produces more income from workers than usual.
Residents pay 50 Simoleons into the treasury
every morning at 9:00 a.m.
Building is less likely than most to catch fire.
Increases the power output of Renewable
Resource Power buildings.
Pays sales tax to the treasury for every customer
who visits.
Each instance of this building costs more to build
than the previous one.
Antiques provide a household with a small
Happiness boost for a few days.
Books provide a small Happiness boost for
a few days.
Cargo Pants provide a small Happiness boost for
a short while.
Cars provide a small Happiness boost for a very
long time.

Sells Cell Phones

More Masters
More Mimes
More Police Officers
More Private Security

More Rock Stars


More Temperance
Advocates
More Tourists

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

Cell Phones provide a large Happiness boost for


a medium amount of time.
Sells Curios
Curios provide a small Happiness boost for
a few days.
Sells Deluxe
Deluxe Refrigerators provide a household with a
Refrigerators
large Happiness boost for a short while.
Sells Designer Clothing Designer Clothing provides a large Happiness
boost for a few days.
Sells DVDs
DVDs provide a small Happiness boost for
a few days.
Sells Electric Pets
Electric Pets affect their owners mood for
a few days.
Sells Family Cars
Family Cars provide a very large Happiness
boost for a long time.
Sells Game Consoles
Game Consoles provide a small Happiness boost
for a long time.
Sells Luxury Cars
Luxury Cars provide a large Happiness boost for
a very long time.
Sells Mahogany
Mahogany Dining Sets provide a household with
Dining Sets
a large Happiness boost for a long time.
Sells Motorcycles
Motorcycles provide a large Happiness boost for
a long time.
Sells Persian Rugs
Persian Rugs provide a household with a large
Happiness boost for a short while.
Sells Pets
Pets provide a small Happiness boost for
a long time.
Sells Platinum BBQ Grills Platinum BBQ Grills provide a household with
a large Happiness boost for a long time.
Sells Rare Paintings
Rare Paintings provide a household with a large
Happiness boost for a short while.
Sells Records
Records provide a small Happiness boost for
a few days.
Sells Scooters
Scooters provide a small Happiness boost for
a long time.
Sells Televisions
Televisions provide a large Happiness boost
for a long time.
Sells Text Books
Text Books provide a small Happiness boost for
a few days.
Sells Tools
Tools provide a small Happiness boost for
a few days.
Sells Toys
Toys provide a large Happiness boost for
a few days.
Sells TV Dinners
TV Dinners provide a small Happiness boost for
a short while.
Sells Used Clothing
Used Clothing provides a small Happiness boost
for a short while.
Sells Wine
Wine provides a small Happiness boost for
a few days.

Chapter 4: Buildings

ABILITY

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Building Abilities continued


ABILITY

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.

One ability, Attractiveness, shows in the


lower-right corner of the
buildings portrait in
the Building card. This
green radial icon indicates how much more
attractive the building is
than normal buildings. The number of green pips around the icon show
the degree to which Sims will be drawn to this place regardless
of how much Happiness it actually offers.

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

Buildings and Their Actions


BUILDING

BUILDING ACTION

Administration Building

Activist Rally

Alien Artifact Lab


Animal Rescue Office
Astrophysics Lab
Asylum
Atomic Test Site
Baseball Field
Behavior Control Facility
Behavioral Science Lab
BioMass Power Plant
Board of Directors
Brewery

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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Buildings and Their Actions continued


BUILDING

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

Cotton Candy Stand


Counseling Center
County Jail
Courthouse
Creepy Barn
Crime Forecast AI
Cryogenic Prison

DESCRIPTION

Temporarily increases the Simoleon output of a targeted Corporate Workplace, at a cost to


worker Happiness.
Toy Sale
Shop sells the Toys Accessory for the day, making it more attractive than usual.
Special Pricing
Shop holds a sale.
Special Pricing
Shop holds a sale.
Activist Rally
Building immediately produces several activists. Activist Special Sims include Hippies, Environmentalists,
and Photojournalists.
Street Sales
Store deploys an ice cream truck to sell wares throughout the city.
Sanctification
Building immediately sends an Elder to bless a chosen Spirituality Venue, increasing its effectiveness.
Safety Inspection
Building immediately sends out a Safety Inspector to find and inspect a risky Workplace.
Gift Shoppe Special
Sells the Toys Accessory for the day, making it more attractive than usual.
Platinum Ticket Contest Adds 1,000 Simoleons to the treasury.
World Premiere
A movie premiere is held, drawing a Celebrity to your city.
Hot Spot
Temporarily increases the popularity and capacity of this building, as well as its Happiness effect.
Quash Subversives
Building immediately dispatches four Secret Police officers to patrol starting at a targeted building.
Mimeageddon
Unleashes a wave of Mimes upon your city.
Whip Cracking
Increases Simoleon production of all Workplaces, at a cost to employee Happiness. Multiple Colossal
Foundries do not multiply this effect. Click again to deactivate.
Hot Spot
Temporarily increases the popularity and capacity of this building, as well as its Happiness effect.
Riot Suppression
Shop holds a sale.
N/A
Building immediately deploys a cadre of Riot Police to round up Rogue Sims and criminals, bringing
them to nearby Incarceration facilities.
Extra Push
Has a chance of adding 2,000 Simoleons to the city treasury.
S.W.A.T.
Building immediately deploys a cadre of Riot Police to round up Rogue Sims and bring them to nearby
Incarceration facilities.
Toy Sale
Sells the Toys Accessory for the day, making it more attractive than usual.
Toy Therapy
Center sells the Toys Accessory for the day, making it more attractive than usual.
Roundup
Building immediately deploys a cadre of Riot Police to fill this facilitys cells with Rogue Sims.
Legal Wrangling
Targeted Workplaces Simoleon production per worker is temporarily increased.
Summon Spirits
Building immediately summons a few Ghosts or Zombies.
Quash Free Thought
Building deploys a Man in Black to start seeking artists near a targeted building.
Crackdown
Building immediately deploys a cadre of Riot Police to find any Sims nearby, regardless of their
condition, and fill this facilitys cells.
Sponsored Event
Targeted Venue becomes incredibly popular for the day.
Military Contracting
Authority and/or Prosperity production of the targeted Workplace is permanently increased, if the
Workplace already produces one or both of those Values.
Safety Inspection
Building immediately sends out a Safety Inspector to find and inspect a risky Workplace.
Municipal Repairs
Building immediately sends a Work Crew to repair a targeted building.
Prisoner Acquisition
Building immediately deploys a cadre of Riot Police to fill this facilitys cells with Rogue Sims.
Blue Plate Special
For the day, visitors gain extra Happiness from their visit.
Root Out Corruption
Targeted Workplaces Simoleon production per worker is temporarily increased.
Fire Fighting
Building immediately deploys a Fire Truck to a targeted building.
Hot Spot
Temporarily increases the popularity and capacity of this building, as well as its Happiness effect.
Mandated Attendance Nearby citizens are commanded to immediately stop what theyre doing and fill this facility
to its capacity.

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Buildings and Their Actions continued


BUILDING

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

Four Star Restaurant


Game Developer
Genetics Lab
Graveyard
Harness Maker
Helicopter Tour
Highway Volunteers Club
Ice Cream Shoppe
Indie Label
Inquisition Office
International Exchange
Jail
Karaoke Bar
Liberal Arts College
Loan Shark
Lumber Mill
Machine Shop
Market Research Center
Meat Packing Plant
Medical Group
Meeting House
Mega-Church
Metal Club

DESCRIPTION

Deploys an ice cream truck to sell wares throughout the city.


For the next 24 hours, visitors gain extra Happiness from their visit.
Adds 10,000 Simoleons to the treasury.
Adds 10,000 Simoleons to the treasury.
Immediately deploys a cadre of Riot Police to fill this facilitys cells with Rogue Sims.
Immediately deploys a cadre of Riot Police to round up Rogue Sims and criminals, bringing them to
nearby Incarceration facilities.
The city can be short up to 100 Spirituality for the day with no ill effects; 10 Zealots and 10 Cultists
are produced.
Tax Break
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.
Fireproofing
Targeted building permanently becomes Low Fire Risk, if it wasnt already.
Fire Alarm!
Immediately deploys a firefighter to a targeted building.
Fire Alarm!
Immediately deploys a Fire Truck to a targeted building.
Catch of the Day
Special delicacies on sale for the day! Visitors gain extra Happiness.
Whip Cracking
Increase Simoleon production of all Workplaces, at a cost to employee Happiness. Multiple Foundries do
not multiply this effect. Click again to deactivate.
Hot Spot
Temporarily increases the popularity and capacity of this building, as well as its Happiness effect.
Project Dedication
Adds 2,500 Simoleons to the treasury.
Research Grant
Immediately dispatches a Researcher-class Special Sim. Researchers include Scientists, Professors, and
Mad Scientists.
Summon Spirits
Building immediately summons a few Ghosts or Zombies.
Volunteer Drive
Volunteer labor enables the next Agriculture building constructed to be built at no cost to the city.
Specialty Pricing
Venue holds a sale.
Volunteer Drive
Volunteer labor enables the next Decoration constructed to be built at no cost to the city.
Street Sales
Deploys an ice cream truck to sell wares throughout the city.
Music Festival
The city can be short up to 100 Creativity for the day with no ill effects. A crowd of Hippies swarm
into town.
Inquisition
Deploys Zealots to encourage Sims to worship.
Currency Speculation Roll the dice on the international market, with a chance of returning 5,000 Simoleons on your
investment the following day.
Roundup
Building immediately deploy a cadre of Riot Police to fill this facilitys cells with Rogue Sims.
Release Party
Bar sells the Records Accessory for the day, making it more attractive than usual.
Activist Rally
Building immediately produces several activists. Activist Special Sims include Hippies, Environmentalists,
and Photojournalists.
Debt Collection
Knee-breakers get medieval on a targeted Sim and collect 250 Simoleons for the treasury.
Production Drive
Adds 5,000 Simoleons to the treasury.
Production Drive
Adds 5,000 Simoleons to the treasury.
Strategized
Targeted retail Venue permanently gains Marchitecture ability, causing it to produce income to the
Marchitecture
treasury for each visitor, if it wasnt already producing income for each visitor.
Production Drive
Adds 5,000 Simoleons to the treasury.
Safety Inspection
Building immediately send out a Safety Inspector to find and inspect a risky Workplace.
Recruitment
Building deploys Zealots to encourage Sims to worship.
Sanctification
Building immediately sends an Elder to bless a chosen Spirituality Venue, increasing its effectiveness.
Heavy Metal Jamboree Temporarily increases the popularity and capacity of this building, as well as its Happiness effect.

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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Sims Comedy Club


Software Studio
Speakeasy
Spirit Squadroom
Sports Stadium
Spring Water Plant
State Amphitheater
State Prison
Steel Mill

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

37
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 4: Buildings

Buildings and Their Actions continued


BUILDING

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.

When the Building


Actions display is
activated, buildings
with charged building
actions feature this
blue halo.

When a building affects


a specific building with
its building action, the
target building will
show this icon when
the Building Category
Effects special display
is active.

NOTE

Some building actions spawn Special Sims. For


details, see the Special Sims chapter.

Special Sim Spawns

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

38
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

buildings. The table below lists the buildings that spawn


Special Sims, the class of Sim they create, and the Sims that
make up the class.

NOTE

In each Special Sim class, some Sims are


more likely to emerge than others. For the
exact probabilities for which Special Sims
are more likely than others to be spawned
by a building, see the Special Sims chapter.
Buildings That Produce Special Sims
BUILDING

SPECIAL SIM
CLASS

Alien Artifact Lab


Altar
Animal Rescue Office

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

Secret Police, Sentinel,


Man in Black
Corporate R&D Center
Scientist, Professor, Mad Scientist
Corporate Retreat
Consultant, Tycoon
Corrupt Police Station
Corporate Security Guard, Private
Security Guard
Courthouse
Corporate Security Guard, Private
Security Guard
Creepy Barn
Ghost, Zombie
Crime Forecast AI
Secret Police, Sentinel,
Man in Black
CyberCorp Offices
Secret Police, Sentinel,
Man in Black
Defense Lab
Scientist, Professor, Mad Scientist
Dept. of Public Works
Work Crew, Firefighter
District Courthouse
Corporate Security Guard, Private
Security Guard
District Fire Station
Work Crew, Firefighter
Dive Bar
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
D-Lux Sleep Tubes
Criminal
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Dojo
Monk
Fighting Monk, Master
Dorm
Artist
Street Artist, Decorator, Celebrity
Elder Council
Elder
Elder, Cultist
Elite Cadet Academy
Police Officer Police Officer
Epic Tower
Manager
Slum Lord, Tycoon
Evangelical Center
Holy Sim
Street Preacher, Faith Healer,
Zealot, Temperance Advocate
Evangelical Megaplex Holy Sim
Street Preacher, Faith Healer,
Zealot, Temperance Advocate
Farm
Farmer
Farmer
Farmers Market
Farmer
Farmer
Farming Co-op
Farmer
Farmer
Financial Building
Manager
Slum Lord, Tycoon
Fire Analysis Center
Researcher Scientist, Professor, Mad Scientist
Fire Station
City Worker Work Crew, Firefighter
Firing Range
Security
Corporate Security Guard, Private
Professional Security Guard
Focus Test Lab
Researcher Scientist, Professor, Mad Scientist
Foundry
Manager
Slum Lord, Tycoon
Garage Band
Entertainer Street Performer, Mime, Rock Star
Gathering Hall
Elder
Elder, Cultist
Haunted House
Spooky
Ghost, Zombie
Highway Volunteers Club Activist
Photojournalist, Hippie,
Environmentalist

Chapter 4: Buildings

Scientist, Professor, Mad Scientist


Elder, Cultist
Photojournalist, Hippie,
Environmentalist
Art Expo Center
Artist
Street Artist, Decorator, Celebrity
Art Museum
Artist
Street Artist, Decorator, Celebrity
Band House
Entertainer Street Performer, Mime, Rock Star
Bath House
Monk
Fighting Monk, Master
Bed & Breakfast
Tourist
Tourist, Pickpocket
Behavioral Science Lab Researcher Scientist, Professor, Mad Scientist
Behavior Control Facility Researcher Scientist, Professor, Mad Scientist
Bobby Station
Police Officer Police Officer
Botanical Garden
Activist
Photojournalist, Hippie,
Environmentalist
Campus Radio Station Activist
Photojournalist, Hippie,
Environmentalist
Carnival Games
Criminal
Pickpocket, Burglar, Hooligan,
Arsonist, Vigilante
Casino Hotel
Tourist
Tourist, Pickpocket
Castle Ruin
Spooky
Ghost, Zombie
Cathedral
Holy Sim
Street Preacher, Faith Healer,
Zealot, Temperance Advocate
Chamber of Deputies
Secret
Secret Police, Sentinel,
Enforcer
Man in Black
Childrens Museum
Entertainer Street Performer, Mime, Rock Star
Clown School
Entertainer Street Performer, Mime, Rock Star
Colossal Foundry
Manager
Slum Lord, Tycoon
Communal Garden
Farmer
Farmer
Concourse Hotel
Tourist
Tourist, Pickpocket
Consulting Firm
Business Sim Consultant, Tycoon
Corporate Cops
Security
Corporate Security Guard, Private
Professional Security Guard
Corporate Hive
Secret
Secret Police, Sentinel,
Enforcer
Man in Black

BUILDING

39
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Buildings That Produce Special Sims continued


BUILDING

SPECIAL SIM
CLASS

Hit Movie Studio


Indie Label
Law Offices
Liberal Arts College

Artist
Artist
Business Sim
Activist

Longhall

Holy Sim

Chapter 4: Buildings

Market Research Center Researcher


Meditation Center
Monk
Meeting House
Holy Sim
Mega-Church

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

Pied Piper Pest Control Activist


Police Station
PR Firm
Public Safety
Racetrack

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

Sim Art Academy


Sims Comedy Club
Skyscraper
Sleep Tubes

Artist
Entertainer
Manager
Criminal

Slum Apartments

Criminal

Smoke Shop

Activist

Speakeasy

Criminal

State Housing Block

Criminal

Stone Church

Holy Sim

Sugar Cane Field


Tattoo Parlor

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

Society Prole Points


How do you turn your city
into this industrialized
hellhole? Nothing in the
gallery or Building card
will tell you.
Behind the scenes,
invisible to you
without this handy
guide, there are forces that will shape the look and feel of your
city based on the kinds of buildings you place. Use the right
combination and your city will transform before your eyes.
Weather will shift, the sky will change color, the streets will be
festooned with decorations or paved with a distinctive surface.
These and many more changes will occur, if you use the right
buildings. How do you know which buildings will bring you to
the kind of society you desire? Read on.

Every building has a set of values (well call them Society


Profile points) that add to or deduct from a citys score for
each Profile. The tables below list the scores for every building
so you make take these hidden values into account when
choosing your buildings.
The fully skinny on Society Profiles can be found in the
Society Profiles chapter.

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

The Casino has a set visit duration, but the


actual time the Sims stay is really variable,
depending, fictionally, on how well theyre making out
with their gambling. Incarceration Venues require a
24-hour stay, making them the other big exception to
the two or six hour rule.
Venues (except Incarceration Venues and those with abilities
that affect visit durationi.e., the Casino) charge two (Daytime
Venues) or six (All Day Venues) hours for their dose of Happiness.
Based purely on this measure (and there is more to
consider when assessing a Venues value), the Sports Stadium
is a powerhouse while the Aquarium is pretty low yield.

Visit duration isnt shown in the game. See


the tables below for details.
Happiness per Hour at Venues
BUILDING

HAPPINESS PER HOUR

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

HAPPINESS PER HOUR

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

HAPPINESS PER HOUR

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

HAPPINESS PER HOUR

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.

Happiness per Hour at Venues contiinued


BUILDING

HAPPINESS PER HOUR

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

HAPPINESS PER HOUR

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

Other Venues also have visit durations, and these tend to


be quite long because the buildings are prisons or other facilities Sims dont go to by choice.
As a general rule, there are three possible visit durations:
1 hour

2 hours

1 day

* Venues such as gambling can randomly enforce a longer Venue visit.

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

A Workplaces workweek is shown as a calendar icon in the bottom


center of gallery entries and the upper left on Building cards.
Workplaces all operate on a fixed work week, but that week can
take five forms:
Early Week (3 days): SundayTuesday
Late Week (3 days): ThursdaySaturday
Three Days: TuesdayThursday
Weekdays (5 days): MondayFriday
Seven Days: SundaySaturday
The shorter the workweek, the more time Sims will have to
build Happiness, so a lot of three-day jobs will make a city with
lots of very Happy Sims. But, income from these Workplaces is
relatively small, so youll need to make up for the lack of work
with some other forms of income (Tourists, etc.). Conversely,
the longer the workweek, the harder itll be for Sims to find the

time to build Happiness. Cities heavy on seven-day jobs need


to have lots of high-powered Venues and lots of non-Venue
sources of Happiness or, if a neutral city is your goal, buildings
that can mediate Sims inability to spend much time at Venues
(such as Homes with conditioning abilities).

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.

As discussed in the Sims and Happiness chapter, shops


are very attractive Venues because Sims in the market for an
Accessory or Enhancement will weigh the Happiness offered
by both the store itself and the item or items offered for sale.

NOTE

When a Sim is mugged or a house is


burglarized, the criminal will take
whatever Accessory or Enhancement
is currently installed.

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

Enhancement: If the item can be installed in a Sims house


(such as a Dining Set, BBQ Grill, or a new car), its an
Enhancement.

Retail Shops and Their Merchandise

43
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Building Icon Directory (by Building Type)


Workplace
Buildings

Chapter 4: Buildings

Home Buildings

Band House

Dorm

Homestead

Slum Apartments

Townhouse

50s Gas Station

Block of Flats

Dream Home

Hut

Solar Block of Flats

Tract Mansion

Administration Building

Brownstone

Fairytale Palace

Ivory Tower

Solar Condo Complex

Trailer Park

Alien Artifact Lab

Chalet

Farm House

Loft

Solar High Rise Apartment

Tree House

Animal Rescue Office

Condo Complex

Frat House

Monastery

Solar Triple Decker

Triple Decker

Astrophysics Lab

Cottage

Gingerbread House

Pueblo

Solar Worker Barracks

Tudor

Atomic Test Site

Cube Apartment

Hacienda

Row House

State Housing Block

Victorian Home

Bank

CyberCorp Housing

Haunted House

Sky Rise Apartment

State Housing Project

Worker Barracks

Bed & Breakfast

D-Lux Sleep Tubes

High Rise Apartment

Sleep Tubes

Tenement

Yurt

Behavioral Science Lab

44
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chocolate Factory

Corporate Hive

Dept. of Public Works

Farm

Game Developer

Board of Directors

City Recycling HQ

Corporate One

District Courthouse

Farming Co-op

Garage Band

Bobby Station

Civil Defense Tower

Corporate R&D Center

District Fire Station

Federal Bank

Garbage Collection Station

Brewery

Clown School

Corrupt Police Station

Drone Factory

Financial Building

Genetics Lab

Bureaucracy Office

Colossal Foundry

Courthouse

Drone Nexus

Fire Analysis Center

Grape Vineyard

Campus Radio Station

Communal Garden

Creepy Barn

Elder Council

Fire Brigade

Hall of Records

Casino Hotel

Concourse Hotel

Crime Forecast AI

Elite Cadet Academy

Fire Station

Harness Maker

Chamber of Deputies

Consulting Firm

CyberCorp Offices

Epic Tower

Fireworks Shack

Highway Volunteers Club

Charity Center

Corporate Cops

Dairy Barn

Evangelical Center

Focus Test Lab

Hit Movie Studio

Chicken Coop

Corporate Data Center

Defense Lab

Evangelical Megaplex

Foundry

Honey Farm

Chapter 4: Buildings

Behavior Control Facility

45
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Building Icon Directory (by Building Type) continued

Chapter 4: Buildings

Workplace Buildings continued

Indie Label

Meat Packing Plant

Observatory

Propaganda Ministry

Seamstress

Spring Water Plant

Inquisition Office

Mechanized Farm

Office Building

Public Radio Station

Secret Police HQ

Steel Mill

International Exchange

Ministry of Thought

Oil Refinery

Public Safety

Secret Police Kiosk

Stock Exchange

Kerosene Distillery

Mission

Orchard

Quilting Circle

Sentinel Seminary

Sugar Cane Field

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

Pied Piper Pest Control

Recycling Center

Skyscraper

Temperance Union

Machine Shop

Neighborhood Watch

Police Station

Regional Garbage Depot

Software Studio

Textile Factory

Market Research Center

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

Jack of All Trades

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

Unionized Steel Factory

Chess Table

Guru

Master Manipulator

Ornate Pagoda

Sad Garden

Vigilante Group

Chocolate Bunny

Hedge

Master of Ceremonies

Plasma Billboard

Sheriff

Water Treatment Plant

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.

Building Icon Directory (by Building Type) continued

Chapter 4: Buildings

Decoration Buildings continued

Venue Buildings

Small Town Square

The Legendary Bard

Topiary Park

Altar

Baseball Field

Butcher Shop

State Television

The Peoples Concourse

Town Common

Antique Shop

Bath House

Caf

Steam Sculpture

Tibetan Bell

Town Square

Aquarium

Bazaar

Campus Bookstore

Street Food Cart

Tile OTulips

Urban Playground

Army Surplus Store

Beauty Salon

Candy Store

Stupa

Tool Shed

Village Green

Art Expo Center

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

Topiary BushTeddy Bear

48
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Cotton Candy Stand

Dojo

Farmers Market

General Store

Liberal Arts College

Cineplex

Counseling Center

Dosage Facility

Ferris Wheel

Helicopter Tour

Liquor Store

City Bistro

County Jail

Double Decker Bus Tour

Firing Range

Holotainment Center

Longhall

Clinic

Cryogenic Prison

Drama School

Fish Market

Home Appliance Store

Luxury Auto Dealer

Clothing Store

Department Store

Drive In

Fishing Hole

Home Furnishing Store

Major Trauma Center

Clubhouse

Dept. of Public Health

Driving Range

Flea Market

Hospital

Mall

Concert Hall

Detention Center

Dungeon

Florist

Hot Air Balloon Ride

Malt Shop

Conditioning Theater

Diner

Electric Pet Shop

Four Star Restaurant

Ice Cream Shoppe

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.

Building Icon Directory (by Building Type) continued

Chapter 4: Buildings

Venue Buildings continued

Meeting House

Motorcycle Shop

Panopticon

Private School

Rejuvenation Terminal

Shack

Mega Mall

Movie Theater

Parochial School

Pub

Religious Bookstore

Shopping Center

Mega-Church

Museum of Party History

Personal Training Gym

Public Library

Religious Retreat

Sim Art Academy

Memorial Plaza

Musical Theater

Pet Shop

Public Pool

Research Clinic

Sims Comedy Club

Metal Club

Nightclub

Philanthropic Organization

Racetrack

Ristorante

Skate Park

Midwife

Off-Broadway Playhouse

Pirate Coast Club

Record Shop

Sanctuary

Smoke Shop

Military School

Off-Track Betting

Pizza Shop

Redistribution Center

School Room

Soccer Field

MiniGolf

Open Air Venue

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

BioMass Power Plant

Power Substation

Bus Stop

State Amphitheater

Temple

Water Park

Carbon Exchange

Solar Farm

Subway

State Cafeteria

Tennis Club

Welfare Center

Coal Plant

Super Coal Plant

State Prison

Toy Store

Zoo

Coal-Hydrogen Plant

Trash Incinerator

Stone Church

Underground Casino

Major Wind Farm

Wind Farm

Strip Mall

Union Hall

Natural Gas Power Plant

Sushi Joint

Video Arcade

Nuclear Power Plant

Tattoo Parlor

VIP Club

Oil Power Plant

Tea House

Power Collection Hub

Chapter 4: Buildings

Sports Stadium

51
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Building Directory (by Building Type)


Home Buildings
BUILDING

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 > 52, Population > 120

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 > 105, Population > 1,250

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 > 40, Knowledge > 10

Authority -4

-40

Light Conditioning/
Very Appealing

CyberCorp Housing

Corporate

6,500

20

960

Hidden

Prosperity > 225, Knowledge > 100

Prosperity -8

-20

D-Lux Sleep Tubes

6,000

-1

25

1,200

Hidden

Authority > 60, Knowledge > 90

Authority -2,
Knowledge -6

-25

Dorm

750

120

Locked

Knowledge > 17

Knowledge -2,
Creativity 2

-8

Dream Home

Private

3,000

18

Locked

Creativity > 68, Prosperity > 30

Creativity -2,
Prosperity -2

-20

Property Tax

Fairytale Palace

Private

14,000

55

Hidden

Creativity > 300, Population > 300

Creativity -8

-15

Property Tax

Farm House

Private

500

24

Unlocked

Spirituality -1

-5

Frat House

750

30

Locked

Prosperity > 25, Population > 100,


Knowledge > 15

Prosperity -2,
Knowledge -3

-10

Unhealthy/Increased
Fire Risk

Private

750

12

Hidden

Creativity > 130, Ecstatic > 25

Creativity -2

Hacienda

Private

1,800

15

Unlocked

Prosperity -2

-5

Property Tax

Haunted House

Creepy

1,500

12

Hidden

Creativity > 35, Population > 250

Creativity -4

Property Tax

Condo Complex
Cottage
Cube Apartment

Gingerbread House

High Rise Apartment

Chapter 4: Buildings

CATEGORIES

3,000

12

240

Locked

Prosperity > 140, Population > 2,250

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 > 61, Population > 1,600

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

Sky Rise Apartment

10,000

20

608

Hidden

Knowledge > 150, Prosperity > 125

Knowledge -6,
Prosperity -2

-20

Reduced Fire Risk/


Healthful

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

Solar Block of Flats

1,350

120

Locked

Knowledge > 20

Prosperity -3

Solar Condo Complex

1,350

120

Locked

Knowledge > 40

Knowledge -2

Solar High Rise Apartment

3,600

12

240

Locked

Knowledge > 40, Prosperity > 140,


Population > 3,500

Prosperity -4

Solar Triple Decker

1,950

120

Locked

Knowledge > 40

Prosperity -6

Solar Worker Barracks

13,750

-1

20

120

Hidden

Productivity > 140, Knowledge > 40

Productivity 25

State Housing Block

Government

3,000

-1

15

760

Unlocked

Authority -4

-20

Light Conditioning/
Very Appealing

State Housing Project

Government 15,000

30

1,140

Hidden

Population > 6,000, Sad < 20,


Happy > 20

Authority -8

-30 Standard Conditioning/


Most Appealing

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

ROMANTIC SMALL TOWN


PROFILE
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

-10 Suburban Average

-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.

Home Buildings continued


BUILD HAPPINESS
UNLOCK
SOCIETAL
COST
EFFECT WORKERS POPULATION AVAILABILITY

BUILDING
PREREQUISITE

BUILDING
VALUE(S)

SPECIAL SIM
POWER

Locked

Productivity > 20

Productivity 3

-5

Unhealthy/Increased
Fire Risk

95

Locked

Creativity > 20, Prosperity > 22

Creativity 2,
Prosperity -2

-10

Property Tax

12

Locked

Prosperity > 55, Population > 500,


Treasury > 5,000

Prosperity -6

-12

Property Tax

-1

120

Unlocked

Productivity 1

-5

12

Locked

Creativity > 56, Population > 120

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 > 25, Population > 450,


Creativity > 25

Prosperity -4

-8

Property Tax

Victorian Home

Private

2,250

12

Hidden

Prosperity > 300, Population > 2,970

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

50s Gas Station

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 > 107

Knowledge -15

-60

Productivity > 140,


Productivity 25
Population > 2,025, Treasury > 10,000
Spirituality > 58

Spirituality -2

-15

Property Tax

-25

Unhealthy/Increased
Fire Risk

Workplace Buildings
BUILDING

Alien Artifact Lab

Chapter 4: Buildings

Animal Rescue Office

SPECIAL SIM CAPITALIST


SOCIETAL VALUE(S) POWER

CONTEMPLATIVE
BUILDING ABILITIES

250

75

Locked

Creativity > 38, Sad < 8, Happy > 5

Creativity -3

-5

Astrophysics Lab

Research

4,200

100

Hidden

Knowledge > 35

Knowledge 20

-25

Atomic Test Site

3,200

100

16

Hidden

Productivity > 130,


Knowledge > 40

Productivity -6,
Knowledge -12

-30

Bank

2,400

100

Unlocked

Prosperity 12,
Authority 3

-10

Bed & Breakfast

Tourist

1,500

100

Unlocked

Prosperity -4

-5

Behavioral Science Lab

Research

1,500

100

Unlocked

Authority -5,
Knowledge -6

-30

Behavior Control
Facility

Research

5,000

100

10

Hidden

Authority > 63, Knowledge > 20


Knowledge -6

Authority -15,

-30

Increased
Incarceration Capacity

Board of Directors

Corporate

15,000

150

25

Hidden

150

100

Locked

Authority > 10, Creativity > 15

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

Prosperity > 260, Treasury > 40,000, Knowledge -10, -30


Citywide
Population > 10,000
Prosperity -20
Productivity Increase

Campus Radio Station

Media

375

100

Hidden

Creativity > 75, Population > 855

Creativity -4

-15

Casino Hotel

Tourist

5,800

100

24

Locked

Prosperity > 80, Population > 2,800

Prosperity -12

-30

Government

6,800

100

27

Locked

Authority > 130, Population > 3,500,


Happy > 20

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

Population > 180, Happy > 30, Sad < 5

Creativity -8

-15

Chamber of Deputies

Chocolate Factory
54

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

ROMANTIC SMALL TOWN


PROFILE
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

NORMAL AUTHORITARIAN ROMANTIC


PROFILE PROFILE
PROFILE

SMALL TOWN VISIT


PROFILE PROFILE

PROFILE

PROFILE

PROFILE

DURATION

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

OPEN

WORKWEEK

Activist Rally

-5

-10

20

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Artifact

Researcher

-10

-25

25

-10

-15

-15

-5

6 Hours

8 a.m.5 p.m. Mon.Fri.

Activist

-5

-5

-10

20

-20

-20

-5

6 Hours

8 a.m.5 p.m. Sun.Tue.

-20

20

-10

-10

-5

-5

6 Hours

8 a.m.5 p.m. Mon.Fri.

Tech
Breakthrough

20

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

15

-15

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

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

8 a.m.5 p.m. Mon.Fri.

Full Week

Mood Device

Researcher

-15

-30

20

-10

35

-20

-30

6 Hours

8 a.m.5 p.m. Mon.Fri.

Sponsored Event

-25

20

-10

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Police Officer

15

6 Hours

8 a.m.5 p.m.

Full Week

Production Drive

-5

30

15

30

6 Hours

8 a.m.5 p.m. Mon.Fri.

Efficiency Drive

-20

20

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Activist Rally

Activist

-10

-10

-10

10

6 Hours

8 a.m.5 p.m.

Tourist

30

-25

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Safety Inspection
Enforcer

Secret

-15

-35

-10

-35

25

-10

-40

6 Hours

8 a.m.5 p.m. Mon.Fri.

15

15

15

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

-10

15

-10

-10

20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Platinum Ticket
Contest

-5

-15

25

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Wed.Fri.

Chapter 4: Buildings

Activist Rally
Research Grant

55
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Workplace Buildings continued


CATEGORIES

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 > 55, Population > 2,000

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

Civil Defense Tower

Chapter 4: Buildings

Clown School

SPECIAL SIM CAPITALIST


SOCIETAL VALUE(S) POWER

CONTEMPLATIVE
BUILDING ABILITIES

Productivity > 300,


Productivity -60 -150 High Smog Output/
Population > 7,000, Treasury > 40,000
Eyesore/Unhealthy

Agriculture

600

75

Unlocked

Spirituality 2

Healthful

Concourse Hotel

Tourist

3,000

100

14

Hidden

Prosperity > 145, Population > 1,950

Prosperity -8

-30

Consulting Firm

Corporate

2,100

125

10

Locked

Prosperity > 130, Population > 1,800

Prosperity -8

-5

Corporate Cops

Corporate

2,000

100

Hidden

Prosperity > 150, Population > 3,800

Prosperity -5

-10

Immune to
Rogue Sims

Corporate Data Center

Corporate

6,000

100

15

Locked

Knowledge > 75

Knowledge 20,
Authority 12

-30

Corporate Hive

Corporate

5,000

100

20

Locked

Prosperity > 75, Population > 2,350

Prosperity -10,
Authority 8

-40

Corporate One

Corporate

12,500

100

20

Hidden

Prosperity > 125,


Population > 3,350, Treasury > 5,000

Prosperity -20,
Authority 12

-40

Citywide
Productivity Increase

Corporate R&D Center

Research

3,500

125

12

Locked

Knowledge > 75

Knowledge -8

-20

Corrupt Police Station

Syndicate

5,000

100

Hidden

Productivity > 100,


Population > 2,300, Treasury > 5,000

Authority -3,
Prosperity -6

-10

Organized Crime/
Immune to
Rogue Sims

Courthouse

Government

3,200

100

10

Locked

Authority > 25, Prosperity > 15

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 > 110

Knowledge -12

-50

CyberCorp Offices

Corporate

15,000

125

40

Hidden

Prosperity > 225, Knowledge > 125

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, Authority > 20

Knowledge -20

-30

Dept. of Public Works

Government

3,000

100

15

Unlocked

Authority -5,
Productivity -5

-10

District Courthouse

Government

8,500

100

15

Hidden

Authority > 110,


Population > 3,000, Treasury > 7,500

Authority 40,
Prosperity -4

-20

Local Productivity
Increase

District Fire Station

Government

6,000

100

10

Hidden

Productivity > 145,


Knowledge -18
Population > 5,200, Treasury > 10,000

-10

Drone Factory

Manufacture 10,000

100

30

Hidden

Authority > 150, Sad < 15, Happy > 15

Authority -12,
Productivity -12

-50

Drone Nexus

Manufacture 15,000

100

50

Hidden

Authority > 225, Sad < 15, Happy > 15

Authority -12,
Productivity -12

-50

Elder Council

Government

750

100

Unlocked

Authority 12,
Spirituality -4

Competitive/Local
Productivity Increase

Elite Cadet Academy

Government

7,500

100

18

Hidden

Population > 3,500, Authority > 200

Authority -15

-10

Immune to Rogue
Sims/Many More
Police Officers

Corporate

9,500

125

30

Hidden

Prosperity > 400, Knowledge > 40,


Population > 9,250

Epic Tower

56
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Immune to Rogue
Sims/ Improved
Firefighters/ Reduced Fire Risk

Prosperity -25, -50


Productivity -25

CYBERPUNK
ACTION

FUN CITY
HAUNTED TOWN INDUSTRIAL
CLASS SPAWNED
PROFILE
PROFILE

NORMAL AUTHORITARIAN ROMANTIC


PROFILE 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

SMALL TOWN VISIT


PROFILE PROFILE

PROFILE

PROFILE

PROFILE

DURATION

OPEN

WORKWEEK

10

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

20

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

-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

8 a.m.5 p.m. Sun.Tue.

-5

-15

25

-25

6 Hours

8 a.m.5 p.m. Mon.Fri.

Business Sim

25

-10

15

-10

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Security

25

-10

20

-15

15

-10

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

-10

-25

20

-20

-15

-15

-15

6 Hours

8 a.m.5 p.m. Mon.Fri.

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

8 a.m.5 p.m. Mon.Fri.

S.W.A.T.
Professional

Security

10

-15

-10

25

6 Hours

8 a.m.5 p.m. Mon.Fri.

Legal Wrangling
Professional

Security

-5

-10

10

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Summon Spirits

Spooky

-20

10

45

10

6 Hours

8 a.m.5 p.m. Tue.Thu.

Quash Free

Secret Enforcer

-20

-35

30

-25

-20

-20

-40

6 Hours

8 a.m.5 p.m. Mon.Fri.

Sponsored Event Secret Enforcer

-15

-40

40

-25

-10

-10

-20

-20

-30

6 Hours

8 a.m.5 p.m. Mon.Fri.

-10

20

-20

-35

25

6 Hours

8 a.m.5 p.m. Mon.Fri.

-10

-25

25

-10

25

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Military Contracting Researcher


Municipal Repairs

City Worker

-10

-10

20

20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Root Out Corruption


Professional

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

8 a.m.5 p.m. Tue.Thu.

Rogue Citizen
Control

Police Officer

-15

-15

-10

35

-10

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

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.

Workplace Buildings continued


BUILDING

CATEGORIES

BUILD
COST

INCOME
PER DAY
PER WORKER

JOBS

UNLOCK
MAX IN CITY

AVAILABILITY

BUILDING
PREREQUISITE

Evangelical Center

Worship

5,000

100

Hidden

Spirituality > 17, Prosperity > 25

Spirituality 20,
Prosperity -8

-20

Evangelical Megaplex

Worship

17,500

100

30

Hidden

Spirituality > 35, Prosperity > 95

Spirituality 50,
Prosperity -15

-40

Farm

Agriculture

450

75

Unlocked

Spirituality -1

Farming Co-op

Agriculture

750

100

10

Hidden

Spirituality > 15, Knowledge > 10

Spirituality -1,
Knowledge -3

-6

Federal Bank

Government

8,500

125

12

Hidden

Prosperity > 200, Population > 4,000

Prosperity 40,
Authority 8

-10

Financial Building

5,750

100

30

Locked

Prosperity > 75, Productivity > 20

Prosperity 28,
Productivity -15

-30

Fire Analysis Center

2,500

100

Locked

Authority > 50, Knowledge > 41

Knowledge -22

-5

Fire Brigade

300

Hidden

Spirituality > 10, Population < 850

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

Focus Test Lab

1,500

100

Locked

Knowledge > 50, Prosperity > 21

Knowledge -8,
Prosperity -5

-15

Manufacture 17,500

100

40

Locked

100

15

Locked

Knowledge > 30, Creativity > 75

Foundry
Game Developer

2,250

CONTEMPLATIVE
BUILDING ABILITIES

Productivity > 90,


Productivity -30 -100 High Smog Output/
Population > 3,000, Treasury > 5,000
Eyesore/Unhealthy
Creativity -4,
Knowledge -2

-20

Garage Band

750

75

Locked

Creativity > 35, Population > 150

Creativity 10

-10

Garbage Collection Station

500

100

12

Locked

Knowledge > 27

Knowledge -3

-5

Eyesore

Genetics Lab

Chapter 4: Buildings

Media

SPECIAL SIM CAPITALIST


SOCIETAL VALUE(S) POWER

11,500

100

22

Hidden

Knowledge > 105

Knowledge 40

-25

Healthful

Grape Vineyard

Agriculture

500

100

Locked

Prosperity > 45, Population > 80

Prosperity -5

Hall of Records

Government

4,100

100

30

Locked

Authority > 80, Population > 2,750

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

Hit Movie Studio

Media

5,250

125

18

Hidden

Prosperity > 200, Creativity > 40

Prosperity -12,
Creativity -4

-30

Honey Farm

Agriculture

600

75

Locked

Spirituality > 39

Spirituality -3

Indie Label

Media

1,000

100

Locked

Prosperity > 138, Population > 855

Prosperity -8

-20

More Artists/
Fewer Rock Stars

Government

4,750

100

Hidden

Authority > 17, Spirituality > 15,


Population > 500

Spirituality 20,
Authority -10

-6

Cost Cutter:
Government

10,500

125

25

Hidden

Prosperity > 240,


Population > 4,200

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 > 12, Population > 650

Prosperity -4

-5

Loan Shark

Syndicate

750

100

Hidden

Prosperity > 140, Population > 1,300

Prosperity -4

-10

Lumber Mill

Manufacture

750

100

10

Unlocked

Productivity -12

-15

Dangerous

Machine Shop

Manufacture

1,000

100

12

Hidden

Productivity > 105,


Population > 1,100, Treasury > 5,000

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

NORMAL AUTHORITARIAN ROMANTIC


PROFILE PROFILE
PROFILE

SMALL TOWN VISIT


PROFILE PROFILE

PROFILE

PROFILE

PROFILE

DURATION

OPEN

WORKWEEK

Holy Sim

15

-10

-10

20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Revival Sermon

Holy Sim

25

-15

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Farmer

-15

15

-20

-35

35

6 Hours

8 a.m.5 p.m. Mon.Fri.

Farmer

10

10

-10

-25

25

6 Hours

8 a.m.5 p.m. Mon.Fri.

Tax Break

25

-20

-10

10

15

-30

6 Hours

8 a.m.5 p.m. Mon.Fri.

Manager

30

-30

20

-10

-15

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Fireproofing

Researcher

-10

-20

25

-20

-10

-15

6 Hours

8 a.m.5 p.m. Mon.Fri.

Fire Alarm!

15

-10

10

15

6 Hours

8 a.m.5 p.m. Tue.Thu.

Fire Alarm!

City Worker

6 Hours

8 a.m.5 p.m.

-5

-5

15

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Researcher

20

-10

15

-10

-15

-10

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

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

8 a.m.5 p.m. Mon.Fri.

Entertainer

10

15

15

6 Hours

8 a.m.5 p.m.

10

15

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Research Grant

-10

-30

25

-20

-15

-10

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

-15

30

20

6 Hours

8 a.m.5 p.m. Mon.Fri.

-10

-20

-15

20

-35

6 Hours

8 a.m.5 p.m. Mon.Fri.

Volunteer Drive

-10

20

-15

-5

-15

6 Hours

8 a.m.5 p.m. Tue.Thu.

Volunteer Drive

Activist

-15

10

10

6 Hours

8 a.m.5 p.m. Sun.Tue.

Artist

30

-25

-20

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Full Week

Full Week

Wed.Fri.

-10

25

10

-15

6 Hours

8 a.m.5 p.m. Mon.Fri.

Artist

25

-15

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Inquisition

-10

-15

-25

-15

25

15

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Currency
Speculation

15

-30

-15

20

-35

6 Hours

8 a.m.5 p.m. Mon.Fri.

-10

-10

10

15

6 Hours

8 a.m.5 p.m. Mon.Fri.

Business Sim

25

-15

15

-5

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Debt Collection

15

-20

-20

25

6 Hours

8 a.m.5 p.m. Mon.Fri.

Production Drive

-10

-10

-15

15

35

6 Hours

8 a.m.5 p.m. Mon.Fri.

Production Drive

10

-25

15

-15

35

10

25

6 Hours

8 a.m.5 p.m. Mon.Fri.

Chapter 4: Buildings

Music Festival

59
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Workplace Buildings continued


BUILDING

CATEGORIES

BUILD
COST

INCOME
PER DAY
PER WORKER

JOBS

UNLOCK
MAX IN CITY

AVAILABILITY

BUILDING
PREREQUISITE

Market Research Center

Research

1,200

100

Locked

Prosperity > 125, Knowledge > 45

Prosperity -5,
Knowledge -5

-15

Meat Packing Plant

Manufacture

2,250

100

18

Locked

Productivity > 20, Population > 850,


Treasury > 1,500

Productivity -6

-10

Unhealthy/
Dangerous

Mechanized Farm

Agriculture

1,250

125

Hidden

Productivity > 35, Knowledge > 95

Productivity -8,
Knowledge -8

-25

Dangerous

Ministry of Thought

Government 20,000

100

25

Hidden

Authority > 275, Population > 4,200

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 > 138, Creativity > 30

Prosperity -8,
Creativity -8

-20

Local Productivity
Increase/
More Celebrities

Corporate

12,500

125

20

Hidden

Prosperity > 270, Population > 6,000

Knowledge -10, -30 Citywide Productivity


Prosperity -15
Increase

300

Hidden

Authority > 40, Population > 1,350

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

Prosperity > 83, Population > 2,000

Orchard

Agriculture

300

100

Hidden

Prosperity > 30, Population > 300

Prosperity -4

15,000

100

45

Hidden

Authority > 230, Population > 7,200

Authority -25

-20

Light Conditioning/
Very Appealing

Syndicate

500

100

Unlocked

Prosperity 5

-5

200

75

Locked

Creativity > 70, Population > 140

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

SPECIAL SIM CAPITALIST


SOCIETAL VALUE(S) POWER

PR Firm
Propaganda Ministry
Public Radio Station

Prosperity 45, -100


Productivity -20

More Tycoons/
Eyesore

2,500

125

12

Locked

Prosperity > 143, Population > 3,200

Prosperity -8

-20

Government

7,500

100

20

Locked

Authority > 55, Population > 2,250

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

-5 More Private Security

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 > 25, Creativity > 75

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

Regional Garbage Depot

1,000

100

24

Hidden

Knowledge > 150

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 > 188,


Population > 4,100, Happy > 20

Authority -20

-20

Light Conditioning/
Very Appealing/
Immune to Rogue Sims

Secret Police
Kiosk

Government

400

100

Hidden

Authority > 188,


Population > 4,100, Happy > 20

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

NORMAL AUTHORITARIAN ROMANTIC


PROFILE PROFILE
PROFILE

SMALL TOWN VISIT


PROFILE PROFILE

PROFILE

PROFILE

PROFILE

DURATION

OPEN

WORKWEEK

Strategized
Marchitecture

Researcher

25

-10

25

-15

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Production Drive

-20

-15

20

15

30

6 Hours

8 a.m.5 p.m. Mon.Fri.

-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

8 a.m.5 p.m. Mon.Fri.

Artist

30

-10

15

6 Hours

8 a.m.5 p.m. Mon.Fri.

-35

20

-20

-15

-30

6 Hours

8 a.m.5 p.m. Mon.Fri.

-10

10

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Local Affiliates

Activist

-10

10

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

10

10

-15

15

6 Hours

8 a.m.5 p.m. Mon.Fri.

Synergy

Manager

15

-25

10

-10

10

10

10

-15

6 Hours

8 a.m.5 p.m. Mon.Fri.

Manager

25

-25

-15

30

15

-10

6 Hours

24 Hours

Mon.Fri.

Farmer

15

-15

25

6 Hours

8 a.m.5 p.m. Mon.Fri.

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

8 a.m.5 p.m. Mon.Fri.

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

8 a.m.5 p.m. Mon.Fri.

-15

-25

-25

35

-10

-35

6 Hours

8 a.m.5 p.m. Mon.Fri.

Full Week

-10

15

-10

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

City Worker

10

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Volunteer Drive

-5

15

-15

-35

-10

-10

25

6 Hours

8 a.m.5 p.m. Mon.Fri.

Sellers Market

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Entertainer

20

15

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

15

15

-10

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

8 a.m.5 p.m. Mon.Fri.

-15

15

6 Hours

Farmer

-20

30

-25

-30

-25

-15

6 Hours

8 a.m.5 p.m. Mon.Fri.

Volunteer Drive

15

-15

20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Dissident
Suppression

-15

-35

-25

35

-10

-35

6 Hours

8 a.m.5 p.m. Mon.Fri.

-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.

Workplace Buildings continued


CATEGORIES

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

SPECIAL SIM CAPITALIST


SOCIETAL VALUE(S) POWER

CONTEMPLATIVE
BUILDING ABILITIES

Locked

Authority > 130, Population > 1,850

Authority -8

-10

Unlocked

Productivity -3

-5

Serves Liquor

Hidden

Authority > 20, Population < 1,000

Authority -2

-5

Immune to Rogue
Sims/Improved
Police Officers

100

40

Hidden

Prosperity > 250, Population > 4,500

Prosperity 32,
Productivity -10

-30

100

12

Unlocked

Creativity -4,
Knowledge -2

-15

Spirit Squadroom

750

75

Hidden

Creativity > 65, Happy > 10

Creativity -4

-5

Spring Water Plant

Manufacture

1,000

100

10

Locked

Productivity > 35, Population > 850,


Treasury > 5,000

Productivity -8

-20

Steel Mill

Manufacture 10,000

100

45

Locked

Productivity > 46,


Productivity -40 -50
Population > 1,750, Treasury > 5,000

High Smog Output/


Eyesore/Dangerous

Stock Exchange

1,800

100

15

Locked

Prosperity > 135, Population > 3,100

Prosperity -10

-20

Sugar Cane Field

Agriculture

750

75

15

Locked

Creativity > 5, Productivity > 5

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

Knowledge > 65, Prosperity > 20

Tourism Bureau

Tourist

11,750

100

Hidden

Prosperity > 196, Population > 6,600

Prosperity -25

-10

More Tourists

Tourist Information

Tourist

750

100

Locked

Prosperity > 95, Population > 2,000

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 > 55, Population > 2,200

Authority -10

-15

Competitive/Local
Productivity Increase

Textile Factory
Think Tank

Chapter 4: Buildings

AVAILABILITY

Productivity > 165,


Productivity -30 -30
Population > 4,000, Treasury > 5,000

Productivity -20 -20

Unhealthy/
Increased Fire Risk

Dangerous

Knowledge -15, -20 Corporate Technology


Prosperity -10
Improvement

Tulip Nursery

Botanic

300

75

Unlocked

Creativity -4

TV Network

Media

9,500

125

15

Hidden

Prosperity > 380, Population > 6,600

Prosperity -14,
Creativity -6

-30

Local Productivity
Increase/More
Celebrities

TV Station

Media

1,600

100

12

Hidden

Prosperity > 127, Population > 2,770

Prosperity -4

-30

Local Productivity
Increase/More
Celebrities

Manufacture 12,000

100

45

Hidden

Productivity > 250,


Productivity -30 -50
Population > 6,150, Treasury > 40,000

Medium Smog
Output/Eyesore

Unionized Steel Factory


Vigilante Group

500

75

Hidden

Productivity > 110,


Population > 3,300, Treasury > 5,000

Productivity 4

-5

More Vigilantes

Water Treatment Plant

2,000

100

15

Locked

Knowledge > 40

Knowledge -6

-15

Reduced Fire Risk

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

NORMAL AUTHORITARIAN ROMANTIC


PROFILE PROFILE
PROFILE

SMALL TOWN VISIT


PROFILE PROFILE

PROFILE

PROFILE

PROFILE

DURATION

OPEN

WORKWEEK

Enforcement

-15

-35

-25

30

-10

-30

6 Hours

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.


8 a.m.5 p.m. Mon.Fri.

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

8 a.m.5 p.m. Mon.Fri.

Project Dedication

10

-10

20

20

-10

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Full Week

Cheerocracy

-10

-15

-15

30

-40

-35

-10

-10

6 Hours

8 a.m.5 p.m. Sun.Tue.

Production Drive

20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Production Drive

-35

-15

35

-10

20

6 Hours

8 a.m.5 p.m.

Futures Investing

30

-30

-10

25

-25

6 Hours

8 a.m.5 p.m. Mon.Fri.

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

8 a.m.5 p.m. Mon.Fri.

Holy Sim

-10

-20

-15

25

10

-15

15

6 Hours

8 a.m.5 p.m. Mon.Fri.

Full Week

-15

30

6 Hours

8 a.m.5 p.m. Mon.Fri.

Brainstorm

Researcher

20

-20

25

-15

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Tourist

20

-15

20

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Tourist

15

-15

-10

6 Hours

8 a.m.5 p.m. Mon.Fri.

-15

-10

15

15

20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Foreclosure

20

-25

-10

15

20

15

-25

6 Hours

8 a.m.5 p.m. Mon.Fri.

15

-15

15

6 Hours

8 a.m.5 p.m. Tue.Thu.

Ad Campaign

25

-25

20

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Ad Campaign

20

-20

20

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

Production Drive

-35

-25

45

-10

-20

6 Hours

8 a.m.5 p.m. Mon.Fri.

Fire! Fire! Fire!

10

-15

20

-15

6 Hours

8 a.m.5 p.m. Mon.Fri.

15

10

10

6 Hours

8 a.m.5 p.m. Mon.Fri.

-5

20

-20

15

-15

-10

25

6 Hours

8 a.m.5 p.m. Mon.Fri.

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 > 12, Population > 220

Prosperity 1

Neighborhood Improvement/
Local Property Value Increase

Baroque Fountain

1,500

Unlocked

Prosperity 6

-3

High Neighborhood Improvement/


Local Property Value Increase

Billboard

750

Unlocked

Prosperity 1

-1

Local Prosperity Increase/Saturating

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 > 120, Population > 180

Creativity 3

Electric Billboard

1,125

Unlocked

Prosperity 2

-3

Local Prosperity Increase/Saturating

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 > 150

Spirituality 4

Neighborhood Improvement/
Local Property Value Increase

BUILDING

Graveyard

CAPITALIST CONTEMPLATIVE
SOCIETAL VALUE(S)
POWER

CYBERPUNK
BUILDING ABILITIES

Creepy

750

Locked

Creativity > 15, Spirituality > 20

Spirituality 3

Cost Cutter: Creepy

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 > 50, Population > 1,900

Authority 4

Competitive/Local Productivity Increase

Historical Monument
Iron Fence

Chapter 4: Buildings

BUILDING
PREREQUISITE

150

Unlocked

Authority 1

Jack of All Trades

Decoration

Trophy

Show All Achievement

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

Knowledge > 25, Creativity > 6

Creativity 8

-3

Master Manipulator

Trophy

Authoritarian Achievement

Authority 10

Curing/Monument IncomeMedium

Master of Ceremonies

Trophy

Fun City Achievement

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

Knowledge > 12, Creativity > 8

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

High Neighborhood Improvement/


Local Property Value Increase

Ornate Pagoda

1,800

Hidden

Spirituality > 100

Spirituality 8

Neighborhood Improvement/
Local Property Value Increase

Plasma Billboard

1,500

Unlocked

Prosperity 5

-5

Local Prosperity Increase/Saturating

Police Box

200

Unlocked

Authority 1

-1

Improved Police Officers

Prayer Wheel

100

Unlocked

Spirituality 1

Public Clock

450

Unlocked

Authority 3

-1

More City Workers

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.

Decoration Buildings continued


BUILD
CATEGORIES

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

Small Town Achievement

Spirituality 5

Curing/Monument IncomeLow

Small Statue

475

Unlocked

Authority 2

Small Town Square

800

Unlocked

Prosperity 5

High Neighborhood Improvement/


Local Property Value Increase

State Television

Government

3,000

Hidden

Authority > 125, Population > 2,600

Authority 8

-15 Competitive/Local Productivity Increase

Steam Sculpture

300

Unlocked

Productivity 2

Street Food Cart

375

Unlocked

Productivity 1

Improved Work Crews

Stupa

2,500

Hidden

Spirituality > 200

Spirituality 5

Local Worship Improvement

Suburban Playground

750

Unlocked

Creativity 7

Swingset

200

Unlocked

Creativity 2

Tech Monolith

4,000

Locked

Authority > 30, Population > 4,300,


Knowledge > 95

Authority 10

-10 Competitive/Local Productivity Increase

Tetherball Court

300

Unlocked

Creativity 2

The Legendary Bard

Trophy

Romantic Achievement

The Peoples Concourse

750

Unlocked

Authority 4

High Neighborhood Improvement/


Local Property Value Increase

Tibetan Bell

750

Locked

Spirituality > 30

Spirituality 3

High Neighborhood Improvement/


Local Property Value Increase

Tile OTulips

75

Unlocked

Creativity 1

Tool Shed

150

Unlocked

Productivity 1

Improved Work Crews

Topiary Bush
Bunny Rabbit

250

Locked

Creativity > 70, Prosperity > 15

Creativity 2

Topiary BushHand

250

Locked

Creativity > 70, Prosperity > 15

Creativity 2

Topiary BushPillar

250

Locked

Creativity > 70, Prosperity > 15

Creativity 2

Topiary BushTeddy Bear

250

Locked

Creativity > 70, Prosperity > 12

Creativity 2

Topiary Park

1,000

Hidden

Creativity > 30, Prosperity > 75

Creativity 10

Town Common

350

Unlocked

Spirituality 3

High Neighborhood Improvement/


Local Property Value Increase

Town Square

800

Unlocked

Prosperity 5

High Neighborhood Improvement/


Local Property Value Increase

Urban Playground

1,250

Unlocked

Productivity 6

Village Green

500

Unlocked

Creativity 4

High Neighborhood Improvement/


Local Property Value Increase

Wishing Well

225

Hidden

Creativity > 140, Population > 180

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

Army Surplus Store

Retail

1,350

12

Locked

Productivity > 60, Population > 1,800,


Treasury > 5,000

Productivity 3,
Prosperity -3

-10

More Vigilantes/
Sells Cargo Pants/
Sells Tools

Art Expo Center

Retail

1,650

15

Hidden

Prosperity > 75, Creativity > 40

Prosperity -6,
Creativity -2

-10

Sells Rare Paintings

Art Gallery

Retail

1,000

Locked

Prosperity > 25, Creativity > 30

Prosperity -4,
Creativity -2

-8

Sells Rare Paintings

Art Museum

Arts

9,600

35

Unlocked

Creativity -18,
Spirituality -4

-20

Aquarium

Asylum

Creepy

11,400

35

Hidden

Authority > 59, Population > 2,200

Authority -18

0 Rehabilitation/Unhealthy

Balloon Cart

Child Safe

600

Locked

Creativity > 67, Population > 750

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 > 225, Population > 470

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

Population > 1,250, Creativity > 18,


Treasury > 5,000

Productivity 3

-10

Bridal Shop

1,000

Hidden

Prosperity > 127, Population > 1,200

Prosperity -2

-1

Burger Joint

Child Safe,
Restaurant

1,200

15

Locked

Prosperity > 19, Population > 1,200,


Treasury > 5,000

Prosperity -4,
Productivity 2

-5

Unhealthy

Butcher Shop

Restaurant

450

Unlocked

Productivity 3

-5

Unhealthy

Caf

Restaurant

750

10

Locked

Prosperity > 55, Population > 450

Prosperity -4

-5

Retail

1,000

10

Locked

Knowledge > 45, Prosperity > 20

Knowledge 2,
Prosperity -1

-5

Sells Text Books/


Sells Books

Child Safe

300

Locked

Creativity > 59, Population > 500

Creativity -4

-8

Unhealthy

Car Dealership

Retail

3,000

15

Unlocked

Prosperity -9

-8

Sells Cars

Carnival Games

Child Safe,
Gaming

900

Hidden

Creativity > 75, Population > 175

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

Creativity > 75, Population > 650

Creativity -6, Prosperity -10 -30

City Bistro

Restaurant

750

10

Locked

Creativity > 21

Creativity -3

-10

Clinic

Healthcare

1,800

Unlocked

Knowledge -4

-15

General Healthcare

-5 Sells Designer Clothing

Childrens Museum

Clothing Store

Retail

1,000

10

Unlocked

Prosperity -4

Child Safe

450

Hidden

Creativity > 80, Population > 120

Creativity -2

5,700

32

Unlocked

Prosperity -18

-10

Conditioning Theater

Government

3,600

15

Locked

Authority > 75, Population > 2,500

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

FUN CITY HAUNTED TOWN INDUSTRIAL


CLASS SPAWNED PROFILE
PROFILE

NORMAL AUTHORITARIAN ROMANTIC


PROFILE
PROFILE
PROFILE

SMALL TOWN VISIT


PROFILE PROFILE

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.

Issue the Call

-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

Nickel Root Beer Night

-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.

Gift Shoppe Special

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.

Venue Buildings continued


BUILD
CATEGORIES

HAPPINESS
COST

VISIT
EFFECT

MAX IN
SLOTS

Corporate Retreat

6,300

10

20

Hidden

Prosperity > 370, Population > 6,000

Cotton Candy Stand

300

Hidden

Creativity > 83, Population > 120

Counseling Center

750

10

Locked

Creativity > 17, Population > 150

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 > 200, Population > 4,200

Authority -20

-15

Heavy Conditioning/
Unhealthy

Cryogenic Prison

Incarceration 5,250

20

Hidden

Authority > 65, Knowledge > 100

Authority -2,
Knowledge -2

-50

Heavy Conditioning/
Unhealthy

2,400

20

Hidden

Productivity > 20, Prosperity > 40

Productivity 6,
Prosperity -2

-20

Sells Platinum
BBQ Grills

Dept. of Public Health

Government, 3,000
Healthcare

20

Locked

Authority > 25, Population > 500

Authority -6,
Knowledge -2

-30

General Healthcare

Detention Center

Incarceration 2,500

10

Locked

Authority > 58, Population > 1,750

Authority -5

-5

Heavy Conditioning/
Unhealthy

Locked

Prosperity > 20, Population > 200,


Creativity > 20

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 > 131, Population > 1,600

Prosperity -4

-10

Curing

2,000

10

Locked

Spirituality > 50

Spirituality 10

Government 11,850

28

Hidden

Authority > 320, Population > 6,150,


Knowledge > 15

Authority -30,
Knowledge -4

-60

Distributes
Daily Doses

750

10

Locked

Prosperity > 85, Population > 2,150

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 > 45, Population > 400

Creativity -15

-15

Driving Range

3,600

20

Locked

Prosperity > 90, Population > 2,600

Prosperity -12

More Hooligans

Incarceration 6,750

20

Locked

Authority > 38, Population > 2,700

Authority -10

-20

Heavy Conditioning/
Unhealthy

Dungeon

Chapter 4: Buildings

UNLOCK
CITY AVAILABILITY

Electric Pet Shop

Retail

1,800

Hidden

Knowledge > 50, Authority > 50,

Authority -2,
Prosperity > 50

-20

Sells Electric Pets


Prosperity -1

Elementary School

Child Safe,
Education

1,500

12

Unlocked

Knowledge 10

-5

Most Appealing

Faith Healer

Healthcare,
Worship

1,000

10

Hidden

Spirituality > 125, Elated > 15

Spirituality -15

More Faith Healers/


General Healthcare

Farmers Market

Agriculture

900

10

Locked

Spirituality > 35

Spirituality -3

Healthful/Cost Cutter:
Agriculture

Ferris Wheel

2,000

12

Hidden

Creativity > 75, Population > 800,


Happy > 20

Creativity -7

-8

More Entertainers/
More Mimes

Firing Range

3,150

20

Hidden

Prosperity > 225, Population > 3,500


Professional

Prosperity -13

-20

More Vigilantes

Fish Market

750

10

Locked

Spirituality > 17, Population > 150

Spirituality -1

Fishing Hole

1,500

Hidden

Spirituality > 18, Creativity > 25

Spirituality -1

Flea Market

Retail

2,850

24

Locked

Population > 100, Treasury > 5,000

Productivity 3,
Prosperity -1

Sells Cargo Pants/


Sells Used Clothing/

Sells Toys
Florist
Four Star Restaurant
Gathering Hall
Gazebo
General Store

Botanic

300

Unlocked

Creativity 1

-2

Restaurant

1,000

Hidden

Prosperity > 225, Population > 3,000

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

FUN CITY HAUNTED TOWN INDUSTRIAL


CLASS SPAWNED PROFILE
PROFILE

Business Sim

NORMAL AUTHORITARIAN ROMANTIC


PROFILE
PROFILE
PROFILE

30

-15

-10

-15

SMALL TOWN VISIT


PROFILE PROFILE

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

Blue Plate Special

-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.

Nickel Root Beer Night

-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.

Catch of the Day

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.

Venue Buildings continued


BUILD
CATEGORIES

HAPPINESS
COST

VISIT
EFFECT

MAX IN
SLOTS

1,000

12

Holotainment Center

Gaming

18,000

30

Home Appliance Store

Retail

2,400

Home Furnishing Store

Retail

4,000

Hospital

Healthcare

Hot Air Balloon Ride

Child Safe
Child Safe

750

BUILDING

Helicopter Tour

Ice Cream Shoppe


Jail
Karaoke Bar
Liberal Arts College
Liquor Store
Longhall

SPECIAL SIM
SOCIETAL VALUE(S)

CAPITALIST
POWER

CONTEMPLATIVE
BUILDING ABILITIES

Locked

Creativity > 75, Knowledge > 20

Creativity -4

-15

Locked

Knowledge > 180

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

Creativity > 145, Population > 360

Prosperity -8, Knowledge -4 -15


Creativity -6

General Healthcare
More Entertainers/
More Mimes

Unlocked

Creativity -4

-5

Unhealthy

20

Unlocked

Authority -10

-15

Heavy Conditioning/
Unhealthy

Knowledge -6, Creativity 6

-5

Knowledge 20, Creativity 10 -25

750

10

Hidden

Knowledge > 55

Education

6,000

45

Locked

Knowledge > 20, Creativity > 15

Liquor

900

Hidden

Productivity > 45, Population > 1,700,


Treasury > 5,000

Productivity 4

-5

Serves Liquor

Worship

750

10

Hidden

Spirituality > 110

Spirituality -1

Retail

30,000

12

Hidden

Prosperity > 310, Population > 2,250

Prosperity -12

-15

Sells Luxury Cars

Major Trauma Center

Healthcare

11,550

40

Hidden

Prosperity > 220, Population > 5,000,


Knowledge > 40

Prosperity -14,
Knowledge -8

-30

General Healthcare

Mall

Child Safe,
Retail

8,000

35

Unlocked

Prosperity -18

-15

Sells Cell Phones/


Sells DVDs/Sells Toys

Malt Shop

Child Safe

1,350

10

Locked

Creativity > 41, Population > 180

Creativity -4

-8

Unhealthy

Retail

1,800

15

Locked

Knowledge > 65, Prosperity > 75

Knowledge -2,
Prosperity -6

-10

Sells DVDs/
Sells Records/
Sells Game Consoles

Luxury Auto Dealer

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

Authority > 8, Spirituality > 18

Spirituality -8

-5

Retail

7,800

50

Hidden

Prosperity > 230, Population > 5,000

Prosperity -30

-20

Sells Cell Phones/


Sells Designer Clothing/
Sells Televisions

Worship

20,000

10

50

Hidden

Spirituality > 75, Population > 1,500

Spirituality -25

-20

15,000

50

Hidden

Authority > 85, Population > 850

Authority -7

More Vigilantes/
Light Conditioning/
Very Appealing

Mega Mall

Mega-Church
Memorial Plaza

Metal Club

Arts

1,800

12

Hidden

Creativity > 130, Population > 180

Creativity -4

-15

More Rock Stars

Midwife

Healthcare

600

Locked

Spirituality > 10, Creativity > 10

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

-15 Variable Fun/Appealing

Motorcycle Shop

Retail

1,000

10

Locked

Prosperity > 100, Population > 2,000

Prosperity -4

-5

Movie Theater

Arts

3,150

20

Unlocked

Creativity -4

-15

Museum of Party History Government 11,400

40

Hidden

Authority > 145, Population > 4,250

Authority -14

-30

Conditioning/
Most Appealing

Musical Theater

Arts

4,200

25

Locked

Creativity > 80, Population > 400

Creativity -14

-15

Nightclub

1,200

Hidden

Productivity > 40, Population > 585,


Treasury > 5,000

Productivity 3

-10

More Hooligans/
Dangerous

72
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Sells Motorcycles

CYBERPUNK
BUILDING ACTION

FUN CITY HAUNTED TOWN INDUSTRIAL


CLASS SPAWNED PROFILE
PROFILE

NORMAL AUTHORITARIAN ROMANTIC


PROFILE
PROFILE
PROFILE

SMALL TOWN VISIT


PROFILE PROFILE

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.

Heavy Metal Jamboree

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.

Venue Buildings continued


BUILD
CATEGORIES

HAPPINESS
COST

VISIT
EFFECT

MAX IN
SLOTS

Arts

4,800

20

Off-Track Betting

Gaming

1,000

Open Air Venue

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 > 90, Population > 1,200

Creativity -18

-8

Hidden

Productivity > 35, Population > 450,


Treasury > 5,000

Productivity 2

-5

Gambling

35

Hidden

Creativity > 250, Population > 3,000

Creativity -22

-50

Sales Tax

40

Locked

Creativity > 90, Prosperity > 30

Creativity -18,
Prosperity -15

-15

High Neighborhood
Improvement/Local
Property Value Increase

20

Hidden

Authority > 150, Population > 3,000

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 > 100, Population > 2,250

Prosperity -4

-15

Healthful

Creativity -3, Prosperity -1

-5

Sells Pets

Retail

750

Locked

Creativity > 30, Prosperity > 25

Philanthropic Organization

2,700

15

Locked

Prosperity > 143, Spirituality > 21

Pirate Coast Club

5,700

30

Hidden

Creativity > 160, Population > 250

Creativity -16

-15

Restaurant

1,350

10

Locked

Treasury > 3,500, Population > 1,000

Productivity 2

-5

Unhealthy

Pizza Shop
Plastic Surgeon

Prosperity -12, Spirituality 10 -10

Prosperity -8, Creativity -6 -20

3,600

10

Hidden

Prosperity > 145, Creativity > 17

Presidential Library

Child Safe

10,500

30

Hidden

Knowledge > 125

Knowledge 20

-20 Increased Educational


Library Size

Private School

Child Safe,
Education

1,500

12

Unlocked

Prosperity 5,
Knowledge 5

-5 More Private Security/


Most Appealing

Pub

Chapter 4: Buildings

UNLOCK
CITY AVAILABILITY

Liquor

900

Locked

Productivity > 13, Creativity > 17

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 > 110, Population > 2,000,


Treasury > 5,000

Productivity 7

-15

Gambling

Creativity -4, Prosperity -2 -10

Serves Cocktails

Record Shop

Retail

750

Locked

Creativity > 40, Prosperity > 35

Redistribution Center

Retail

450

15

Unlocked

Authority -8, Prosperity -2

-10

Sells Used Clothing/


Sells Books/Sells Tools

Sells Records

Re-education Center

Government

7,350

28

Locked

Authority > 60, Population > 1,200

Authority -14

-50

Conditioning/
Most Appealing

Rehab Center

5,100

20

Hidden

Prosperity > 200, Population > 2,000

Prosperity -14

-10

Healthful

Rejuvenation Terminal

6,150

30

Locked

Prosperity > 35, Population > 3,200,


Treasury > 20,000

Prosperity -4

-30

Retail

750

Hidden

Spirituality > 10, Prosperity > 10

Spirituality 4,
Prosperity -4

-5

Sells Curios/
Sells Books/
Cost Cutter: Worship

Religious Bookstore

Religious Retreat

Worship

6,300

30

Hidden

Spirituality > 155

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 > 75, Population > 480,


Creativity > 45

Prosperity -2

-5

Sells Scooters
Healthful

Sesshin Center

Worship

6,000

30

Hidden

Spirituality > 170

Spirituality 20

-10

Shack

Creepy

75

Hidden

Creativity > 35, Population > 120

Creativity 1

Shopping Center

Retail

8,700

50

Unlocked

Prosperity -20

-10

Sells Persian Rugs/


Sells Cell Phones/
Sells Books

74
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CYBERPUNK
BUILDING ACTION

FUN CITY HAUNTED TOWN INDUSTRIAL


CLASS SPAWNED PROFILE
PROFILE

NORMAL AUTHORITARIAN ROMANTIC


PROFILE
PROFILE
PROFILE

SMALL TOWN VISIT


PROFILE PROFILE

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.

Nickel Root Beer Night

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.

Venue Buildings continued


BUILDING

Sim Art Academy


Sims Comedy Club
Skate Park

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

Creativity > 275

Locked

Creativity > 45, Population > 200

Creativity -4

-8

Unlocked

Creativity -10,
Productivity 3

Dangerous

Smoke Shop

900

Hidden

Creativity > 78, Population > 1,000

Creativity -4

-5

Unhealthy

Soccer Field

Child Safe

2,250

25

Unlocked

Spirituality -1, Productivity 1

Dangerous

Soup Kitchen

Restaurant

750

12

Locked

Population > 2,000

Spirituality -4

-5

Liquor

1,350

10

Locked

Productivity > 40, Population > 2,300,


Treasury > 5,000

Productivity 3

-8

Serves Cocktails

Child Safe

52,500

10

80

Hidden

Prosperity > 250, Population > 5,750

Prosperity -75

-80

More Rock Stars

State Amphitheater

Government 37,500

50

Hidden

Authority > 350, Population > 7,000

Authority -35

-100

Conditioning/
Most Appealing

State Cafeteria

Government

4,500

42

Locked

Authority > 63, Population > 3,000

Authority -20

-15

Light Conditioning/
Very Appealing

State Prison

Incarceration 9,300

30

Hidden

Authority > 90, Population > 2,350,


Sad < 50

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

Sells Toys/ Sells Cell


Phones/Sells Wine

Sushi Joint

Restaurant

750

10

Locked

Prosperity > 77, Population > 2,400

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 > 150, Population > 3,350,


Treasury > 20,000

Prosperity -4

-5

Toy Store

Retail

1,000

10

Locked

Creativity > 55, Prosperity > 20

Creativity -4,
Prosperity -2

-5

Sells Toys/Sells
Game Consoles

Underground Casino

Gaming

3,150

20

Hidden

Productivity > 85, Population > 2,100,


Treasury > 5,000

Productivity 2

-10

Gambling/
Serves Cocktails

2,250

25

Hidden

Productivity > 130, Population > 2,025,


Treasury > 10,000

Productivity 5

-10

Child Safe,
Gaming

750

Locked

Knowledge > 30

Knowledge -3

-15

Variable Fun/
Appealing

Arts

1,350

Hidden

Productivity > 90, Prosperity > 23

Productivity 1,
Prosperity -2

-15

More Rock Stars

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 > 150, Population > 225

Creativity -8

-20

Government

1,800

15

Hidden

Prosperity > 132, Population > 2,200

Prosperity -4,
Spirituality 5

-5

Child Safe

11,250

45

Hidden

Creativity > 60, Population > 1,350

Creativity -25

-15

76
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CYBERPUNK
BUILDING ACTION

FUN CITY HAUNTED TOWN INDUSTRIAL


CLASS SPAWNED PROFILE
PROFILE

NORMAL AUTHORITARIAN ROMANTIC


PROFILE
PROFILE
PROFILE

SMALL TOWN VISIT


PROFILE PROFILE

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

Nickel Root Beer Night

-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

High Smog Output/Eyesore

Carbon Exchange

Low Carbon

7,500

Hidden

Knowledge > 150

-5

Low-Carbon Rewards

Coal Plant

High Carbon

3,000

Unlocked

201

500

High Smog Output/Eyesore

Coal-Hydrogen Plant

High Carbon

9,000

Locked

Knowledge > 80

75

500

Low Smog Output/Eyesore

Low Carbon, Solar/Wind

1,500

Unlocked

50

Natural Gas Power Plant

High Carbon

13,500

Locked

Knowledge > 10

120

750

Low Smog Output/Eyesore

Nuclear Power Plant

Low Carbon

30,000

Hidden

Knowledge > 40

1,500

Eyesore

Oil Power Plant

High Carbon

4,500

Unlocked

150

500

Medium Smog Output/Eyesore

Power Collection Hub

Low Carbon

1,500

Hidden

Knowledge > 40

10

Renewable Resource Power Increase

BUILDING

BioMass Power Plant

Major Wind Farm

Power Substation

Low Carbon

1,125

Locked

Knowledge > 10

Renewable Resource Power Increase

Low Carbon, Solar/Wind

3,000

Hidden

Knowledge > 40

100

Super Coal Plant

High Carbon

18,000

Locked

Population > 1,000

1,080

2,000

High Smog Output/Eyesore

Trash Incinerator

High Carbon

750

Locked

Knowledge > 10

40

100

High Smog Output/Eyesore

Low Carbon, Solar/Wind

600

Unlocked

25

BUILDING

BUILD
COST

PASSENGER
CAPACITY

AVAILABILITY

UNLOCK
PREREQUISITE

POWER

CAPITALIST
BUILDING ABILITIES

CONTEMPLATIVE
PROFILE

Bus Stop

300

Locked

Population > 300

-20

Citywide Productivity Increase

Subway

750

10

Hidden

Population > 200

-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

HAUNTED TOWN INDUSTRIAL


PROFILE
PROFILE

10

15

-25

NORMAL AUTHORITARIAN ROMANTIC


PROFILE
PROFILE
PROFILE

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

HAUNTED TOWN INDUSTRIAL


PROFILE
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

Alien Artifact Lab

Animal Rescue Ofce

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

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: -10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 0

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

Haunted Town Prole: 0


Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: 0
Small Town Prole: -5

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

Societal Value(s): Knowledge -12


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: -5
Cyberpunk Prole: 0
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 25
Small Town Prole: -5

Army Surplus Store

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

Haunted Town Prole: 5


Industrial Prole: 15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 15

Art Expo Center

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

Fun City Prole: 10


Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 20
Small Town Prole: -5

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

Industrial Prole: -10


Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -5
Small Town Prole: -5

Asylum

Gallery: Venue
Categories: Creepy
Build Cost: 11,400
Happiness Effects: 0
Visit Slots: 35
Availability: Hidden
Unlock Prerequisite: Authority > 59,
Population > 2,200

Societal Value(s): Authority -18


Visit Duration: 3 days
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Neutralizes Sim
moods. 2) Sims here have a high
chance of becoming ill.
Building Action: Commands six nearby
Hooky-Playing Sims to check themselves in for therapy.
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 35
Industrial Prole: 10
Normal Prole: 0
Authoritarian Prole: 20
Romantic Prole: 5
Small Town Prole: 5

Atomic Test Site

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

Haunted Town Prole: 0


Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 20
Romantic Prole: -10
Small Town 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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 4: Buildings

Unlock Prerequisite: Prosperity > 75,


Creativity > 40
Societal Value(s): Prosperity -6,
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: Artist
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 25
Small Town Prole: -5

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

Haunted Town Prole: 0


Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 0

Haunted Town Prole: 0


Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 0

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Unlock Prerequisite: Creativity > 225,


Population > 470
Societal Value(s): Creativity -15
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: -25
Romantic Prole: 0
Small Town Prole: -5

Beauty Salon

Bed & Breakfast

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

Building Action: None


Special Sim Class Spawned: Tourist
Capitalist Prole: 15
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 10
Haunted Town Prole: 5
Industrial Prole: -15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 25
Small Town Prole: 15

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

Behavioral Science Lab


Gallery: Workplace
Categories:
Research
Build Cost: 1,500
Income per Day
per Worker: 100
Jobs: 7
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Authority -5,
Knowledge -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.

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

BioMass Power Plant


Gallery: Power
Categories: High
Carbon
Build Cost: 1,500
Availability: Locked
Unlock Prerequisite: Knowledge > 20
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 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: 10
Cyberpunk Prole: 1
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10

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.

Special Sim Class Spawned: None


Capitalist Prole: 0
Contemplative Prole: -25
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: -20

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Societal Value(s): Productivity -6


Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Sims here have a high
chance of becoming ill.
Building Action: Adds 5,000 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -5
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: 30
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 30

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

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: -5

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.

Build Cost: 1,000


Happiness
Effects: 3
Visit Slots: 10
Availability: Locked
Unlock Prerequisite: Knowledge > 45,
Prosperity > 20
Societal Value(s): Knowledge 2,
Prosperity -1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells Text Books.
Text Books provide a small Happiness
boost for a few days. 2) Sells Books.
Books provide a small Happiness boost
for a few days.
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: -10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10

Campus Radio Station

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Build Cost: 3,000


Happiness
Effects: 3
Visit Slots: 15
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Prosperity -9
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Cars. Cars
provide a small Happiness boost for
a very long time.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: -15
Cyberpunk Prole: 10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0

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

Unlock Prerequisite: Creativity > 75,


Population > 175
Societal Value(s): Creativity -2,
Prosperity 6
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: Criminal
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 20
Haunted Town Prole: 10
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: 10

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

Unlock Prerequisite: Prosperity > 80,


Population > 2,800
Societal Value(s): Prosperity -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: Tourist
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: 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.

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 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.

Special Sim Class Spawned:


Secret Enforcer
Capitalist Prole: -15
Contemplative Prole: -35
Cyberpunk Prole: -10
Fun City Prole: -35
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 25
Romantic Prole: -10
Small Town Prole: -40

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 4: Buildings

Building Action: Immediately sends


an Elder to bless a chosen Spirituality
Venue, increasing its effectiveness.
Special Sim Class Spawned: Holy Sim
Capitalist Prole: 0
Contemplative Prole: 10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 25
Small Town Prole: -10

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

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: None
Capitalist Prole: -10
Contemplative Prole: 15
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 20

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

Building Abilities: None


Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: 0
Cyberpunk Prole: -10
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: -5
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: -5

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

Civil Defense Tower


Gallery: Workplace
Categories:
Government
Build Cost: 6,000
Income per Day
per Worker: 100
Jobs: 7
Availability: Locked
Unlock Prerequisite: Authority > 55,
Population > 2,000
Societal Value(s): Authority -15
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Immediately dispatches
four Secret Police ofcers to patrol
starting at a targeted building.
Special Sim Class Spawned: None
Capitalist Prole: -10
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: -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

Industrial Prole: -40


Normal Prole: 0
Authoritarian Prole: -30
Romantic Prole: -10
Small Town Prole: -25

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

Build Cost: 3,000


Availability:
Unlocked
Unlock
Prerequisite: N/A
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: None
Special Sim Class Spawned: None
Capitalist Prole: 1
Contemplative Prole: -25
Cyberpunk Prole: 1
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 0
Small Town Prole: 10

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

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
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 30
Small Town Prole: -10

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

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

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

Romantic Prole: -10


Small Town Prole: -30

Corporate Data Center

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 R&D Center


Gallery: Workplace
Categories:
Research
Build Cost: 3,500
Income per Day
per Worker: 125
Jobs: 12
Availability: Locked
Unlock Prerequisite: Knowledge > 75
Societal Value(s): Knowledge -8
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: None
Building Action: Targeted Venue starts
to sell the Cell Phone Accessory, if it
didnt already.
Special Sim Class Spawned: Researcher
Capitalist Prole: -5
Contemplative Prole: -15
Cyberpunk Prole: 30
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: -10
Normal Prole: 0

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

Corrupt Police Station


Gallery: Workplace
Categories:
Syndicate
Build Cost: 5,000
Income per Day
per Worker: 100
Jobs: 8
Availability: Hidden
Unlock Prerequisite: Productivity > 100,
Population > 2,300, Treasury > 5,000
Societal Value(s): Authority -3,
Prosperity -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Provides income
for your city from criminal activity.
2) Rogue Sims cannot shut this
building down.
Building Action: Immediately deploys
a cadre of Riot Police to round up
Rogue Sims and bring them to nearby
Incarceration facilities.
Special Sim Class Spawned: Security
Professional
Capitalist Prole: 10
Contemplative Prole: -15
Cyberpunk Prole: 0

Fun City Prole: -10


Haunted Town Prole: 5
Industrial Prole: 25
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 5

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Authoritarian Prole: -15


Romantic Prole: 0
Small Town Prole: -10

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

Cotton Candy Stand

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

Fun City Prole: -15


Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 20
Romantic Prole: -10
Small Town Prole: 0

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Haunted Town Prole: 0


Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -20
Small Town 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.

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

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

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 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.

Special Sim Class Spawned:


Secret Enforcer
Capitalist Prole: -15
Contemplative Prole: -40
Cyberpunk Prole: 40
Fun City Prole: -25
Haunted Town Prole: -10
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: -20
Small Town Prole: -30

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.

Special Sim Class Spawned: Researcher


Capitalist Prole: -10
Contemplative Prole: -25
Cyberpunk Prole: 25
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 25
Romantic Prole: -10
Small Town Prole: 0

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

Dept. of Public Health


Gallery: Venue
Categories:
Government,
Healthcare
Build Cost: 3,000
Happiness Effects: 0
Visit Slots: 20
Availability: Locked
Unlock Prerequisite: Authority > 25,
Population > 500
Societal Value(s): Authority -6,
Knowledge -2
Visit Duration: 5 hours
Open: 9 a.m.2 p.m.
Workweek: Full week

Building Abilities: Cures Sims of


sickness and injury.
Building Action: Immediately sends out
a Safety Inspector to nd and inspect
a risky Workplace.
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: 0
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

Dept. of Public Works

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
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 20
Romantic Prole: 5
Small Town Prole: -10

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Open: 8 a.m.5 p.m.


Workweek: Full week
Building Abilities: 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: 10
Contemplative Prole: -10
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: -20

District Fire Station


Gallery: Workplace
Categories:
Government
Build Cost: 6,000
Income per Day
per Worker: 100
Jobs: 10
Availability: Hidden
Unlock Prerequisite: Productivity > 145,
Population > 5,200, Treasury > 10,000
Societal Value(s): Knowledge -18
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: 1) Rogue Sims cannot
shut this building down. 2) Increases
the speed and efciency of city reghters. 3) Building is less likely than
most to catch re.
Building Action: Immediately deploys
a re truck to a targeted building.
Special Sim Class Spawned:
City Worker
Capitalist Prole: 10
Contemplative Prole: -10
Cyberpunk Prole: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0

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

D-Lux Sleep Tubes A

D-Lux Sleep Tubes B

Gallery: Home
Categories: None
Build Cost: 6,000
Happiness
Effects: -1
Workers: 25

D-Lux Sleep Tubes C

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.

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

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

Building Abilities: Sims visiting this


building leave drunk.
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: 0
Authoritarian Prole: 0
Romantic Prole: 25
Small Town Prole: -10

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Building Abilities: Residents pay


50 Simoleons into the treasury every
morning at 9:00 a.m.
Building Action: Deploys 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 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

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: Deploys 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

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

Visit Duration: 2 hours


Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Increases the chances
that criminals appearing in the city will
be Hooligans.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 30
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

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

Unlock Prerequisite: N/A


Societal Value(s): Authority 12,
Spirituality -4
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Tue.Thu.
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: Elder
Capitalist Prole: -10
Contemplative Prole: 30
Cyberpunk Prole: -20
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: 0

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

Electric Pet Shop

Gallery: Venue
Categories: Retail
Build Cost: 1,800
Happiness
Effects: 3
Visit Slots: 7
Availability: Hidden

Unlock Prerequisite: Knowledge > 50,


Authority > 50, Prosperity > 50
Societal Value(s): Authority -2,
Prosperity -1
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Electric Pets.
Electric Pets affect their owners mood
for a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: -5
Contemplative Prole: -15
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: -15

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

Elite Cadet Academy


Gallery: Workplace
Categories:
Government
Build Cost: 7,500
Income per Day per
Worker: 100
Jobs: 18
Availability: Hidden

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

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: -35
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: -25

97

Unlock Prerequisite: Population >


3,500, Authority > 200
Societal Value(s): Authority -15
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Rogue Sims cannot
shut this building down. 2) Greatly
increases the likelihood of Police
Ofcers in the city.
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: -15
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: -10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 35
Romantic Prole: -10
Small Town Prole: -20

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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.

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

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

Building Abilities: 1) Increases the


likelihood of Entertainers in the city.
2) Increases the chances that
Entertainers appearing in the city
will be Mimes.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: -10
Small Town Prole: 0

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

Fire Analysis Center

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

2) Reduces the cost to build Agriculture


buildings by 15 percent.
Building Action: None
Special Sim Class Spawned: Farmer
Capitalist Prole: 0
Contemplative Prole: 20
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 35

99
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Building Abilities: None


Building Action: Targeted building
permanently becomes Low Fire Risk,
if it wasnt already.
Special Sim Class Spawned: Researcher
Capitalist Prole: -10
Contemplative Prole: -20
Cyberpunk Prole: 25
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: -15

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

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 Fire Truck to a targeted building.
Special Sim Class Spawned:
City Worker
Capitalist Prole: 3
Contemplative Prole: 0
Cyberpunk Prole: 3
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 3
Romantic Prole: 3
Small Town Prole: 3

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.

Building Abilities: Increases the chances


that criminals appearing in the city will
be Vigilantes.
Building Action: None
Special Sim Class Spawned: Security
Professional
Capitalist Prole: 15
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 20
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -20
Small Town Prole: 0

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

Special Sim Class Spawned: None


Capitalist Prole: -5
Contemplative Prole: 10
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 15

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

Focus Test Lab

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.

Special Sim Class Spawned: Manager


Capitalist Prole: -10
Contemplative Prole: -20
Cyberpunk Prole: 0
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 35
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0

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

Four Star Restaurant


Gallery: Venue
Categories:
Restaurant
Build Cost: 1,000
Happiness
Effects: 5
Visit Slots: 7
Availability: Hidden
Unlock Prerequisite: Prosperity > 225,
Population > 3,000
Societal Value(s): Prosperity -6
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: 0
Cyberpunk Prole: 10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 20
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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Haunted Town Prole: 0


Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -10

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

Building Abilities: 1) Sells Books. Books


provide a small Happiness boost for a
few days. 2) 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: 0
Cyberpunk Prole: -15
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -15
Small Town Prole: 30

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

Special Sim Class Spawned: None


Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 5
Fun City Prole: 5
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 0

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

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

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

Haunted Town Prole: 0


Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: -10

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

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: 5
Cyberpunk Prole: 0
Fun City Prole: 1
Haunted Town Prole: 20
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 0

Helicopter Tour

High Rise Apartment A

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

High Rise Apartment B

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

High Rise Apartment C

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

of this building. 2) Increases the


Simoleon output of employees at
nearby Workplaces.
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: 1
Authoritarian Prole: 15
Romantic Prole: 10
Small Town Prole: 0

Hit Movie Studio

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.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Building Action: None


Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -25
Cyberpunk Prole: 25
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: 0
Small Town Prole: -25

Home Appliance Store

Chapter 4: Buildings

Home Furnishing Store

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

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

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Haunted Town Prole: 1


Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: -5
Small Town Prole: 10

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

Hot Air Balloon Ride


Gallery: Venue
Categories:
Child Safe
Build Cost: 1,500
Happiness
Effects: 5
Visit Slots: 10
Availability: Hidden
Unlock Prerequisite: Creativity > 145,
Population > 360
Societal Value(s): Creativity -6
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Increases the
likelihood of entertainers in the city.
2) Increases the chances that
entertainers appearing in the city
will be Mimes.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 30
Haunted Town Prole: 0
Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: -10
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

Ice Cream Shoppe

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

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

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

Ivory Tower B

Jack of All Trades

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.

Special Sim Class Spawned: None


Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 20
Fun City Prole: 10
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0

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

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: 0
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 0
Small Town Prole: 0

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

Special Sim Class Spawned: None


Capitalist Prole: -10
Contemplative Prole: -20
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: -10
Small Town Prole: -10

Special Sim Class Spawned: Activist


Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -25
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 15
Small Town Prole: 15

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

Liberal Arts College

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

Contemplative Prole: -20


Cyberpunk Prole: 0
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: 25
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0

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

Haunted Town Prole: 0


Industrial Prole: -20
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: -10

Haunted Town Prole: 0


Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: 0
Small Town Prole: -5

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

Haunted Town Prole: 5


Industrial Prole: 15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 35

Luxury Auto Dealer


Gallery: Venue
Categories: Retail
Build Cost:
30,000
Happiness
Effects: 3
Visit Slots: 12
Availability: Hidden
Unlock Prerequisite: Prosperity > 310,
Population > 2,250
Societal Value(s): Prosperity -12
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Luxury Cars.
Luxury Cars provide a large Happiness
boost for a very long time.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 30
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: 0

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Major Trauma Center


Gallery: Venue
Categories:
Healthcare
Build Cost:
11,550
Happiness Effects: 5
Visit Slots: 40
Availability: Hidden
Unlock Prerequisite: Prosperity > 220,
Population > 5,000, Knowledge > 40
Societal Value(s): Prosperity -14,
Knowledge -8
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: 20
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: 0

Major Wind Farm


Gallery: Power
Categories: Low
Carbon, Solar/Wind
Build Cost: 1,500
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: 1
Small Town Prole: 5

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

Market Research Center

Haunted Town Prole: 0


Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -10

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

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

Meat Packing Plant


Gallery: Workplace
Categories:
Manufacture
Build Cost: 2,250
Income per Day
per Worker: 100
Jobs: 18
Availability: Locked
Unlock Prerequisite: Productivity > 20,
Population > 850, Treasury > 1,500
Societal Value(s): Productivity -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Sims here have
a high chance of becoming ill. 2) 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: -20
Cyberpunk Prole: 0
Fun City Prole: -15
Haunted Town Prole: 5
Industrial Prole: 20
Normal Prole: 1

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

Fun City Prole: -10


Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -20

Fun City Prole: 0


Haunted Town Prole: 0
Industrial Prole: -25
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: 0
Small Town Prole: -15

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

Haunted Town Prole: 0


Industrial Prole: -15
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 20
Small Town 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

Societal Value(s): Creativity 4


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: 1
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 5
Small Town Prole: 1

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

Romantic Prole: -25


Small Town Prole: 0

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.

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: -10
Romantic Prole: 10
Small Town Prole: 5

Haunted Town Prole: 1


Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 15

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 4: Buildings

Midwife

113

Unlock Prerequisite: Knowledge > 12,


Creativity > 8
Societal Value(s): Creativity 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: 10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Fun City Prole: 20


Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 5

Fun City Prole: 15


Haunted Town Prole: 0
Industrial Prole: 20
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 0
Small Town 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

Haunted Town Prole: 0


Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 10
Small Town Prole: 10

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

Contemplative Prole: -25


Cyberpunk Prole: 0
Fun City Prole: -25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 30
Romantic Prole: 0
Small Town 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

Haunted Town Prole: 0


Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town 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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Nuclear Power Plant

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

Visit Duration: 2 hours


Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Artist
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: 15
Small Town Prole: -20

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

Oil Power Plant


Gallery: Power
Categories: High
Carbon
Build Cost: 4,500
Availability:
Unlocked
Unlock Prerequisite: N/A
Societal Value(s):
Visit Duration: 6 hours
Open: 24 hours
Workweek: Full week
Building Abilities: 1) Darkens local skies
with smog. 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: -20
Cyberpunk Prole: 1
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 1
Romantic Prole: 1
Small Town Prole: 5

Open Air Venue


Gallery: Venue
Categories:
Child Safe
Build Cost:
22,500
Happiness Effects: 7
Visit Slots: 35
Availability: Hidden
Unlock Prerequisite: Creativity > 250,
Population > 3,000
Societal Value(s): Creativity -22
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Pays sales tax to the
treasury for every customer who visits.
Building Action: For the next 24 hours,
visitors gain extra Happiness from
their visit.
Special Sim Class Spawned: Entertainer
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 1
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 1
Authoritarian 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

Haunted Town Prole: 0


Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 35
Small Town Prole: -30

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

Authoritarian Prole: -10


Romantic Prole: -5
Small Town Prole: -10

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

Haunted Town Prole: 0


Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 25
Romantic Prole: 0
Small Town Prole: -10

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Authoritarian Prole: -10


Romantic Prole: 0
Small Town Prole: 15

Personal Training Gym

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

Pied Piper Pest Control

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.

Romantic Prole: -15


Small Town Prole: 0

Pirate Coast Club

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

Power Collection Hub

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

Open: 9 a.m.12 a.m.


Workweek: Full week
Building Abilities: Increases the size of
libraries in Education buildings, allowing
more students per building.
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: 1
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 0

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Unlock Prerequisite: Authority > 55,


Population > 2,250
Societal Value(s): Authority 40
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: -15
Contemplative Prole: -25
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

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

Unlock Prerequisite: N/A


Societal Value(s): Authority 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: Increases the
likelihood of City Workers in the city.
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: 0
Authoritarian Prole: 1
Romantic Prole: 5
Small Town Prole: 1

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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: 0
Romantic Prole: 15
Small Town Prole: 0

Public Pool

Contemplative Prole: -10


Cyberpunk Prole: 0
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10

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

Income per Day


per Worker: 100
Jobs: 2
Availability: Unlocked
Unlock Prerequisite: N/A
Societal Value(s): Productivity -1
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Increases the chance
that security professionals appearing in
the city will be Private Security Guards.
Building Action: Immediately sends a
Work Crew to repair a targeted building.
Special Sim Class Spawned:
City Worker
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 5
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10

Public Radio Station

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

Build Cost: 9,000


Happiness Effects: 5
Visit Slots: 40
Availability: Hidden
Unlock Prerequisite: Productivity > 110,
Population > 2,000, Treasury > 5,000
Societal Value(s): Productivity 7
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: Criminal
Capitalist Prole: 20
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 25
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: 10

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

Unlock Prerequisite: Creativity > 40,


Prosperity > 35
Societal Value(s): Creativity -4,
Prosperity -2
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: Sells Records.
Records provide a small Happiness
boost for a few days.
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: 1
Authoritarian Prole: 0
Romantic Prole: 5
Small Town Prole: 5

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 4: Buildings

Pueblo C

121

Societal Value(s): Knowledge -4


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: 15
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 5

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

Regional Garbage Depot

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Unlock Prerequisite: Spirituality > 10,


Prosperity > 10
Societal Value(s): Spirituality 4,
Prosperity -4
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Full week
Building Abilities: 1) Sells Curios. Curios
provide a small Happiness boost for a
few days. 2) Sells Books. Books provide
a small Happiness boost for a few days.
3) Reduces the cost to build Worship
buildings by 10 percent.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: 10
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 10

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

Societal Value(s): Spirituality 5


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: 15
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: 0
Small Town Prole: 0

Research Clinic

Industrial Prole: -30


Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 5

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

Building Action: None


Special Sim Class Spawned: Farmer
Capitalist Prole: -20
Contemplative Prole: 30
Cyberpunk Prole: -25
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -30
Normal Prole: 0
Authoritarian Prole: -25
Romantic Prole: -15
Small Town Prole: 0

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

Unlock Prerequisite: N/A


Societal Value(s): Creativity 4
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: 5
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 15
Small Town Prole: 10

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Unlock Prerequisite: N/A


Societal Value(s): Productivity 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: 0
Cyberpunk Prole: 1
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 1
Normal Prole: 0
Authoritarian Prole: 1
Romantic Prole: 0
Small Town Prole: 0

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

Building Abilities: Sims simply adore


this building and will nd any excuse
to visit.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 15
Cyberpunk Prole: -10
Fun City Prole: 15
Haunted Town Prole: 5
Industrial Prole: -20
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 25

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.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Building Action: Volunteer labor


reduces the cost of the next Agriculture
building you construct.
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: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 20

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

Secret Police Kiosk


Gallery: Workplace
Categories:
Government
Build Cost: 400
Income per Day
per Worker: 100
Jobs: 1
Availability: Hidden
Unlock Prerequisite: Authority > 188,
Population > 4,100, Happy > 20

Societal Value(s): Authority 2


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 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: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -15
Cyberpunk Prole: 0
Fun City Prole: -20
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 15
Romantic Prole: -5
Small Town Prole: -15

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

Societal Value(s): Productivity -3


Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: Sims visiting this
building leave drunk.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 5
Contemplative Prole: -10
Cyberpunk Prole: 5
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 5
Normal Prole: 1

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

Open: 9 a.m.12 a.m.


Workweek: Full week
Building Abilities: None
Building Action: Immediately summons
a few Ghosts or Zombies.
Special Sim Class Spawned: Spooky
Capitalist Prole: -5
Contemplative Prole: 0
Cyberpunk Prole: -15
Fun City Prole: 10
Haunted Town Prole: 30
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0

Building Abilities: 1) Rogue Sims cannot


shut this building down. 2) Increases
the sight range of city Police Ofcers.
Building Action: None
Special Sim Class Spawned:
Police Ofcer
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: -10
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10

Small Town Prole: 5

Small Town Prole: 25

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

Sim Art Academy


Gallery: Venue
Categories: Arts,
Education
Build Cost: 1,000
Happiness
Effects: 5
Visit Slots: 10
Availability: Hidden
Unlock Prerequisite: Creativity > 275

Societal Value(s): Creativity -6,


Spirituality -2
Visit Duration: 2 hours
Open: 9 a.m.2 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Artist
Capitalist Prole: 10
Contemplative Prole: 0
Cyberpunk Prole: -20
Fun City Prole: 15
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -20
Romantic Prole: 25
Small Town Prole: 0

Sims Comedy Club

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.

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: 0
Contemplative Prole: 0
Cyberpunk Prole: -5
Fun City Prole: 25
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10

Chapter 4: Buildings

Sky Rise Apartment A

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

Sky Rise Apartment B


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

Sky Rise Apartment C


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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Income per Day


per Worker: 100
Jobs: 40
Availability: Hidden
Unlock Prerequisite: Prosperity > 250,
Population > 4,500
Societal Value(s): Prosperity 32,
Productivity -10
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: -25
Cyberpunk Prole: 25
Fun City Prole: -15
Haunted Town Prole: -10
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -15
Romantic Prole: -10
Small Town Prole: -30

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

Haunted Town Prole: -5


Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town 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

Haunted Town Prole: -5


Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: -10

Slum Apartments A

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

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

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

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

Small Town Square


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: 0
Contemplative Prole: -5
Cyberpunk Prole: -10
Fun City Prole: -5
Haunted Town Prole: 5
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 30

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.

Building Action: None


Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 15
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 1
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 10

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

Industrial Prole: -10


Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0

Solar Block of Flats

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

Solar Condo Complex

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

Solar High Rise


Apartment

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

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: 6
Fun City Prole: -5
Haunted Town Prole: -5
Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -10

Solar Triple Decker

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.

Solar Worker Barracks

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

Spring Water Plant

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

State Housing Block A


Gallery: Home
Categories:
Government
Build Cost: 3,000
Happiness
Effects: -1
Workers: 15
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) 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

State Housing Block B


Gallery: Home
Categories:
Government
Build Cost: 3,000
Happiness
Effects: -1
Workers: 15
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

State Housing Block C


Gallery: Home
Categories:
Government
Build Cost: 3,000
Happiness Effects: -1
Workers: 15

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

State Housing Project A


Gallery: Home
Categories:
Government
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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

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 Housing Project B

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 Housing Project C


Gallery: Home
Categories:
Government
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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

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
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: -35
Cyberpunk Prole: 0
Fun City Prole: -15
Haunted Town Prole: 0
Industrial Prole: 35
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: -10
Small Town Prole: 20

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

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: 10
Industrial Prole: 10
Normal Prole: 1
Authoritarian Prole: 0

Romantic Prole: 0
Small Town Prole: 15

Street Food Cart

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

Haunted Town Prole: 0


Industrial Prole: 1
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 10

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

Sugar Cane Field


Gallery: Workplace
Categories:
Agriculture
Build Cost: 750
Income per Day
per Worker: 75
Jobs: 15
Availability: Locked
Unlock Prerequisite: Creativity > 5,
Productivity > 5
Societal Value(s): Creativity -2,
Productivity -6
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Full week
Building Abilities: None
Building Action: None
Special Sim Class Spawned: Farmer
Capitalist Prole: 0
Contemplative Prole: 10
Cyberpunk Prole: -15
Fun City Prole: 1
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0

Super Coal Plant


Gallery: Power
Categories:
High Carbon
Build Cost: 18,000
Availability: Locked
Unlock Prerequisite: Population > 1,000
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: None
Special Sim Class Spawned: None
Capitalist Prole: -10
Contemplative Prole: -40
Cyberpunk Prole: 1
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 25
Normal Prole: 0
Authoritarian Prole: 1
Romantic Prole: -20
Small Town Prole: 0

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

for a medium amount of time. 3) Sells


Wine. Wine provides a small Happiness
boost for a few days.
Building Action: None
Special Sim Class Spawned: None
Capitalist Prole: 20
Contemplative Prole: -25
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 15
Normal Prole: 1
Authoritarian Prole: 5
Romantic Prole: -25
Small Town Prole: 20

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

Haunted Town Prole: 0


Industrial Prole: 40
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: -20
Small Town Prole: 0

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Unlock Prerequisite: Knowledge > 90


Societal Value(s): Knowledge -12
Visit Duration: 2 hours
Open: 9 a.m.12 a.m.
Workweek: Mon.Fri.
Building Abilities: Cures Sims of
sickness and injury.
Building Action: Immediately dispatches
a Researcher-class Special Sim.
Researchers include Scientists,
Professors, and Mad Scientists.
Special Sim Class Spawned: Researcher
Capitalist Prole: 0
Contemplative Prole: -10
Cyberpunk Prole: 20
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: -25
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 20
Small Town Prole: 0

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

Societal Value(s): Spirituality 35,


Prosperity -15
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: None
Capitalist Prole: 25
Contemplative Prole: -20
Cyberpunk Prole: 0
Fun City Prole: 0
Haunted Town Prole: 0
Industrial Prole: 0
Normal Prole: 0
Authoritarian Prole: -15
Romantic Prole: -15
Small Town Prole: 0

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

Unlock Prerequisite: 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: 0
Industrial Prole: 10

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

Special Sim Class Spawned: None


Capitalist Prole: 25
Contemplative Prole: -15
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: 0

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

Haunted Town Prole: 0


Industrial Prole: 30
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: 0

The Legendary Bard

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

The Peoples Concourse

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

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

Industrial Prole: -10


Normal Prole: 0
Authoritarian Prole: -5
Romantic Prole: -5
Small Town Prole: -10

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Topiary Bush Hand

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 Pillar

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

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

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

Industrial Prole: -10


Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: -10

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

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

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

Building Action: None


Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 15
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

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

Haunted Town Prole: 0


Industrial Prole: 25
Normal Prole: 0
Authoritarian Prole: 10
Romantic Prole: 0
Small Town Prole: -25

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

Unionized Steel Factory


Gallery: Workplace
Categories:
Manufacture
Build Cost:
12,000
Income per Day per Worker: 100
Jobs: 45
Availability: Hidden
Unlock Prerequisite: Productivity > 250,
Population > 6,150, Treasury > 40,000
Societal Value(s): Productivity -30
Visit Duration: 6 hours
Open: 8 a.m.5 p.m.
Workweek: Mon.Fri.
Building Abilities: 1) Darkens local skies
with smog. 2) Reduces the Happiness
effect of nearby Homes and Venues.
Building Action: Adds 5,000 Simoleons
to the treasury.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: -35
Cyberpunk Prole: 0
Fun City Prole: -25
Haunted Town Prole: 0

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

Authoritarian Prole: -10


Romantic Prole: 6
Small Town 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

Haunted Town Prole: 0


Industrial Prole: 20
Normal Prole: 1
Authoritarian Prole: 0
Romantic Prole: 0
Small Town Prole: -15

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

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 4: Buildings

Romantic Prole: 6
Small Town Prole: 0

139

Haunted Town Prole: 0


Industrial Prole: 0
Normal Prole: 1
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: -20

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

Water Treatment Plant

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

Unlock Prerequisite: Creativity > 140,


Population > 180
Societal Value(s):
Creativity 3
Visit Duration: N/A
Open: 24 hours
Workweek: Full week
Building Abilities: None
Building Action: Toss your coin into the
well while thinking of a wish.
Special Sim Class Spawned: None
Capitalist Prole: 0
Contemplative Prole: 0
Cyberpunk Prole: 0
Fun City Prole: 20
Haunted Town Prole: 0
Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: 0
Small Town Prole: 0

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

Haunted Town Prole: 10


Industrial Prole: -15
Normal Prole: 0
Authoritarian Prole: 0
Romantic Prole: 10
Small Town Prole: 15

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

Haunted Town Prole: 0


Industrial Prole: -10
Normal Prole: 0
Authoritarian Prole: -10
Romantic Prole: -5
Small Town Prole: -5

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.

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

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

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Chapter 5: Special Sims

pecial Sims wander the streets of your city helping


or harming your normal Sims as they go through
their daily routine. Special Sims can offer Happiness, bestow an
Accessory, divert Sims away from their intended destinations,
or turn other Sims into the living dead. Thats life in the big
city for you.
This chapter introduces you to all these very special Special
Sims and gives you the insight you need to know where they
come from, what they do, and how you can take some control
over what kind of Special Sims youll have and how to get more
of the kind you want and control or reduce the kind you dont.

Generating Special Sims


Special Sims are primarily generated from two sources:
building abilities and building actions.
Building Abilities: When you place certain buildings, they

can spawn Sims from a certain Sim class each day. Which Sim
from the class youll see is based on the classs probabilities.

Chapter 5: Special Sims

Building Actions: Many building actions will generate a


specific Special Sim. Unlike building abilities, building actions
must be activated by you, so these will never appear randomly.

Special Sim Classes


Special Sims are grouped into several classes. Within each
class, the chance of getting each kind of Special Sim varies.
For each Special Sim class, we list the buildings that spawn it,
the percent chance of a spawn occurring from every visit of a
normal Sim, and a breakdown of the chances of each kind of
Special Sim within the class. The number of Special Sims that
can spawn at a time are also listed, as certain classes produce
multiple Sims per spawn.

NOTE

Special Sims can be in more than one class.

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

Chance of Spawning: 25%


Number of Sims per spawn: 1

Artist Spawn Chances


SPECIAL SIM

SPAWN CHANCE

Street Artist
Decorator
Celebrity

74%
25%
1%

Business Sim
Consulting Firm
Corporate Retreat

Law Offices
PR Firm

Chance of Spawning: 20%


Number of Sims per spawn: 1

Business Sim Spawn Chances


SPECIAL SIM

SPAWN CHANCE

Consultant
Tycoon

90%
10%

City Worker
Dept. of Public Works
District Fire Station
Fire Station

Public Safety
Vocational School

Chance of Spawning: 20%


Number of Sims per spawn: 1

Activist
Animal Rescue Office
Botanical Garden
Campus Radio Station
Highway Volunteers Club

Activist Spawn Chances

Liberal Arts College


Newspaper
Pied Piper Pest Control
Smoke Shop

Chance of Spawning: 25%


Number of Sims per spawn: 1

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City Worker Spawn Chances


SPECIAL SIM

SPAWN CHANCE

Work Crew
Firefighter

75%
25%

Criminal

Chance of Spawning: 25%


Number of Sims per spawn: 1

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

Criminal Spawn Chances


SPECIAL SIM

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 Spawn Chances


SPAWN CHANCE

Elder
Cultist

75%
25%

Entertainer
Band House
Childrens Museum
Clown School
Garage Band

Open Air Venue


Recording Studio
Sims Comedy Club

Chance of Spawning: 25%


Number of Sims per spawn: 1

Entertainer Spawn Chances


SPECIAL SIM
Street Performer
Mime
Rock Star

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

Chance of Spawning: 25%


Number of Sims per spawn: 1

Holy Sim Spawn Chances


SPECIAL SIM

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

Manager Spawn Chances


SPECIAL SIM

SPAWN CHANCE

Slum Lord
Tycoon

90%
10%

Men in Black
Ministry of Thought
Chance of Spawning: 25%
Number of Sims per spawn: 1

Men in Black Spawn Chances


SPECIAL SIM

SPAWN CHANCE

Man in Black

100%

Orchard
Rice Paddy
Sugar Cane Field

Chapter 5: Special Sims

SPECIAL SIM

Farmer Spawn Chances

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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

Chance of Spawning: 25%


Number of Sims per spawn: 1

Monk Spawn Chances

Secret Enforcer Spawn Chances

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

Chance of Spawning: 50%


Number of Sims per spawn: 1

Police Officer Spawn Chances


SPECIAL SIM

SPAWN CHANCE

Police Officer

100%

Alien Artifact Lab


Behavior Control Facility
Behavioral Science Lab
Corporate R&D Center
Defense Lab
Fire Analysis Center

Focus Test Lab


Market Research Center
Research Clinic
Teaching Hospital
Think Tank

Chance of Spawning: 20%


Number of Sims per spawn: 1

Researcher Spawn Chances


SPECIAL SIM
Scientist
Professor
Mad Scientist

Security Professional
Corporate Cops
Corrupt Police Station
Courthouse

District Courthouse
Firing Range

Chance of Spawning: 20%


Number of Sims per spawn: 1

Security Professional Spawn Chances


SPECIAL SIM

SPAWN CHANCE

Corporate Security Guard 75%


Private Security Guard 25%

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

Spooky Spawn Chances


SPECIAL SIM
Ghost
Zombie

SPAWN CHANCE
90%
10%

Tourist
Bed & Breakfast
Casino Hotel
Concourse Hotel

Tourism Bureau
Tourist Information

Chance of Spawning: 50%


Number of Sims per spawn: 1

Tourist Spawn Chances

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SPECIAL SIM

SPAWN CHANCE

Tourist
Pickpocket

90%
10%

Changing Spawn Chances


Some buildings alter the basic spawn probabilities of one entire
class of Special Sims or one kind of Sim within a class:

Buildings That Alter Special Sim Spawn Chances

NOTE

All modifiers are positive unless


indicated by -.
BUILDING

a Fireworks Shack, however, any building that spawns criminals


changes to have a 6 percent chance of spawning an Arsonist.
These bonuses do stack.
When a change affects an entire class of Special Sims, it
merely ups the daily chance of the building spawning any of
the Sims in the class.

Special Sim Building Actions


Some building
actions spawn
Special Sims.

SPECIAL SIM AFFECTED SPECIAL SIM CLASS AFFECTED

Police Officers

Entertainers

Artists
Entertainers

When the change affects a particular Special Sim, the result


is that the other Sims spawned for a class are less likely to
appear and the Sim the change affects is more likely to show
up. For example, normally a building that spawns criminals has
a 4 percent chance of spawning an Arsonist. When you place

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.

Buildings That Produce Special Sims


with Building Actions
BUILDING

BUILDING ACTION

Administration Building Activist Rally


Animal Rescue Office

Activist Rally

Astrophysics Lab

Research Grant

Campus Radio Station

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

Chapter 5: Special Sims

Army Surplus Store


Vigilantes
Driving Range
Hooligans
Elite Cadet Academy

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

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Buildings That Produce Special Sims


with Building Actions continued

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

Cheerleaders perform in the streets, adding


Happiness to any who stop and watch and
even to Sims passing in the vicinity.

Special Sim Proles


Chapter 5: Special Sims

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.

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Consultant
A Consultant temporarily reduces a Workplaces number of jobs but increases the per
worker per day income amount.

Corporate Security Guard


This guard prevents criminals from
committing crimes against buildings in the
Corporate category.

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

When Faith Healers encounter sick or injured


Sims, they miraculously restore them to
full health.

Mad Scientists visit Venue buildings to show


off their unpredictable experiments, either
damaging the buildings or upping their capacity.

Farmer

Master

When Farmers visit Restaurant category


Venues, the Happiness factor of the
Venue increases.

The Master patrols the street, chasing off


criminals and breaking up gatherings of
Fighting Monks.

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).

Men in Black wander the streets, removing


various subversive Special Sims
(Decorators, etc.).

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

Ghosts scare Sims they encounter. Children


get an increase of Happiness from being
scared, but adults get a Happiness decrease.

If a disaster occurs, Photojournalists cover


the story, bringing extra money to the
city treasury.

Hippie

Pickpocket

Hippies go to Venues and consume space,


potentially preventing normal Sims
from entering.

Pickpockets accost Sims in the streets, stealing


their Accessories. Victims lose Happiness.

Hooligan

Police Ofcer

Hooligans choose a Venue building, damage it,


and shut it down until its repaired.

These crime fighters wander the streets,


arresting criminals.

Chapter 5: Special Sims

Ghost

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Private Security Guard

Sentinel

Private Security Guards stand guard at Home


buildings that produce or consume Prosperity,
preventing criminals from approaching.

Sentinels search for Sims Playing Hooky,


dragging shirkers to their place of work. You
get the workers amount of income for the day,
but theyre still going to be unhappy enough to
skip work again tomorrow unless they have
a good evening of Venue hopping.

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

Rock Stars randomly choose a Venue and turn


it into a hot spot, making it more attractive
and improving its Happiness.

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.

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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

To locate Special Sims in your city, activate the Special


Sims display. Each Special Sim class has its own Special Sim
display icon.

With the Special


Sims display
activated, all
Special Sims can
be located by class.

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.

Zombies wander the streets, but they also fill


job slots, denying jobs to normal Sims. Sims
who meet Zombies become frightened (losing
Happiness). If a Zombie attacks a Sim, the Sim
could become a Zombie. Zombies will inhabit a
job until theyre dispatched by losing an attack
on a normal Sim.

Chapter 5: Special Sims

Zealots accost random Sims, diverting them


to a Worship category Venue. The forced
visit yields only half the Venues normal
Happiness benefit.

Tracking Special Sims

149
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Chapter 6: City Management

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.

City Info Card and Displays


As the leader and manager of your city, you need to have the
most critical facts at your fingertips.

City Info Card


Chapter 6: City Management

The City Info card is your


stop for city stats.
Thats why theres
the handy-dandy City
Info card. This easily
accessed resource puts
before you:
Total population

Criminal population

Treasury balance

Health rating

Time played

Number of sick Sims

Total jobs

Number of Sims cured of sickness

Total jobs lled

Number of Sims injured

Total city Venue capacity

Number of Sims cured of injury

Number of failed Venue visits

Number of Sims immune to sickness

Number of Sims Playing Hooky

Population growth over time

Number of Rogue Sims

Deaths over time

Budget rating

Number of natural deaths

Budget balance over time

Number of illness-related deaths

Total income (per day)

Number of accidental deaths

Total expenses (per day)

Pollution rating

Crimes committed over time

Pollution contribution (Buildings)

Arrests made

Pollution contribution (cars)

Total crimes reported

Carbon output over time

Homes burgled

Smog output over time

Pockets picked

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The button next to


the Rogue Sims icon
reveals some thoroughly
nonessential stats about
your city. Actually, some
of those might be good
to know.

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

For a glossary of the icons youll see when


you activate special displays, see the Icon
Glossary chapter.
With these nifty buttons, you can highlight:
Building Radius Effects

Knowledge

Building Category Effects

Creativity

Special Sims

Building Happiness
Effects

Closed/Filled Venues

Crime

Building Actions

Healthcare

Productivity

Problems

Prosperity

Power

Happiness

Pollution

Spirituality

Power

Power Building Considerations

Buildings do not run on Values alone; they also need good


old-fashioned electrical power. One of your jobs as master of
your city will be to make sure your Sims have adequate power.
Of course, thats the easy part, a mere matter of available cash
and need. What if you wanted to give your city enough power
without pollution? Well, you can do that too. Its all, as are most
things in SimCity Societies, a matter of building selection.

NOTE

For a list of power buildings and their


properties, see the Buildings chapter.

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.

Power Building Value


BUILDING
BioMass Power Plant
Coal-Hydrogen Plant
Coal Plant
Major Wind Farm
Natural Gas Power Plant
Nuclear Power Plant
Oil Power Plant
Solar Farm
Super Coal Plant
Trash Incinerator
Wind Farm

BUILD COST

POWER

PER POWER UNIT

$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

As explained in the Pollution section, smog affects


the appearance of your city but doesnt impact crisis
or event probability.

Power supply is OK now. But if you place that building, its not coming
online without more power.

Chapter 6: City Management

Each buildings power


consumption or production can be viewed by
activating the Power
special display.
Below the galleries, youll see your most critical powerreading tool: the Power meter. This simple dial display usually
shows your current level of available power supply (production
versus consumption). The more to the right it is (green), the
more power you have to spare; when its in the middle (yellow)
its time to think about adding more supply; if its to the left
(red), no new buildings will function and some old ones will
shut down until you add more power.
Even handier, when you point to any building in the gallery,
its effect on the current power level will be previewed on the
meter. If pointing to a building drops the dial into the red, you
shouldnt build it until youve added 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 Production by Power Buildings


BUILDING

CARBON PRODUCED

BioMass Power Plant


Coal-Hydrogen Plant
Coal Plant
Natural Gas Power Plant
Oil Power Plant
Super Coal Plant
Trash Incinerator

15
75
201
120
150
1,080
40

Most of these buildings work just like dirty plants but


without the smog, carbon, or (except for the Nuclear Power
Plant) Happiness effects. Three of these, however, have a bit
more going on.
Power Substation: This building adds 5 percent to the Power output of
solar and wind power buildings and produces +5 Power.
Power Collection Hub: This building adds 5 percent to the Power output
of the solar and wind power buildings, produces +10 Power, and features
the Power Purchase building action.

As explained in the Pollution section, carbon affects


certain crisis or global event probabilities. Unlike noncarbon-triggered events, these cant be shut off by changing
the event frequency setting.

Carbon Exchange: Although this building doesnt generate any power, it


provides a daily cash payment based on the amount of carbon your city
produces versus the total amount of power. The bigger the difference, the
bigger the payout. The Carbon Exchange is a critical income source for
cities that eschew or minimize dirty power.

If you see this icon in the


City Info box, it means you
have a very high differential
of power to carbon. This is
a big fat clue that youll get
some good cash from having
a Carbon Exchange.

Chapter 6: City Management

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

BUILD COST POWER


$7,500
$1,500
$30,000
$1,500
$1,125
$3,000
$600

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.

Building Smog Ratings


SMOG LEVEL

SMOG AMOUNT

Slight

25

Moderate

50

Massive

75

Smog is a purely visual consequence of having too many


polluting buildings. The higher your citys total smog amount,
the more smoggy and gray the sky and fog around your city
will be. If you want your city to look nice and clean, keep
out the smog.

Citywide Smog Levels


LEVEL

Citywide carbon has several levels, and these are critically


important for the well-being of your city.

SMOG AMOUNT

Light
LightMedium
Medium
MediumHeavy
Heavy

0200
201402
403600
601800
801+

Carbon Levels
LEVEL

Your citys smog level can be


viewed on the City Info card by
clicking on the View the Smog
Graph button.

NOTE

Cars dont produce smog.

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.

Building Pollution Ratings


CARBON AMOUNT

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

You can further reduce the amount of carbon


produced by your Sims cars by building
Subway stations and Bus Stops. Each station
reduces vehicle carbon by -1 for every day a Sim
takes one or more trips via either system.

NOTE

To view sources of smog and carbon,


activate the Pollution special display.

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

The difference between the amount of


power your city produces and the level
of carbon can be turned into cash if you build
the Carbon Exchange Power building. The bigger
the gap between power and carbon, the more
your conservationist bent pays off.
The frequency of these events is tied to your citys level
of carbon. The higher it is, the more unexpected events youll
have to endure. See the Disasters and Other Events chapter
for full details. Oh, and dont think you can avoid these catastrophes by turning the event frequency setting all the way
down. That turns off all events except carbon-triggered events.
If you choose to have a lthy, polluting city, youre just going to
have to live with the consequences.

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

Criminals can also be introduced into


your city by a Jailbreak event (see the
Disasters and Other Events chapter)
or by some building actions (for example,
the Video Arcades Fire! Fire! Fire! action
spawns an Arsonist).

Chapter 6: City Management

RATING

RANGE

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Chapter 6: City Management

Buildings That Spawn Criminals


BUILDING

GALLERY

CRIMINALS CREATED

Bed & Breakfast


Carnival Games
Casino Hotel
Concourse Hotel
Dive Bar
D-Lux Sleep Tubes
Nightclub
Pawn Shop
Racetrack
Sleep Tubes
Slum Apartments
Speakeasy
State Housing Block
Tattoo Parlor
Tourism Bureau
Tourist Information

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

Once spawned, a criminal exists until apprehended and


either incarcerated (if you have a Jail or other Incarceration
category building), run out of town (by a Vigilante), or after a
day-long crime spree. Being incarcerated or run out of town
removes the criminal from the city permanently.
While they walk the street, criminals will target Sims and
buildings for the commission of their crimes:
Pickpockets: Sims (stealing Accessories)
Burglars: Homes (stealing Enhancements)
Arsonists: Buildings (starting res)
Hooligans: Venues (shut down until restored to working order)
Vigilantes: Special Sims (other criminals, including other Vigilantes) and
normal Sims (if theyve made a false arrest)

There are several Sims who can apprehend criminals:


Masters
Police Ofcers
Riot Police (depending on the building from which theyre dispatched)
Vigilantes

NOTE

Only Riot Police dispatched from a Police


Station, Corporate Cops, State Prison, or Elite
Cadet Academy apprehend criminals. Others
have goals other than crime fighting.
If theres an incarceration facility in your city, the apprehended criminal will be taken there. If not, he or she will be run
out of town.

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NOTE

Private/Corporate Security Guards dont


catch criminals, they just prevent them
targeting the building the Security Guard
is protecting.

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

Global crime rate does matter in one way that


benefits your city. The Corrupt Police Station
pays income to your treasury every day based
on the level of crime in the city.

Healthcare
Sims can be made sick
or injured. This unfortunate condition is usually
brought about by visiting
certain buildings:

Workplaces and Venues can be dangerous places. If your Sims frequent


one of these buildings (for work or fun), theres a very good chance
theyll need medical attention someday.

Buildings That Increase Chance of Sickness or Injury


BUILDING
GALLERY
BUILDING
GALLERY
Venue
Venue
Workplace
Venue
Venue
Venue
Workplace
Venue
Venue
Venue
Venue
Venue
Venue
Venue
Workplace
Home
Home
Venue
Venue
Workplace
Workplace

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

The chances of Sim sickness or injury can also be


increased by many disasters and crises (see the Disasters and
Other Events chapter).

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

Sickness & Injury


Sickness & Injury
Sickness
Sickness & Injury
Sickness & Injury
Sickness & Injury
Sickness
Sickness & Injury
Sickness
Sickness & Injury

Clinic
Dept. of Public Health
Doctors Office
Faith Healer
Hospital
Major Trauma Center
Medical Group
Midwife
Research Clinic
Teaching Hospital

NOTE

Faith Healer Special Sims will cure Sims


of sickness or injury.

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

Sims wrongly accused by Vigilantes have


a risk of being injured in the attack.

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,

Some buildings are so darn


healthy, they grant Sims
immunity from sickness.

Buildings That Grant Immunity to Illness


BUILDING
Botanical Garden
Communal Garden
Farmers Market
Genetics Lab
Meditation Center
Personal Training Gym
Rehab Center
Sesshin Center
Sky Rise Apartment

GALLERY
Venue
Workplace
Venue
Workplace
Venue
Venue
Venue
Venue
Home

Chapter 6: City Management

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

however, cure both sickness and injury, so make sure you


have both available in your city. These healthcare Venues vary,
among other ways, in the Societal Values they consume. So, no
matter what kind of city youre trying to build, theres a healthcare Venue that will t the Values on which youve focused.

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Effects of Sickness and Injury


Sick or injured Sims usually get the help they need without any
drawbacks except the inconvenience of having to spend their
free time at a healthcare facility instead of being out having fun.
If, however, your city has inadequate healthcare, several bad
things can happen. A sick or injured Sim may:

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.

Not every kind of city needs the same kind of healthcare,


and some have more sickness/injury-causing buildings than
others, so select the buildings that fit your citys character and
make sure they have plenty of capacity.

Tourism

Looking for an alternative source of income? Try tourism.


They take up space at
Venues, but Tourists add to
your citys bottom line.

The first critical concept


to understand is this: Sims
will go to any lengths to get to
their destination (there are no failed trips as in SimCity games
of the past). The more time they spend traveling, however, the
less free time they have to visit Venues and build up Happiness.
It behooves you, therefore, to do everything in your power to
reduce their travel time to a bare minimum.
The most basic components of your transportation system
are your thoroughfares. You can set two kinds of roadways
which you choose is a matter of aesthetics, speed, and money:

Chapter 6: City Management

City Streets: $5 per tile, speed 18

Tourists wander your city


all day long, visiting as
many Venues as possible.
Each time they successfully visit a Venue, your city earns $10. With enough Tourists,
this can add up. The following buildings spawn Tourists:

Country Roads: $2 per tile, speed 12

One big difference between these two roadways is what


happens to them as your city changes to become one of the
Society Proles (see the Society Proles chapter). Eventually,
the streets will switch to a special signature version to fit the
Profile. Country roads dont change with the Profile.

Tourism Buildings
BUILDING

GALLERY

Bed & Breakfast


Casino Hotel
Concourse Hotel
Tourism Bureau
Tourist Information

Workplace
Workplace
Workplace
Workplace
Workplace

So whats the catch? Just one:


Pickpockets: Look carefully and youll notice that every building that
spawns Tourists also spawns Pickpockets. Thus, fostering tourism will
cause a noticeable increase in crime.

Normal street

Fun City street

Authoritarian street

Haunted Town street

Capitalist street

Industrial street

Contemplative street

Romantic street

Cyberpunk street

Small Town street

NOTE

The Tourism Bureau has an extra building


ability that increases the spawn rate and
probability of Tourists from all Tourism category
buildings so you will have more tourists per visit.
It also reduces the chance that they will come
out as pickpockts. If you plan to make tourism
a significant part of your economy, youll need
this building.

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How Sims Get Around


Your Sims can get around town in four ways: on foot, by car,
by bus, or by subway.

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

Sims carry their cars with them. Thus, if


they drive to point B, then walk to point C,
and walk again to point D, they can then drive
back to point A without going back to point B
(where they theoretically parked).

Trafc

Roads and streets allow Sims to move faster than on foot, but
too much volume will bring these speeds down.

TIP

Getting a read on traffic takes some detective work,


but you can learn a lot more than any graph will
tell you. Find a Sim that you know commutes to work by car
and follow him (press , with him selected). Note what time
he gets to work and wait. When he emerges to go about his
evening routine, keep track of how much time he actually
spends in Venues. Next, find another Sim who lives near her
home or works at the same building and follow her for a day.
The difference in the time the two Sims spend at Venues can
tell you a great deal about how easily Sims can get around.

Traffic jams probably mean your


Sims are spending too much time
traveling and not enough building
Happiness.

Vehicle Carbon

Cars produce carbon, and this can add significantly to your


citywide levels.
Basically, on any day Sim uses a car (once or several times),
+1 is added to the days carbon level. In a city of several hundred
workers, this could add up, creating a pollution problem even
in a city that runs on purely renewable power sources.
Both vehicle carbon and excessive trafc can be alleviated,
however, by the addition of mass transit.

Buses and Subways


Place Bus Stops and Subway stations around town and Sims
will try to use them for long trips. These journeys are fast
(the subway is 20 percent faster than the bus), and on any
day a Sim takes a bus or
subway, -1 is deducted from
carbon pollution.
Mass transit can shorten
commutes and reduce carbon
from vehicles.

NOTE

Both the Bus Stop and Subway are locked


buildings, so you wont get them until your
population has risen to more than 300 and
200, respectively.
For a Bus Stop or Subway station to function, you must
place at least two of the same kind.

Chapter 6: City Management

The kind of car Sims drive is tied to the house in which


they live, though they can buy other cars as Accessories. This
changes their chosen vehicle for the life of the Accessory
before it reverts to the previous one.
There are two potential problems with cars: traffic and carbon.

Youll see traffic piling up at crucial intersections during the


morning and evening weekday commutes, so look to these
spots for evidence of trouble.
What are the solutions to excessive traffic? You could build
more roads and alternate routes. Odds are this will be the best
way to handle most problems, but youd benefit from plenty of
advance planning. Traffic is one area in which having a vision of
what your city will look like before you break ground can take
you a long way.
Alternatively, you could design your city to make driving
as unnecessary as possible. Since you can usually mix Homes
with Workplaces and Venues, you can balance neighborhoods
within your city to be relatively self-contained. This takes some
micromanagement, but it can pay off. However, this is unworkable if most of your citys Workplaces are heavy industry; these
buildings tend to have building abilities that bring down the
Happiness effects of surrounding structures.

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Chapter 7: Disasters and Other Events

o you have everything all balanced nice and neat.


Your city is humming along nicely evolving exactly
how you want. What could possibly go wrong? Glad you asked.
With SimCity Societies, you have a long list of mishaps and
catastrophes that can undo your best-laid plans or assault your
city on command.

Chapter 7: Disasters and Other Events

Disasters

The Disaster menu is where you


go to act out your destructive
tendencies.

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

Cant decide? Try out the Random


Disaster button and let the chips fall
where they may.
Triggering your own disaster lets you test your emergency
response network (or expose your lack of one) or offers the
same nasty pleasure as stomping through your little brothers
lovingly constructed block town, roaring like some reptilian
leviathan. But I digress.
In addition to the more visceral damage from these disasters, the biggest challenge will be dealing with any homeless or
unemployed Sims and the loss of income suddenly caused by
the destruction of or damage to their Homes or Workplaces.

NOTE

Changing the event chance in the difficulty


settings has no effect on disasters since
you only launch them by choice.

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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central point, each building has a chance to be damaged or


completely destroyed. Sims may be injured or sickened, and
dont be surprised if fires break out.
And, just when you think its over, the earth may start to
move again. Earthquakes are often followed by one or more
aftershocks that can inflict even more damage.

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

Changing the event frequency for a city will


alter the probabilities of all crises except
ones caused by carbon level. There is no
escaping the consequences of too much
pollution. The Climate Only setting drops all
other event frequencies to 0 but leaves carbontriggered events at the same frequency as at
the Low setting.

Standard Crises

Industrial Accident

These events occur at the rates set by the event frequency


setting. You can eliminate them completely by switching to
Climate Only.

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.

This is a purely visual event with no consequences.

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

Any spawned Firefighter Special Sims automatically rush to


a blaze and eventually extinguish it. The more Firefighters you
have, the faster the fire will be put out. Note that Firefighters
arent spawned in response to a fire, so dont count on them to
respond on their own.
For a larger, more directed effort, use a fire buildings
building action. For $250, the building will dispatch one fire
truck to put out the fire on a single building you select. The
more fire trucks you dispatch, the faster the fire will be put out.

CAUTION

Fire trucks can only be dispatched to


buildings that face roads. If a building lacks
road access, you cant select it with a fire
buildings building action. The Fire Brigade can,
however, dispatch a firefighter on foot to
any location.
Fire can spread to adjacent buildings, so respond quickly to
avoid larger disaster.

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.

Number of Jailbreak Criminals by Recent Crime Count


RECENT CRIMES NUMBER OF ESCAPEES
1120
2136
3650
51+

2
4
6
8

The kinds of criminals involved in a jailbreak are the


product of a specialized Special Sim class.
Pickpocket

24%

Vigilante

25%

Burglar

25%

Arsonist

1%

Hooligan

25%

The jailbreak is a consequence of having Incarceration


buildings in your city. The only way to entirely avoid it is to
find other ways of dealing with criminals. If you must have
Incarceration buildings, youll probably have to keep a larger
police presence.

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.

Money Stolen in Vault Heist by Number of Recent Crimes


RECENT CRIMES % OF TREASURY STOLEN
1120
2135
3650
50+

5%
10%
15%
20%

The vault heist is a byproduct of a high crime rate. To


avoid it, keep crime low. Failing that, theres nothing you can
do except keep the number of recent crimes below 20 to
minimize the loss.

Chapter 7: Disasters and Other Events

Eclipse

A randomly selected building in the Manufacture category


suddenly explodes, totally destroying the building and killing
everyone inside. Very sadand unavoidable.

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Carbon-Triggered Crises

Chapter 7: Disasters and Other Events

View your citys


carbon level in the
City Info card.

These events are triggered by your citys level of carbon. They


occur at the same rate as standard crises but are not shut off
by the Climate Only setting. On this setting, these crises occur
at the same rate as when event frequency is set on Low.

Probability of Heatwave by Carbon Level


CARBON

ADDED TO BASE PROBABILITY

0403
404750
7511,000
1,001+

To prevent this crisis, keep carbon below 404. Failing that,


make sure you always have an ample supply of Power or the
cash on hand to add a Power building in an emergency.

Global Events
Global events are events that occur outside your city but may
have repercussions close to home.

Drought

NOTE

The chance of global events is the same


regardless of your citys event frequency
setting, unless you choose the Climate Only
option. In this case, all global events based
on carbon emissions will retain their usual
frequency, but all others will be turned off.

Drought is brought on by high carbon emissions and raises the


chance of sickness. When the event begins, the amount of this
change depends on the current carbon level.

Sickness Chance by Carbon Level


CARBON LEVEL AT EVENT START SICKNESS CHANCE
100199
200349
350499
500+

+.5%
+1%
+2%
+4%

+3%
+6%
+9%
+12%

This crisis can be averted by keeping carbon below 100. If,


however, you accept pollution as a fact of life (i.e., you run an
Industrial Society Profile), you can minimize the risk by keeping
carbon under 200. Failing that, youll need a lot of hospitals,
just in case.

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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Standard Global Events


These events are controlled by the standard global events
frequency setting.

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.

Carbon-Triggered Global Events

Tsunami

These events occur at the same rate regardless of the event


frequency setting.

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.

A tsunami in a neighboring city has pushed a huge influx (up to


50) of refugees into your city, and theyre looking for places to
live and work. Unless you want a sudden horde of homeless,
unemployed workers wandering your streets, start the building
quickly.
This disaster is triggered by your city carbon level. The
higher it is, the more often this disaster will happen. The only
way to avoid it completely is to eliminate carbon emissions.

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.

Chapter 7: Disasters and Other Events

Youll see none of these


Special Sims and none
of the Simoleons they
bring for a while if this
event occurs.

A tsunami means
a sudden influx of
workers. Lots of shopping carts means
you havent opened
homes and jobs
quickly enough.

161
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Chapter 8: Society Profiles

uilding a city just like you want it is fun, but theres


a higher level of satisfaction when you see your city
transform into something more profound, more than the sum
of its parts. Thats the crux of Society Profiles.
Society Profiles are defined archetypal city characters that,
should your city develop along the correct lines, will gradually
and automatically change the overall look and feel of your cities.
You could just let these changes happen, but with a bit of
under-the-hood information, you can set about building a city
with the goal of making it a paragon of any of these Profiles
(including the one they dont tell you about!). This chapter lets
you in on how Profiles work and what they can do for you.

Chapter 8: Society Profiles

How Proles Work


Every building has a value attached to one or more of the
10 Profiles. These numbers can be positive or negative, big or
small. They are assigned to the buildings based, in effect, on
how well the spirit of the building reflects the character of the
Profile. For example, anything to do with clowns is a big Fun
City building and will likely reduce your citys score toward the
Industrial Profile.
Every city keeps track of its score in each of the 10 Profiles.
When a Profile score reaches certain thresholds, parts of the
city begin to change. As each successive threshold is crossed,
the city assumes more and more of the characteristics of
the Profile.
Cities can go through three stages on their way to matching
a Society Profile:
101250: Minor changes
251500: Moderate changes
5011,000: Total transformation

NOTE

Since you wont ever see this score anywhere


in the game, this information isnt directly
useful. However, it will make you aware that a city
on the track to being a full expression of a Profile
will change three times. After the third change, the
metamorphosis is complete unless the score drops
below the last threshold.

Among the first signs of a transformation are the decorations


that begin to appear on many buildings.

NOTE

Dueling Profiles: If a building has high scores


for more than one threshold, whichever is
higher will guide the citys look and feel.

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

The hidden Haunted Town Profile works on


a smaller point scale than the others because
so few buildings positively impact it.

162
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Compare how the same building looks in an Authoritarian city versus in


a Fun City. The light is different, and so is the texture of the building.

NOTE

Even the description text on several buildings


changes based on the Profile. For example,
check out the Game Developer text:
In a Normal city: The Sims who work here are the
best-looking, smartest, and most popular Sims in
SimNation.
In a Romance city: These Sims jobs are to play
games all day and sometimes release them for sale.
In an Authoritarian city: The bestselling Operation: Peace gives Sims of any stature the chance to
slaughter enemies.

Proles, Values, and


Other Elements

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:

Pure Society Profiles and Their Corresponding Values


PROFILE
POSITIVE VALUE
DIMINISHING VALUE
Authoritarian
Capitalist
Contemplative
Fun City
Industrial

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

Industrial is on both lists because it works


as a pure Profile on the positive side but not so
on the negative.
Mixed Society Profiles and Their Corresponding Themes
SOCIETY PROFILE
POSITIVE THEMES
DIMINISHING THEMES
Cyberpunk
Haunted Town
Industrial
Normal
Romantic
Small Town

Prosperity, Knowledge, Authority


Creativity
Productivity
Neutrality
Prosperity, Creativity
Spirituality

Spirituality
Modernity
Health, low crime, low pollution
Extremes of any kind
Extreme Productivity,
high crime, high pollution
Urbanity

NOTE

Regardless of Profile, you can never go wrong


exploiting Knowledge. Buildings that produce
or consume Knowledge tend to have a relatively
neutral impact on all Profiles. However, Knowledge has
a decidedly positive impact on the Cyberpunk Profile.
So, for example, you can get a Small Town even if you
use a lot of Prosperity buildings as long as you pick ones that
are rural and not too busy. These arent terms used in the
game, but thats the idea. You have to use your own read of
the Profiles theme to suss out which buildings will do you the
most good.
Even if you dont want to go with the rather calculating
approach of using the tables in this chapter, the tables will help
you see which buildings the game considers to fit each Profiles
Theme and which dont.

Chapter 8: Society Profiles

Since a citys transformation into one of the Profiles arises


purely out of the buildings you place, what role do Societal
Values and other parts of the game play? None directly, but
that isnt the end of the discussion.
As we touched upon in the Societal Values chapter, there
is a connection between some of the Profiles and Societal
Values that could lead you to think that using buildings with a
certain Value will always get you the Profile you want and that
using others will work in opposition. For some Profiles this is
actually true; for others, its terribly misleading.

So, were we to mostly ignore any thought of Profile points


and focus purely on Spirituality good/Prosperity bad, wed
usually end up with a Contemplative city. Perhaps not as efficiently and cleanly as possible, but wed likely get there. Its
the same with the others in the table, except for the Industrial
Profile. Industrial is a pure society on the positive side, but its
antithesis isnt just a Value).
This isnt true of the other Profiles.

163
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Trophies
Trophies arent awarded for
achieving a Profile, just
for doing many of the things
a Profile represents.

Thus, the filters are handy, but they shouldnt be entirely


relied upon. Its better to rely upon this chapter, which (along
with the Buildings chapter) does tell you which buildings will
get you the furthest.

Prole Catalog
Below youll nd the details on all 10 Proles, including:

Trophies are also connected


with Profiles, but only in
spirit. The Societal Values and properties benchmarked for
each trophy are in line with the kind of things thatll help your
city toward a corresponding Profile, but theres a lot that isnt
included. You can, in other words, transform a city into a
perfect example of a Profile without ever winning the corresponding trophy, and you could win the trophy without your
city turning into the corresponding Profile.
Despite the connections, its better to consider trophies
and Profiles as separate and independent endeavors.

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

See the Achievements and Unlockables


chapter for more detail.

Chapter 8: Society Profiles

Key Strategy: Tips for making each Prole a reality.

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.

164
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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

Best Buildings for Authoritarian Profile


BUILDING
Asylum
Atomic Test Site
Behavior Control Facility
Bureaucracy Office
Chamber of Deputies
Civil Defense Tower
Conditioning Theater
County Jail
Defense Lab
Dept. of Public Health
Dept. of Public Works
Detention Center
District Courthouse
Dosage Facility
Drone Factory

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

Worst Buildings for Authoritarian Profile


BUILDING

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

Chapter 8: Society Profiles

Alien Artifact Lab


Animal Rescue Office
Art Expo Center
Art Gallery
Balloon Cart
Bamboo Garden
Band House
Bazaar
Beauty Salon
Block of Flats
Board of Directors
Bookstore
Bowling Alley
Campus Radio Station
Candy Store
Car Dealership
Carnival Games
Casino
Casino Hotel
Chocolate Bunny
Chocolate Factory
Clown School
Clubhouse
Concourse Hotel
Corporate Cops
Corporate Hive
Corporate One
Corporate R&D Center
Corporate Retreat

GALLERY

165
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Worst Buildings for Authoritarian Profile continued


GALLERY

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

Chapter 8: Society Profiles

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).

Key Buildings: Movie Theater,


Stock Exchange
Key Special Sims: Consultants,
Celebrities, Rock Stars
Positive Theme: Prosperity
Negative Theme: Spirituality

Best Buildings for Capitalist Profile


BUILDING
Beauty Salon
Car Dealership
Casino
Casino Hotel
Clothing Store
Concert Hall
Concourse Hotel
Consulting Firm
Corporate Cops
Corporate Hive
Corporate Retreat
Counseling Center
Department Store
Doctors Office
Driving Range
Epic Tower

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

Best Buildings for Capitalist Profile continued


BUILDING
Skyscraper
Sports Stadium
Stock Exchange
Strip Mall
Sushi Joint

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

Worst Buildings for Capitalist Profile


BUILDING

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

Chapter 8: Society Profiles

Alien Artifact Lab


Altar
Animal Rescue Office
Asylum
Balloon Cart
Bamboo Garden
Bath House
Behavior Control Facility
Behavioral Science Lab
Chamber of Deputies
Chicken Coop
Chocolate Bunny
Chocolate Factory
Civil Defense Tower
Clown School
Colossal Foundry
Conditioning Theater
Corporate Data Center
Corporate R&D Center
County Jail
Crime Forecast AI
Cryogenic Prison
Cube Apartment
CyberCorp Housing
CyberCorp Offices
Dairy Barn
Defense Lab
Dept. of Public Health
Dept. of Public Works
Detention Center
D-Lux Sleep Tubes
Dojo
Dosage Facility
Drone Factory
Drone Nexus
Dungeon

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.

Key Buildings: Quilting Circle,


Sesshin Center (for your law
enforcement needs)
Key Special Sims: Elders,
Fighting Monks, Masters
Positive Theme: Spirituality
Negative Theme: Prosperity

Best Buildings for Contemplative Profile

Chapter 8: Society Profiles

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

Worst Buildings for Contemplative Profile


BUILDING
50s Gas Station
Administration Building
Alien Artifact Lab
Animal Rescue Office
Aquarium
Army Surplus Store
Art Museum
Astrophysics Lab
Asylum
Balloon Cart
Band House
Bank
Baseball Field
Bazaar
Beauty Salon
Behavioral Science Lab
Behavior Control Facility
Billboard

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

Worst Buildings for Contemplative Profile continued


BUILDING

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
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-25
-10
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-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

Chapter 8: Society Profiles

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.

Worst Buildings for Contemplative Profile continued


BUILDING
Tenement
Tennis Club
Think Tank
Town Hall
Townhouse
Toy Store
Tract Mansion

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.

Key Buildings: Behavioral Science


Lab, Market Research Center
Key Special Sims: Scientists,
Mad Scientists
Positive Themes: Prosperity,
Knowledge, Authority
Negative Theme: Spirituality

Chapter 8: Society Profiles

Best Buildings for Cyberpunk Profile


BUILDING
Alien Artifact Lab
Astrophysics Lab
Behavior Control Facility
Behavioral Science Lab
Board of Directors
Coal-Hydrogen Plant
Corporate Cops
Corporate Data Center
Corporate Hive
Corporate One
Corporate R&D Center
Crime Forecast AI
Cryogenic Prison
CyberCorp Offices
Defense Lab

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

Worst Buildings for Cyberpunk Profile


BUILDING
Administration Building
Animal Rescue Office
Art Museum
Bamboo Garden
Barbecue Pit
Beauty Salon
Bed & Breakfast

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

Worst Buildings for Cyberpunk Profile continued


BUILDING
Fairytale Palace
Faith Healer
Farm
Farm House
Farming Co-op
Fire Brigade
Fishing Hole
Florist
Frat House
Gathering Hall
General Store
Gingerbread House
Grape Vineyard
Hacienda
Harness Maker
Haunted House
Highway Volunteers Club
Homestead
Hut
Inquisition Office
Ivory Tower

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.

Key Buildings: Spirit Squadroom,


Clown School
Key Special Sims: Ghosts,
Street Artists
Positive Theme: Creativity
Negative Theme: Authority

Best Buildings for Fun City Profile


BUILDING
Animal Rescue Office
Aquarium
Balloon Cart
Bazaar
Burger Joint
Candy Store
Carnival Games
Childrens Museum
Chocolate Bunny
Chocolate Factory
Cineplex
Clown School
Clubhouse

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

Chapter 8: Society Profiles

GALLERY

171
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Worst Buildings for Fun City Profile

Chapter 8: Society Profiles

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.

Key Buildings: Textile Factory,


Lumber Mill, Baseball Field, and
any building that gives extra
income from visits without regard
for visitor mood
Key Special Sims: Riot Police,
Slum Lords
Positive Theme: Productivity
Negative Themes: Health and safety

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

Best Buildings for Industrial Profile


BUILDING
Brewery
Colossal Foundry
Corrupt Police Station
Dept. of Public Works
Firing Range
Foundry
Liquor Store
Loan Shark
Machine Shop
Meat Packing Plant

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

Worst Buildings for Industrial Profile


BUILDING

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

Chapter 8: Society Profiles

Alien Artifact Lab


Animal Rescue Office
Art Expo Center
Art Gallery
Art Museum
Astrophysics Lab
Balloon Cart
Bamboo Garden
Band House
Bath House
Bazaar
Bed & Breakfast
Behavior Control Facility
Behavioral Science Lab
Block of Flats
Bookstore
Botanical Garden
Campus Bookstore
Campus Radio Station
Carbon Exchange
Chalet
Chicken Coop
Childrens Museum
Chocolate Bunny
Clown School
Communal Garden
Conditioning Theater
Condo Complex
Corporate Data Center
Corporate R&D Center
Corporate Retreat
Cottage
Counseling Center
Crime Forecast AI

GALLERY

173
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Worst Buildings for Industrial Profile continued


BUILDING
Software Studio
Solar Block of Flats
Spirit Squadroom
State Prison
Stupa
Teaching Hospital
Tea House
Tech Monolith

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

Key Strategy: Build Police Stations,


primarily for the Riot Police action
and the revenue from its seven-day
workweek. The Ofce Building
gives good revenue and Prosperity,
especially if its in range of a revenueenhancing Courthouse.

Youll notice that no buildings have a big


impact on the Normal Profile. This is because
extremes are to be avoided. No buildings
diminish the Normal Profile, but keep away
from any with high positive scores for another
Profile (see the other lists in this chapter and
the Building chapter.)

Key Buildings: Newspaper, Burger Joint


Key Special Sims: Fireghters, Work Crews

Chapter 8: Society Profiles

Positive Theme: Avoid extremes


Negative Themes: Buildings with high Prole points in other Proles,
high or low crime, high or low pollution, etc.

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.

Best Buildings for Normal Profile


BUILDING
Administration Building
Aquarium
Art Museum
Bank
Barbecue Pit
Baseball Field
Bed & Breakfast
Billboard
Block of Flats
Bookstore
Bowling Alley
Brewery
Brownstone
Bureaucracy Office
Burger Joint
Bus Stop
Butcher Shop
Caf
Campus Bookstore
Campus Radio Station

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

Best Buildings for Normal Profile continued


BUILDING

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

Chapter 8: Society Profiles

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.

Key Special Sims: Farmers,


Street Artists

Key Buildings: Cathedral, Caf

Negative Themes: Extreme Productivity, high crime, or high pollution

Positive Themes: Prosperity,


Creativity

Best Buildings for Romantic Profile

Chapter 8: Society Profiles

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

Worst Buildings for Romantic Profile


BUILDING
Alien Artifact Lab
Astrophysics Lab
Atomic Test Site
Baseball Field
Behavioral Science Lab
Behavior Control Facility
Billboard
Bowling Alley
Burger Joint
Chamber of Deputies
Cineplex
Clown School
Colossal Foundry
Corporate Data Center
Corporate Hive
Corporate One

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

Worst Buildings for Romantic Profile continued


BUILDING
Laser Fountain
Mall
Mechanized Farm
Mega-Church
Mega Mall
MiniGolf
Ministry of Thought
Motion Simulator
Off-Track Betting
Oil Refinery
Ornate Pagoda
Palace of Justice
Pied Piper Pest Control
Pirate Coast Club
Pizza Shop
Plasma Billboard
Propaganda Ministry
Quilting Circle
Racetrack

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

Small Town Prole


Key Strategy: Small Towns dont have
to be rural. They can be a college
town, a religious community, a posh
bedroom community (the easiest
approach), anything non-urban.
A city neednt have dirt roads to be
small. The best advice, however,
is to plan at the outset what your
want your Small Town to be to
avoid inefficient spending.

Key Buildings: None


Key Special Sims: None
Positive Themes: Spirituality,
small scale
Negative Theme: Urbanity

Best Buildings for Small Town Profile


BUILDING
Bowling Alley
Brewery
Burger Joint
Chicken Coop
Communal Garden
Dairy Barn
Department Store
Diner
Drive In
Evangelical Center
Farm

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

Chapter 8: Society Profiles

GALLERY

177
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Worst Buildings for Small Town Profile

Chapter 8: Society Profiles

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
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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

Haunted Town Prole


You wont see it mentioned
anywhere in the game, but begin
your town with mostly Creepy
category buildings and youll
quickly see a hidden Prole
emerge: the Haunted Town.

Key Strategy: Put up lots of


buildings in the Creepy category
plus the Dungeon.
Key Buildings: See list
Key Special Sims: Ghosts, Zombies
Positive Theme: Creepy buildings
Negative Theme: Modernity

Best Buildings for Haunted Town Profile


BUILDING
Asylum
Carnival Games
Castle Ruin
Creepy Barn
Dungeon
Graveyard
Haunted House

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

There are only a few buildings to explicitly


avoidthose that have a negative impact on
this Profile, but the real problem for Haunted
Towns is accidentally triggering a different
Profile thatll override it. Since it works on a
smaller scoring scale than the other Profiles,
it doesnt take much to create a Haunted
Town, but it also doesnt take much for the
city to become something else.

Chapter 8: Society Profiles

Worst Buildings for Haunted Town Profile

GALLERY

179
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 9: Achievements and Unlockables

Chapter 9: Achievements and Unlockables

thriving city is all well and good, but a busy city


creator occasionally needs a good, old-fashioned
attaboy. Fortunately, SimCity Societies is chock full of em.
From medals that track how many times youve excelled
in certain areas to trophies that win you powerful monument
buildings you can put in every city, to nearly 300 locked and
hidden buildings, theres always a carrot dangling just ahead.
This chapter explains how to get them all.

Medals become part of your


player profile. Every city you
build with that profile can add
to your pile o medals.

Medals

NOTE

Medals have no actual gameplay function;


instead they mark the overall progress of your
city building skills.

Medals are awarded each time one of your cities achieves


certain criteria.

NOTE

Medals for each Societal Value are based on


the amount your cities produce of each.

Trophies

Your profile page displays


all trophies youve won in all your cities.

NOTE

Trophies and your current


citys progress toward
them can be viewed on the
Achievements screen.

When trophies require a


certain level of Societal Value,
its always the amount a
city consumes .

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

10 Elated (and > 50 workers)

20 Elated (and > 125 workers)

40 Elated (and > 175 workers)

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

Chapter 9: Achievements and Unlockables

Authority

181
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Trophy Requirements continued


TROPHY

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

Chapter 9: Achievements and Unlockables

Jack of All Trades

Master Manipulator

The Legendary Bard

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.

Captain of Industry monument,


+10 Productivity, 250/day

182
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

PROSPERITY SPIRITUALITY

Fat Cat monument,


+10 Prosperity, 250/day

Guru monument,
+10 Spirituality, 150/day

Jack of All Trades monument,


no Values, 400/day

ANGRY/FURIOUS

ELATED/ECSTATIC

ECSTATIC

< 25

< 20

< 20

< 10

> 60

> 400

> 25

> 86

< 10

Master Manipulator monument,


+10 Authority, 250/day

Network Knight monument,


+10 Knowledge, 250/day

Master of Ceremonies monument,


+10 Creativity, 150/day

Sheriff monument,
+5 Spirituality, 150/day

Mayor monument,
no Values, 400/day

The Legendary Bard monument,


+5 Creativity, +5 Knowledge, 250/day

Chapter 9: Achievements and Unlockables

ANY VALUE

183
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Unlockables

LOCKED BUILDING

Chapter 9: Achievements and Unlockables

SimCity Societies has nearly


300 locked and hidden
buildings; you have to build
a lot of different kinds of
cities to get them all.
Your count of revealed vs. total
number of hidden buildings can be
found in your player profile. Building
unlocks are based on the amount of
Societal Values a city produces.

Locked Buildings

Locked buildings appear in your galleries just like available


buildings, but you cant place them until you meet their stated
unlock requirements with any city you play. Unlocking a
building then makes it available in all cities you play with
your player profile.
Locked buildings will still show
you all their details, but its all
a tease until you earn them.
GALLERY

REQUIREMENT 1

REQUIREMENT 2

REQUIREMENT 3

Animal Rescue Office


Aquarium
Army Surplus Store
Art Gallery
Balloon Cart

LOCKED BUILDING

Workplace
Venue
Venue
Venue
Venue

Creativity > 38
Knowledge > 53
Productivity > 60
Prosperity > 25
Creativity > 67

Sad < 8

Population > 1,800


Creativity > 30
Population > 750

Happy > 5

Treasury > 5,000

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

Population > 120

Population > 220

Creativity > 15

Population > 1,200 Treasury > 5,000

Population > 450

Prosperity > 20

Population > 500

Population > 2,800

Population > 3,500


Happy > 20

Population > 650

Population > 2,000

Population > 2,500

Population > 1,800

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

Population > 2,350

Population > 150

Prosperity > 15

Knowledge > 10

Authority > 20

Population > 500

Population > 1,750

Population > 200


Creativity > 20

Population > 2,150

Prosperity > 30

Population > 2,600

Population > 2,700

Productivity > 20

Knowledge > 41

Population > 150

Treasury > 5,000

Prosperity > 21

Population > 3,000 Treasury > 5,000


Population > 100
Knowledge > 15
Creativity > 75

Population > 150

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

Population > 1,900

Population > 855

Creativity > 15
Population > 180
Knowledge > 45
Population > 850
Prosperity > 75

Spirituality > 18
Creativity > 10
Creativity > 8

Population > 2,000


Population > 400

Population > 2,000


Prosperity > 30

Treasury > 1,500

GALLERY

REQUIREMENT 1

REQUIREMENT 2

REQUIREMENT 3

Venue
Venue
Venue

Prosperity > 100


Creativity > 30
Prosperity > 143

Population > 2,250


Prosperity > 25
Spirituality > 21

Workplace Creativity > 70


Venue
Treasury > 3,500
Power
Knowledge > 10
Workplace Prosperity > 143
Workplace
Authority > 55
Venue
Productivity > 13
Workplace Knowledge > 27
Venue
Creativity > 40
Workplace Knowledge > 20
Venue
Authority > 60
Venue
Prosperity > 35
Workplace Spirituality > 55
Venue
Spirituality > 75
Workplace Spirituality > 36
Workplace Authority > 188
Workplace Authority > 130
Venue
Creativity > 45
Home
Knowledge > 20
Home
Knowledge > 40
Home
Knowledge > 40

Population > 140

Population > 1,000

Population > 3,200

Population > 2,250

Creativity > 17

Prosperity > 35

Population > 1,200

Population > 3,200 Treasury >20,000

Population > 4,100


Happy > 20
Population > 1,850

Population > 200

Prosperity > 140 Population > 3,500

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

Population > 2,300


Population > 850
Population > 3,000
Population > 1,750
Population > 3,100
Productivity > 5

Population > 2,400


Population > 4,300

Population > 3,350

Prosperity > 15

Treasury > 5,000


Treasury > 5,000

Treasury > 5,000

Knowledge > 95

Treasury > 20,000

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

Population > 2,000

Prosperity > 22

Prosperity > 20

Population > 500 Treasury > 5,000

Population > 2,200

Population > 120

Population > 450


Creativity > 25

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

Population > 2,200


Knowledge > 40

Population > 470


Knowledge > 20
Treasury > 40,000
Creativity > 18
Population > 1,200
Population > 855

Population > 175

Population > 1,250


Population > 180
Happy > 30

Population > 120


Population > 7,000
Population > 1,950
Population > 3,800
Population > 3,350
Population > 6,000
Population > 2,300
Population > 120
Population > 4,200

Knowledge > 100


Knowledge > 100
Knowledge > 125
Prosperity > 40
Population > 3,000
Population > 5,200
Knowledge > 90
Population > 1,600
Population > 6,150
Population > 400
Sad < 15
Sad < 15

Population > 10,000


Treasury > 5,000

Sad < 5

Treasury > 40,000

Treasury > 5,000

Treasury > 5,000

Treasury > 7,500


Treasury > 10,000

Knowledge > 15

Happy > 15
Happy > 15

Chapter 9: Achievements and Unlockables

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.

Chapter 9: Achievements and Unlockables

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

Population > 250


Creativity > 40

Population > 360


Spirituality > 15
Population > 4,200

Population > 650


Population > 1,300
Creativity > 6
Population > 1,700
Population > 1,100
Population > 1,600

Population > 2,250


Population > 5,000
Knowledge > 95
Population > 1,500
Population > 5,000
Population > 850
Population > 180
Population > 4,200
Creativity > 30
Population > 6,000
Population > 4,250
Population > 1,350
Population > 585

Population > 1,200


Population > 450
Population > 3,000
Population > 300

Population > 7,200


Population > 3,000
Population > 250

Prosperity > 50

Population > 9,250

Happy > 20

Population > 500

Treasury > 5,000


Treasury > 5,000

Knowledge > 40

Treasury > 5,000

Treasury > 5,000

186
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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

Prosperity > 145


Knowledge > 40
Knowledge > 125
Spirituality > 65
Productivity > 110
Prosperity > 25
Knowledge > 150
Prosperity > 200
Spirituality > 10
Spirituality > 155
Spirituality > 63
Knowledge > 60
Prosperity > 65
Knowledge > 12
Prosperity > 75
Authority > 188
Spirituality > 170
Creativity > 35
Authority > 20
Creativity > 275
Knowledge > 150
Prosperity > 250
Creativity > 78
Knowledge > 40
Productivity > 140
Creativity > 65
Prosperity > 250
Authority > 350
Population > 6,000
Authority > 90
Authority > 125
Productivity > 165
Spirituality > 200
Population > 200
Knowledge > 90
Knowledge > 65
Creativity > 30
Prosperity > 196
Prosperity > 380
Prosperity > 127
Productivity > 85
Productivity > 130
Productivity > 250
Prosperity > 300
Productivity > 110
Productivity > 90
Creativity > 150
Prosperity > 132
Productivity > 8
Creativity > 140
Productivity > 140
Spirituality > 58
Creativity > 60

Creativity > 17

Population > 2,000


Creativity > 75

Population > 2,000


Prosperity > 10

Population > 480


Population > 4,100

Population > 120


Population < 1,000

Prosperity > 125


Population > 4,500
Population > 1,000

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

Population > 1,350

Treasury > 5,000

Creativity > 45
Happy > 20

Happy > 20
Sad < 50

Treasury > 5,000

Treasury > 5,000


Treasury > 10,000
Treasury > 40,000

Treasury > 5,000

Treasury > 8,000

Treasury > 10,000

Chapter 10: Cheats

o activate cheats, press e to open the command line. Then,


enter the code as it appears below, inputting your desired values
where needed (instead of ##).
allinjure 0: Removes injury state from
all injured Sims in the city.
allinjure 1: Makes all Sims injured.
allsick 0: Removes sickness state from
all sick Sims in the city.
allsick 1: Makes all Sims sick.
burn: Starts a fire on the selected building.
eureka: Makes all locked and hidden
buildings available.

orbo: Allows buildings to function even if


their Value requirements arent met.

reward: Allows all achievement reward


monuments to be placed. These can be
found in the Decorations gallery.
sethappiness ##: With a normal Sim
selected, sets his or her Happiness at the
number you use (from -25 to 25) instead
of ##. See the Sims and Happiness
chapter for what level corresponds to
each number.
whatsaguzzardo: Building actions are
always available, no charging or visits
required to make them ready. Input again
to reverse the effect.

Chapter 10: Cheats

moneytree ##: Changes the treasury


balance to the amount you use instead of
##. If you set it to a negative amount, the
playmode is set to Unlimited Simoleons.

partridge: Raises all breadwinner Sims


Happiness to full. Once changed, their
Happiness will continue to be affected
as normal.

187
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Chapter 11: Icon Glossary

s you view your city and switch special map displays,


youll notice several different icons hovering or
momentarily appearing over your Sims and buildings. Its very
important to know what these symbols mean because they
are there to convey information. Learn to read them and youll
always know whats going on in your city.

NOTE

None in the Special Map Display Active


column means that the icon will appear
whether or not any special map displays
are on.

NOTE

A similar glossary appears in your games


manual. Our version adds a few not included
in that list and organizes the list differently
for fast reference.
Icons Over Buildings

Chapter 11: Icon Glossary

ICON

MEANING

SPECIAL MAP DISPLAY ACTIVE

Building has an action ready.

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.

Authority (with number) / Problems (without number)

Child has been born to a worker in a home.

None

Building produces carbon.

Pollution

Building is affecting one or more other buildings.

Category Effect

Buildings hours are 9 a.m. to 2 p.m., and it is currently closed.

Closed Venues

Buildings hours are 9 a.m. to 12 a.m., and it is currently closed.

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.

Creativity (with number) / Problems (without number)

Building produces criminals.

Crime

Building produces crime-fighter Special Sims.

Crime

Building is damaged and not functioning.

Problems

A breadwinner Sim has died in the home.

None

188
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ICON

SPECIAL MAP DISPLAY ACTIVE

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.

Knowledge (with number) / Problems (without number)

Workplace or Home has added money to the treasury.

None

Building cures illness, disease, or both.

Healthcare

New workers have moved into a home.

None

New workers have moved out of a home.

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

Damaged building has been fully repaired.

None

Workplace has been shut down by Rogue Sim.

Problems

Building adds to (green number) or reduces (red number) Happiness.

Building Happiness

Building produces smog.

Pollution

When a retail Venue has sold an accessory/enhancement to a Sim.

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

Chapter 11: Icon Glossary

MEANING

189
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Icons Over Sims

Chapter 11: Icon Glossary

ICON

MEANING

SPECIAL MAP DISPLAY ACTIVE

Special Sim is Activist class.

Special Sims

Criminal has been arrested.

None

Special Sim is Artist class.

Special Sims

Special Sim is Business Sim class.

Special Sims

Sim is a child.

Special Sims

Special Sim is a criminal.

Crime

Special Sim is a crime fighter.

Crime

Special Sim is Criminal class.

Special Sims

Sim has been cured of sickness or injury.

Healthcare

Sim is drunk.

None

Sim has found a new job.

None

Special Sim is Secret Enforcer class.

Special Sims

Sim is being entertained by a Special Sim.

None

Special Sim is Entertainer class.

Special Sims

Special Sim is Farmer class.

Special Sims

Sim is immune to sickness.

Healthcare

Sim is injured.

Healthcare

Special Sim is Elder class.

Special Sims

Special Sim is Manager class.

Special Sims

Special Sim is Monk class.

Special Sims

Special Sim is City Worker class.

Special Sims

190
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Icons Over Sims continued


ICON

SPECIAL MAP DISPLAY ACTIVE

Special Sim is a police officer.

Special Sims

Special Sim is Holy Sim class.

Special Sims

Special Sim is Researcher class.

Special Sims

Special Sim has committed a crime.

None

Sim has gone Rogue and is en route to shut down a Workplace.

Problems

Sim is scared. Usually during a robbery or event.

None

Special Sim is Men in Black class.

Special Sims

Special Sim is Security Professional class.

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 Sim is Spooky class.

Special Sims

Special Sim is Tourist class.

Special Sims

Chapter 11: Icon Glossary

MEANING

191
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