![]() ![]() Positioning homes near factories boosts cash flow further, though it leads to less happy residents. When placing a new building into your city, move it around between available spots and notice the changes it makes to your city statistics. Add a second factory and you may generate even more cash, or you may not-usually, you'll need to add another house to the city to increase the population in order to boost output before considering a second factory. Add one factory to your city and your existing population will start pumping out cash. The buildings you place in your city and-more importantly-the arrangement of those buildings determines the happiness and cash flow generated by your cities. You're forced to make your first land vehicle, but you'll have to take the initiative to build sample sea and air vehicles before you can start spawning them.city planning Before you can even spawn vehicles, you need to create a model in the vehicles section of the city planner. ![]() Stats are based on percentage sliders-add more parts of a certain statistic and the sliders will give more of your available 100% to those statistics. Vehicle design is important, but it's simpler than creature creation. City layout is very important, though, so pay attention not only to the building types in your city but also to the arrangement of those cities. Building design is actually completely irrelevant-the design doesn't dictate any stats, so do as much or as little as you'd like. Rather, you only need to worry about designing the look of your buildings, cities and vehicles. Alright, so "creature creation" for the civilization stage is a bit of a misnomer as you don't actually customize your creatures here. ![]()
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