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SimCity Creator is the name of SimCity DS 2 outside Japan. It is also the name of a related Wii game. The game was published and developed by Electronic Arts. It was released in March 2008 in Japan and September of the same year everywhere else.

As in all previous SimCity titles, you must build a city in SimCity Creator. Unlike previous installments, there's a focus on different time periods. In Challenge Mode, you start at the Dawn of Civilization and work your way forwards in time. When you hit certain population or approval goals, you move on to the next period. As with other SimCity games, this one also has a Freeplay Mode. However, you're limited to buildings you either unlock yourself or trade for with a friend.

This game also has a connectivity feature. Players can exchange building information as well as pictures of their cities. Otherwise, players must play through Challenge Mode multiple times to have access to all buildings.

Disasters[]

  • Tornado Appear in Dawn of Civilization Age, European Renaissance, European Industrial Age, American Prosperity Age and the Global warming age (Proceeding European Industrial Age and American Prosperity Age). The duration of a tornado in decreased when you build a Altar in Dawn of Civilization Age.
  • Fire Appear in all ages proceeding Dawn of Civilization Age. (Extreme damage to buildings, no damage to roads). Damage to buildings is much worse in Open Asia Age compared to European Renaissance.
  • Riot (Moderate damage to buildings, small damage to roads.) Damage to buildings is much worse in European Renaissance compared to Open Asia Age
  • Hurricane Appear in Open Asia Age, Asia Development Age and Global Warming age (Proceeding Asia Development Age). (There are three versions, some of them can cause damage to roads and buildings, the first is fast and doesn't cause damage, second is slow and causes moderate damage, third is fast and causes moderate damage). Damage is caused by spawning water tiles or destroying buildings.
  • Earthquake Appear in Dawn of Civilization Age, Open Asia Age, European Renaissance, Asia Development Age, European Industrial Age, Global Warming Age (Proceeding Asia Development Age and European Industrial Age) and the Post-Global Warming Age. (There are two versions, the first is long and doesn't cause a lot of damage, second is very long and causes catastrophic damage, a lot of buildings will be destroyed).

Eras[]

Era Years Description Clear Condition Notes
Dawn of Civilization 00XX Noted for the simple wooden construction of all of its buildings. Population reaches 5,000 A long, long time ago… The sim would catch animals and fish and eat them. They would go on to try and escape from lives based purely on hunting by creating a peaceful, sustainable way of life based on farming and agriculture. Help the Sims to develop their city and to create a brand new civilization.

The first civilizations in the real world occurred in 3000 BCE in Mesopotamia (present-day Iraq). However, the in-game appearance and technology suggest that it is set during the Neolithic Revolution in 8000 BCE with the introduction of agriculture.

Open Asia Age 1830-1868 (18XX after 1868) An Eastern jewel famed for the beauty of its wood and tile buildings. Raise city population by 20,000 A time when the city was growing in leaps and bounds with agriculture at its base. The Sims have built many new buildings that preform different services for the community and have created a bountiful, wealthy society. But in this society, there was one thing that Sims feared more than any other; frequent, wide-spreading, destructive fires. Stabilize the Sims’ lives in preparation for the coming cultural exchange and help the city to grow.

Equivalent to the Qing Dynasty in China or the Edo period in Japan. The names of the citizens in this age are either Japanese, Chinese, or Korean.

The age in the Japanese version of the game is purely Japanese themed.

European Renaissance 1480-1520 (15XX after 1520) Raise city population by 20,000 In this age, which produced countless works of enduring artistic masterpieces. Sims created commerce and industry while also focusing on their agricultural efforts. Doing so helped the Sims to reach a quality of life that could truly be called urban. However, different ways of though resulted in vicious riots. This became a great problem for the age. Help stabilize your Sims’ lives and develop the city even further.

The European Renaissance started in Italy at the same time period. Its symbol, Notre Dame was completed in 1345, well before the beginning of the time period in the real world.

American Prosperity 1870-1930 (19XX after 1930) 100% approval rating(Raise population by 30 000~50 000) An age where Sims seeking a new world worked day and nigh and created their own unique culture out of a land that had nothing. Electricity spread throughout the city and vast numbers of Sims, mostly from Europe, flocked to the city and helped to make it even bigger. Work together with the city’s new citizens and create a city that will be the pride of the modern world.
Asia Development Age 1950-1980 (19XX after 1980) An age where new, Western-influenced buildings flourished among traditional ones. 100% approval rating(Raise population by 30 000~50 000) The Sims of this age, though hurt and exhausted from the long war, banded together to nurse their wounds and worked towards a brighter future. Electricity spread throughout the city and caused it to grow by leaps and bounds. The Sims incorporated Western culture into their lives through trade and their lives began to gradually become wealthy and bountiful. Increase the city’s development power and have it grow and advance to become a proud, modern-day city.

The introduction text mentions the age being set right after a war, this is presumably the Chinese Civil War which ended with the formation of PR China or World War II where Japan was involved in. The age starts 40 years before the construction of its symbol. The Oriental Pearl Tower was built in 1994, which in-game would be 19XX.

European Industrial Age 1850-1900 (18XX after 1900) 100% approval rating(Raise population by 30 000~50 000) A time in which the Industrial revolution began explosive changes in the ways Sims led their lives and their society. In this age, electricity winds its way through the city, international, global trade takes its first steps, and the city starts to get caught up in a whirlwind of progress. Use the power of industry to bring the city into the modern age and help it advance even further.

This is the only possible way to travel back in time if the player advances from the Asia age and plays at least 20 in-game years in that age.

Global Warming Age 1997-2070 (20XX after 2070) Has many clean, useful buildings that have been created with modern architectural skills. 100% approval rating(Raise population by 500 000) In this age, the Sims learned that the many inventions and industries they had created to improve their lives were inflicting heavy damage on the planet in which they lived. How can they stop the looming global warming crisis? The answer lies with you, their mayor…

The current age in the real world. The age in-game starts in 1997, the year the Kyoto Protocol was ratified to reduce greenhouse gas emissions in order to slow global warming.

Post-Global Warming Age 2080-2200 (21XX after 2200) Consists primarily of tall towers that are all built on sea, away from the heavily polluted ground. Clear all pollution on the map In this age, the world’s glaciers have melted into the sea and raised the water level of the entire world by no less than several meters. Sims have migrated away from the foul, polluted land and begun a new life on top of the ocean. Is this truly the future that lies in store for all of us…?

Requires the player to pollute the city in the present age. The pollution will carry over to the future age. (See Future Age for more details)

Buildings[]

Please expand.

Dawn of Civilization[]

Prices are in Trees.
No. Name Type Size Cost Purpose Description Requirements Population Image
001 Pit Home Residential 1x1 10 - Built by placing a roof on a pole. The most common home of this time period. A 1x1 Residental zone. 4
Building 1 1
002 Thatch Hut Residential 1x1 10 - A home made by laying torreya leaves on top of the roof. A comfortable, well ventilated home. A 1x1 Residental zone. 5
Building 1 2
003 Shack Residential 1x1 10 - A home built upon a central pillar. A large residence that said to have had larger versions. A 1x1 Residental zone. 4
Building 1 3
004 Storehouse Home Residential 2x2 40 - A home with a place to store things. Mainly used for food and animal skins. A 2x2 Residental zone. 28
Building 1 4
005 Harvest Shed Residential 2x2 40 - A shed used to store prey and other food. A 2x2 Residental zone. 28
Building 1 5
006 Storehouse Village Residential 2x2 90 - A place where homes gathered around a storehouse. A major part of family life for this age. A 2x2 Residental zone. 28
Building 1 6
007 Large Village Residential 3x3 90 - A place where many more sims gathered. You can tell how they worked together to survive. A 3x3 Residental zone. 85
Building 1 7
008 Large Family Village Residential 3x3 90 - A place where a very large family lived together. It was much less scarier that way. A 3x3 Residental zone. 86
Building 1 8
009 High Floor Warehouse TradeCenter 1x1 10 - A warehouse used to store food. Designed to prevent mice and other animals from getting inside. A 1x1 Commercial zone. 4
Building 1 9
010 Trade Center TradeCenter 2x2 40 - A place where Sims came to trade goods. These places would go on to become the origin of commerce. A 2x2 Commercial zone. 28
Building 1 10
011 Farm Agriculture 3x3 20 Provides food to 24 residents per tile. Consumable. A place to grow food from the fields. Incredibly important for the survival of your Sim population. 1000 residents or if an food source has ran out. -
Building 1 11
012 Hunting Ground Food Source 3x3 - Provides food to 216 residents per building. Consumable. A place to hunt and capture animals. Hunting was something Sims needed to do to survive. Spawns at start of game. -
Building 1 12
013 Fishing Spot Food Source 3x3 - Provides food to 216 residents per building. Consumable. A place to catch fish. Arrowheads were to created to spear small, quick-moving fish. Spawns at start of game. -
Building 1 13
014 Public Square Public 3x3 500 Build to unlock Altar. An ancient square for sims to meet at. People would talk and share survival wisdom here. 500 residents -
Building 1 14
015 Altar Public 3x3 500 Reduces duration of the tornado A place where Sims prayed for dead Sims. It is said that unbelievable things happened at them. 3000 residents and at least 1 Public Square. -
Building 1 15
016 Pyramid Bonus 3x3 0 - A large grave to honor a great Sim. Buried along with beautiful offerings. 4000 residents -
Building 1 16

Open Asia Age[]

No. Name Type Size Cost Purpose Description Requirements Image
001 Plain Farmhouse Residental 1x1 §10(zone) A plain, simply made farmer’s house. Strong, gentle Sims live and work here. A 1x1 Residental zone.
Plain Farmhouse


002 Townsman’s House Residental 1x1 §10(zone) A home for Sims that are slightly well off. Wide enough to hold an entire family under its roof. A 1x1 Residental zone.
Townsman’s House


003 Housing Complex Residental 2x2 §40(zone) A place for Sim families to live together. Loud voices can easily be heard by neighbors. A 2x2 Residental zone, also requires Japanese Castle for building spawn.
Housing Complex


004 Landlord’s Residence Residental 2x2 §40(zone) A home for Sims that have owned land for a long time. Its grand appearance belies a wealthy life. A 2x2 Residental zone, also requires Japanese Castle for building spawn.
Landlord’s Residence
005 Mansion Residental 3x3 §90(zone) A gorgeous home for the city’s rich and powerful. Complete with garden and pond. A 3x3 Residental zone, also requires Japanese Castle for building spawn.
Mansion


006 Rich Farmer’s Home Residental 3x3 §90(zone) A home for an especially rich Sim. Has many rooms for guests wishing to stay the night. A 3x3 Residental zone, also requires Japanese Castle for building spawn.
Rich Farmer’s Home


007 Teahouse Commerce 1x1 §10(zone) A place to drink tea and have a rest. An invaluable relaxation place for the Sim of the city. A 1x1 Commerce zone.
Teahouse


008 High-floor Warehouse Commerce 1x1 §10(zone) A warehouse that is raised high off the ground. Ancient culture is alive and well in this city. A 1x1 Commerce zone.
High-floor Warehouse


009 Fishmonger Commerce 1x1 §10(zone) A store that sells fish and shellfish. The cheerful voice of the salesgirl attracts many customers. A 1x1 Commerce zone.
Fishmonger


010 Convenience Store Commerce 2x2 §40(zone) A store that sells a variety of items including everyday necessities and cosmetics. A 2x2 Commerce zone, also requires Japanese Castle for building spawn.
Convenience Store
011 Maritime Transport Company Commerce 2x2 §40(zone) A place where workers carry cargo on to ships. Capable boatsmen are always waiting for assignments. A 2x2 Commerce zone, also requires Japanese Castle for building spawn.
Maritime Transport Company


012 Clothing Store Commerce 3x3 §90(zone) A store that sells clothes. Its original ethnic designs are famous even today. A 3x3 Commerce zone, also requires Japanese Castle for building spawn.
Clothing Store
013 Public Bath Commerce 3x3 §90(zone) A popular bathhouse open to any Sim in the city. Both men and women would take baths together. A 3x3 Commerce zone, also requires Japanese Castle for building spawn.
Public Bath
014 Storehouse Industrial 1x1 §10(zone) A place to store important items. Sturdily built so as to discourage would be robbers. A 1x1 Industrial zone.
Storehouse
015 Lacquered Storehouse Industrial 1x1 §10(zone) A big warehouse for things that can’t fit in normal ones. Looks like it has a good lot of good stuff. A 1x1 Industrial zone.
Lacquered Storehouse


016 Blacksmith’s Industrial 2x2 §40(zone) A place where iron tools are forged. The sounds of the smith hammering away can be heard often. A 2x2 Industrial zone, also requires Japanese Castle for building spawn.
Blacksmith’s


017 Ceramic Workshop Industrial 2x2 §40(zone) A place where ceramics are created. Clay is kneaded and baked until it turns into a bowl. A 2x2 Industrial zone, also requires Japanese Castle for building spawn.
Ceramic Workshop
018 Farmland Agriculture 3x3 §20 Provides food. Ancient farming techniques have advanced  and large, bountiful harvests are now a common event.
Farmland
019 Pasture Agriculture 3x3 §250 Provides significantly more food than Farmland, and also increase in environment rating. A place to raise pigs, cows and other livestock. The animals are raised with loving care. +7000 population
Pasture
020 Wharf Seaport 1x1 A bridge build on water to let ships port near land. Essential for any sailor. +2500 population
021 Seaport Storehouse Seaport 1x1 A place used to store ship cargo. Looks like it has a lot of inventory.
Seaport Storehouse


022 Lighthouse Seaport 1x1 Used to guide ships to land safely even during night. Engineered to ensure the light stays lit.
Lighthouse
023 Small Cargo Storage Seaport 2x2 A place to store cargo brought in by ships. Needs constant attention to precent theft.
Small Cargo Storage
024 Lage Cargo Storage Seaport 2x2 A place to store especially large cargo brought in by ships, which was common in this age.
Lage Cargo Storage
025 Local Officers Public 3x3 §1,000 Coverage of 33x33 Police(depending on corresponding spending) The police of this age that catch bad Sims. Go on regular patrols to snatch any suspicious Sims. +500 population
Local Officers
026 Jail Public 3x3 §2,500 A place to put captured, evil Sims. So fittingly said that some Sims died from it. +500 population
Jail
027 Fire Fighters Public 3x3 §1,000 Coverage of 33x33 Fire(depending on corresponding spending) The Fire Station of this age. Fires were stopped by destroying surrounding buildings. +500 population
Fire Fighters


028 Doctor’s Office Public 3x3 §500 Provides Health to approx. 5,000 people(depending on corresponding spending) The hospital of this age. Sims brought their sick here when they wouldn’t get better at home. +2500 population
Doctor's Office
029 Private School Public 3x3 §500 Provides Education to approx. 5,000 people(depending on corresponding spending) A place for the children of the city to learn. Its teachers were brilliant scholars and politicians. ?
Private School
030 Post Office Public 2x2 §500 Sims who work here deliver letters. Offices in big cities even used horse carriages. ?
Post Office
031 Pond Environment 2x2 §500 Improves environment rating. Build many of them to further increase the rating. A calming place to help tired Sims relax. Also served to keep fires from spreading. ?
Pond SCcds
032 Japanese Castle Topical 7x7 §30,000 Enables the ability of zones to spawn 2x2 and 3x3 buildings. Significantly increases population. Provides food and protection to neighboring Sims during war and greatly helps development.
Japanese Castle


033 Warring States Fortress Topical 7x7 §10.000 Industrial demand increases. A stylish fortress built during the warring states era. Provides big boosts to nearby industry.
Warring States Fortress
034 Western mansion Bonus 4x4 Increases commercial demand at the cost of increasing crime. A western-style home built for foreign Sims to live in. looks just like the real thing.
Western mansion
035 Temple Age Link 3x3 §50.000 donation. (Can be done later by using investigation button in build screen.) Increases land value. A historic building that worships the Buddha. Home to many monk Sims. Temple has to be build in Dawn of Civilization.
Temple
036 Shell Mound Age Link 3x3 Increases land value. An ancient trash heap that had been buried in the ground and contains food fossils from that age. Garbage dump has to be build in Dawn of Civilization.
Shell Mound


Symbol of the Age[]

Each era includes a "Symbol of the Age" based on a real-world landmark.

Era Symbol Real-world location
Dawn of Civilization Tower of Babel Babylon, Mesopotamia (historical/mythological)
Open Asia Age Five-Storied Pagoda Senjo-ji Temple Tokyo, Japan
European Renaissance Notre Dame Paris, France
American Prosperity Empire State Building New York City, United States
Asia Development Age (International version) Oriental Pearl Tower Shanghai, China
Asia Development Age (Japanese version) Tokyo Tower Tokyo, Japan
European Industrial Age Eiffel Tower Paris, France
Global Warming Age (Asian Route) Petronas Twin Towers Kuala Lumpur, Malaysia
Global Warming Age (Asian Route, Japanese version) Tokyo Metropolitan Building Tokyo, Japan
Global Warming Age (European Route) Messeturm Frankfurt Am Main, Germany
Global Warming Age (American Route) Gateway Arch St. Louis, United States
Post-Global Warming Tree of Life -

Future Age (Post-Global Warming Age)[]

Below is a guide on how to unlock the future age. This guide may not work for all players.

How to get there:

Requirements to get to Future Age :

  • 300 000 Population + Clear
  • At least 50%(8192 tiles) polluted
  • One year after Year 20XX
  • High Density zones must cover at least 70% of map
  1. Get your population to at least 300 000(or clear) - you do this easily by using "MONEYBAGS" cheat, or do it the hard way without cheats. Build your city on a 9x9 or 12x12(not recommended) grid system. For every 3-4 high density zones you must include a large park to keep pollution to a minimum. For every grid square include a public service 3x3 (e.g. police, fire stations). It is possible to reach a population of 580,000 quite easily in this way. Railway is not needed in this age. It should be possible to reach 100% approval by 2040. Let your population build as it must be at or above the level you hit 100% approval to progress to the 'secret' stage.
  2. You must ensure that at least 70% or more of your map must be HD zones of any kind. You can ensure this by overwriting any spare zone space with HD Industry,
  3. Wait until 20XX, or 2070. Be sure to meet the requirements above.
  4. Destroy as many of the large parks and tree areas as you can (but not the bonus big tree that evolved from the garbage heap you got in 1st ancient age)
  5. Pollute your city, at least should be polluted light/dark red (the best way is to put coal plants where some of the large parks were. Place around 7-10 coal plants depending on your original level of pollution on reaching year 2068~2069.
  6. You should get a notification one year after 20XX passes. Wait for the pollution to spread. ("There is a new notice. Let's go to the mayor's office). Then, Maxis and Professor Sim will lecture you about pollution and "The future of your City". Here, you will be given an option to travel, like in previous ages - SECRET BONUS LEVEL!

Note: If you like your city, and would hate destroying it, listen to Maxis and don't go to the future. The future's storyline is that the ice caps have melted and the main goal is to bring down the pollution to nothing (through use of modified trees). All buildings and wonders are destroyed, except for the Big Tree, which can be gotten from the Garbage Dump built in the Dawn of Civilization.

Trivia[]

  • Music from SimCity Societies, SimCity 3000 and SimCity 4 is used.
  • Some mild language is used.
  • The advisor in the game named Mr.Maxis looks lot like Will Wright and previously appeared in SimCity DS.
  • The CG in the Japanese version of the game is more realistic than the international version.
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External Links[]

SimCity series
Main series SimCity (Classic) · SimCity 2000 · SimCity 3000 (Unlimited) · SimCity 4 (Rush Hour · Deluxe Edition · The SimCity Box) · SimCity (2013) (Cities of Tomorrow · Plus Edition · Complete Edition)
Console games SimCity (SNES) · SimCity 2000 · SimCity 64 · SimCity DS · SimCity Creator (DS)
Spin-offs SimFarm · SimCopter · Streets of SimCity · SimTown · SimCity Societies (Destinations · Deluxe Edition · The SimCity Box) · The Sims Carnival: SnapCity · SimCity (iOS) (Deluxe) · SimCity Social · SimCity BuildIt


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