SimIsle - FAQ

Introduction

last revision 19/10/95
The format of this faq/strategy guide is at the moment very
flexible. The layout presented will be to divide it into sections,
covering background and general points,
bugs noted and workarounds,
Cheats and editors,
overall strategies and the
industries in detail.
Finally there will be a section covering
tables and analysis of costs and profits.

Acknowledgements
Major thanks must go to Simon Parkinson, for the provision of inside
information.
Thanks to those people who have sent in comments or followed up my
early posts on the net.

 


 

Background and General


Simisle is a CDROM game produced by Intelligent Games and Maxis, my own is the PC - DOS version though therewill be a Mac version (currently at Alpha) , and a Win 95 version ,and it is assumed that the mechanics of all are the same

A full review (by myself) is available from the GD Review
All copyrights and intelluctual rights of the authors are acknowledged.
Save game files are approx 2-300Kb
The files are sisleX.si
X being 0-9
There are 8 save game slots each of which is numbered and it is
possible to swap these files. Person A's save game 3 transferred to
person B's computer will go to slot 3 unless renamed.
Additionally there is an insurance slot sislse99.si which is updated once per month and is used in cases of a crash to offer the restore game option. This file is deleted in a clean shutdown

Disasters acn occur randomly within the game, some can be remedied fairly easily, others much less so. A full list of the disasters are :-


 

Bugs Noted and Workarounds


At this early stage the game seems to be fairly robust.
Minor bugs noted are
1) When reloading a saved game when the music was 'off' it will still play the fix is to open up the options menu and switch the music on and then off again.
2) 'Net reports of no visitors at all going to tourist attractions, further information of the exact circumstances this occurs would be appreciated.


Cheats and Editors

There is a program to edit the funds called islehex available from
WWW http://www.vcnet.com/jmoore/simstuff.htm
The page is mainatined by Jerry Moore - but I'm not sure who wrote
the program as I have not personally downloaded it yet.
Whilst not a cheat per se, merely an exploitable feature, it is possible to send an explorer into the jungle and send a construction agent to them by selecting move and then clicking on the explorers face. Then it is possible to open up the location of the constcution site and build any small buildings eg. sawmill or logging camp.
Cheat codes - these should be entered at the save game dialogue box and then the game saved :-
ragschocolatestash
deesextrapixel
marksanchovypizza
iaintestedtico
soggybiscuit
cheatingnotme
3527490

Overall Strategies


This is a tricky section to deal with as what is right on one island may not necessarily be so on another, furthermore within each island scenario there is a degree of randomness about the numbers, types and placement of discoveries.

One of the first strategies therefore must be to explore thoroughly the island and let the discoveries mould your general ideas.

As an example of this I will relate the twice that I won scenario 2 before moving on to new challanges.

The first time my discoveries where mainly pots of cash, but with 2 burial caves and also a rare animal/nature reserve. Using the money from the discoveries I pursued a city based strategy, build population and keep them happy to provide skilled workers and large amounts of taxes. The towns were converted into cities and the 'bonus' skilled workers at the transition used to expand the parks wardens and drill for oil. Cash almost ran out (it dipped negative at one point) but the increased revenue from the oil and the selling of the animals to zoos reversed this decline and I mined ore for steel (exported) and the game was won with time to spare.


The second time my discoveries included a golf course and the Dr Turnip landing site both of which reduce the productivity of the villages whilst affecting happpiness (the UFO reduces village and increases city). The other significant discovery was a pile of pixels 'SimIsle II - The Next Plantation' which increased tourist happiness to 100% and kept it there. My workforce became limited to those present initially 20 unskilled (+10 mining coal) and 6 skilled. The skilled produced oil for export, heavy industry was built to produce (and buy) heavy machinery, some of which was used to change over the cities from coal to wind power freeing up more workers. Main cash export was steel ( 10 doubled ore miners, 18 steel plant workers, 2 in heavy industry) and oil ( 5 skilled oil for export and my first rig reduced to 1 worker for the home market). The cites were producing a small but steady income due to the high happiness, but the bulk of the economy was tourism. Small Hotels and beach resorts were the order of the day eventaully producing upwards of 5000/month income at which point there was no doubt of winning.


Anyone with other general points or 'Tales from the Jungle' i.e how they won a scenario are welcome :- feel free to contribute.

 


 

Specific Industries


  1. General Points
  2. Exploration
  3. Tourism
  4. Forestry
  5. Oil
  6. Coal and Power
  7. Ore/Steel
  8. Heavy Industry
  9. Manufacturing/Hi-tech
  10. Tables

 

General Points

Labour costs are unskilled 1EMU/worker/day
skilled 2EMU/worker/day
Labour that is not being used does not cost in wages
Within villages the mechanics of the batch train are that the vilage is run through five succesive train cycles, but if the efficency of the village is higher than the skill of the ecologist then only one point is added. ergo it is beneficial to have as high a skill level as possible for the ecologist.

Money earnt form exporting everything is dependant upon the level of world opinion. All export revenues quoted later are from a very popular island that was used as a test bed. Further information about the way that the prices vary will hopefully be included in the next revision.

Industires will search for upto 25 grid squares (including diagonal) for materials that are needed except for oil and minerals (ore) where the distance is 100 grid squares.
Warehouses look a much longer distance (not exactly known yet) for both accepting and distributing all the items.

 


 

Exploration

Whilst not being an industry per se this seems to be the best section for it to fit into. The 'range' of an explorer starts off at 5 squares from the point he/she is sent to each train then adds a single square to this range. Discoveries and Effects

Pot of Cash                     Money :-)

Hidden Village                  A new village

Rare Animal                     Game Park can be built

Burial Cave                     Tourist Attraction
Ancient City                    Tourist Attraction
Ancient Temple                  Tourist Attraction 

Ancient Fort                    Earn double for exported wood 
Crashed UFO                     Earn Double for all exported cars 

Golf Course                     Village Happiness + Food Production -
UFO - Doctor Turnip             City Happiness + Food Production -
Captain Sprout                  Secret Agent (99 for everything) 
			Also eliminates effects of Dr.Turnip

Hidden pit with                 Tourism +       )
Healing Properties                              )    These may increase
							) -- tourist happiness
Pile of:-                                       )    to 100%
Oldcastle Brown                 Tourism +       )
Ale Bottles


Pixels :-                       Tourist happiness 100% :-))
SimIsle 2

There is a large degree of randomness to the discoveries available within each scenario, however the very last item generated each time is 'converted' to being Captain Sprout. If you have not found him then the island is not completely explored. Back to Industries List


 

Tourist Industry

Tourism is a very useful industry to build up in many scenarios, as it uses no labour (except the game park) and it has only minimal pollution (that from the vehicles).

Tourists seacrh 25 squares from the point of entry for a hotel room and then 25 squares from the hotel for attractions, they do tend to prefer to go to nearer attrcations, though a particularly high excitement will draw them further afield. What is the downside then, and in a nutshell it is cost. Tourists are demanding souls requiring places to stay and excitment, the way that the industry starts from scratch is an initial pulse of tourists whom you MUST have the space to accomodate, then a fall off and if they are happy enough a subsequent climb.

Small caravan parks are the best way to deal with the inital pulse, as when the fall off occurs hopefully they will still draw in enough people to remain open. A large hotel even with a 20 rating can close down in this second stage as I have found often to my cost. :-(


However there still is a need ,if the third stage of climbing is to occur ,for the tourists to be happy. The necessary investment in the industry, once there are enough rooms for all, needs to be in attractions. In particular beach attractions are both popular and profitable,as well as being free to set up, as many of the simtourists are actually simsunseekers.

One plan is to make the beach resorts big enough to cope with the daily demand and then focus on one or two for a major investment. Build up a stock of materials (wood) and then send your team to the resort. The team needs Construction, Local Ecology and Local Culture to allow both resort extension and excitement increase. The trick then is to juggle an increase in excitment and the size of the resort such that it is being fully utilised at the peak of the day ,with few or no spare spaces. A useful rule of thumb seems to be having the size at twice the excitment.

A size 40 excitment 20 beach resort that is regularly full brings in money hand over fist due to the number of visitors, the same sims leave and come back several times during their stay, each time giving you some profit.

Once the resorts are working well then comes the time to invest in the quality of the hotels, whilst keeping them as small as possible to cope with peak demand to minimise the risk of closures. If rivals have hotels of high quality and size it is a better investment to focus on attractions still at this stage, until the funds are available for a major blitz on hotel quality to 'steal' , or rather intice away;-) , the rivals clients.


For points of entry into the tourist paradise, ferry ports seem to be the preferable option, small airports create rival hotels and attractions and do not seem to bring in the same number of tourists.


There have been reports on the net of tourists just not visiting attractions and I have now seen a game where this has happened. Despite being fairly exciting (10) and with space to spare (size 17), and having the necessary road connections, no-one visited an attraction over the course of three game years. In this case I had discovered the 'Pile of Pixels: SimIsle II' which may or may not have had any bearing. Competitor attractions also had no visitors at all.

Costs at Hotels

Improvements            100             (Local Culture+50 wood)       
Extend                  125             (Construction +75 wood)
Deconstruct             700             (Construction)

Tourist Attractions/ Beach

Incr. Excitement         50        (Local Culture +
					 Local Ecology + 50 wood)
Extend                  200             (Construction + 100 wood)
Deconstruct             700             (Construction)

Burial Caves

Incr. Excitment    150             (Construction + 100 wood)
Extend                   50             (Construction + 300 wood)

 

Back to Industries List


 

Forestry



When posting my tables of manufacturing costs to the Usenet some ideas on forestry which included were only partially right. The forestry industry like all industries works on the system of 'cells' of approximately the same size as those for oil/ore etc.

Within the cell there is no advantage to having more than one logging camp which when considered with the pollution from the log trucks is another reason to keep them fairly well seperated. Use of the method noted in the cheats section to build logging camps in deep jungle is particularly useful here.

The type of forestry affects the damage to the ecology of the cell, slash and burn removes all the trees, sustainable 'harvests' every other gid square with the cell and the trees grow back the quickest. In addition the ratio of wood to wood waste is the opposite of this, sustainable produces relatively more wood, slash and burn produces more wood waste. The amount of trees usefully harvested depends upon the method of forestry. In an experiment on a known cell, slash and burn harvested only about 100 trees in clearing the cell, whilst both sustainable and non-sustainable harvested over 2000 (exact numbers were not recorded)


'Trees' from camps doing different methods are not necessarily the same. One possible trick that occurs is to build up a large stock at a non-sustainable camp then convert it to slash and burn to see if this then leads to an increase in the production of woodwaste.


Labour and Costs
Slash and Burn                          5/tree/day
Non-sustainable                         1/tree/day
Sustainable                             2/tree/day

Produces                                Wood            Wood Waste
Slash and Burn                          0.85/tree       2.35/tree
Non-sustainable                         0.85/tree       1.1/tree
Sustainable                             0.4/tree        0.1/tree


The profitablity of forestry is due to the use of the wood waste, as wood sells for 1/unit. The best return therefore is -0.15EMU/worker/day (non-sustainable), however there is a saving in non-sustainable (only) when compared to the costs of importing wood.


Costs at camp
Change to       Slash+burn               50             (Flora+Forestry)
		Non-sustainable         150             (Flora+Forestry)
		Sustainable             200             (Flora+Forestry)
Hire Labour                              40             (Employment)
Fire Labour                              10             (Employment + Negotiation)
Deconstruct                             700             (Construction)

Costs at Sawmill
Export/Internal                           0             (Negotiation)
Import Materials (100 wood)             200             (Negotiation)
Deconstruct                             700             (Construction)

 

Back to Industries List


 

Oil



There are two useful ways of sending construction agent onto the oil field (or any other mineral resource)
1) Give a move order directly on the 2D map
2) Right click on the resource on the 2D map which autocentres the isometric map on the resource and then send the agent to the centre of the display


Oil Rigs produce :


Exporting Oil earns 9EMU/unit
Profits from exporting oil are therefore


At a Chemical Plant

Costs at Oil Rig
Normal/Double                       0           (Industry)
Hire Worker                        40           (Employment)
Fire Worker                        20           (Employment+Negotiation)
Extra Tanker                      700           (Construction)
Deconstruct                      1000           (Construction)

Oil Pump Station
Import/Export                       0           (Negotiation)
Buy Oil                           900/50        (Negotiation)
Deconstruct                       700           (Construction)

Chemical Plant                 
Switch Jobs                      150            (Industry)
Hire Worker                       80            (Employment)
Fire Worker                       20            (Employment+Negotiation)
Deconstruct                      700            (Constuction)

 

Back to Industries List


 

Coal and Power



Coal mines produce


Power Stations need, at 0 degradation, 1 coal/1000 city population
Wind Farms require 1 Windmill/1000 city population
Nuclear plants require 1 Uranium/ 1000 city population

Exporting coal earns 1EMU/unit
Profit from exports are therefore

Costs at Mine
Export/Internal use               0                     (Negotiation)
Normal/Double                     0                     (Industry)
Hire Labour                      80                     (Employment)
Fire Labour                      20                     (Employment+Negotiation)
Deconstruct                     700                     (Construction)

Costs at Power Stations
Deconstruct Power Station       900                     (Construction)
Add Uranium                     100                     (Construction)
Deconstruct Nuclear Power     20000                     (Construction)
Add Windmill to Wind Farm       800                     (Construction + 200 wood)
Deconstruct Wind farm           900                     (Construction)

 

Back to Industries List


 

Ore and Steel



Ore mines produce as coal
Steel mills convert 1 ore to steel/unskilled/day

Exporting ore earns 1EMU/unit therefore profits are as coal
Exporting steel earns 5/unit
Therefore maximum profits are

Transport costs between ore mine and steel mill and any idle time at the steel mill will reduce these profits from the maximum.

Costs at ore mine are as at coal mine

Costs at steel mill
Hire Worker                              40                     (Employment)
Fire worker                              10                     (Employment+Negotiation)
Deconstruct                             700                     (Construction)

 

Back to Industries List


 

Heavy Industry



Heavy Industry can be used to produce heavy machinery or cheap cars
Requirements are :

Total Labour costs for

Heavy Machinery (assuming extraction is doubled)
35 skilled days for oil                          70
50 unskilled days for ore                        50
50 unskilled days to produce                     50
TOTAL                                           170 EMU
Assuming 100% efficency at plant
at        75% costs become                      186.67 EMU
	  50%                                   220 EMU
	  25%                                   320 EMU

Industries may go on strike at low efficencies. The assuption of efficency was to account for the proportion of time that the workers were standing idle waiting for item X needed to continue production. Happiness of the cities may contribute as well.
Importing machinery costs 6000/10 i.e. 600EMU per unit so production is cheaper than importing
Selling machinery produces 300EMU/unit a profit of 130 EMU at 100% efficency, becoming a loss of 20EMU/unit at 25% efficency
However for a true comparison the loss of income from the oil and the ore needs to be taken into account

Therefore exporting machinery results in a net loss, when compared to exporting the raw materials, of 290/unit. (Deliberate design policy within the game)

 

Cheap Cars (assuming non-sustainable forestry)
437.5 skilled days for oil                      875 EMU
50 unskilled days for ore                        50
30 unskilled days for ore - steel                30
198 unskilled days for wood/woodwaste           198
437.5 skilled days for plastic                  875
?? skilled days for cheap manu goods             ??
??? unskilled days for production               ???
TOTAL                                          2028 ++

Importing cheap cars costs 40000\10 i.e 4000\unit therefore it seems that production will be cheaper than importing.
The oil alone would sell for 7875EMU, compared to the export of the car at 2000EMU/unit, so production of cars for export produces a net loss to the economy

Cheap cars made at a hi-tech plant do, I have been assured make a profit, the calculations will follow in the appropriate section when done.

Costs at Heavy Industry
Change Job                               50             (Industry)
Hire Unskilled                          150             (Employment)
Fire Unskilled                          250             (Employment+Negotiation)
Import Heavy Machinery                 6000/10          (Negotiation)
Import Cheap Cars                     40000/10          (Negotiation)
Deconstruct                             700             (Construction)

 

Back to Industries List


 

Manufacturing/Hi-tech


A detailed study of the manufacturing processes at these is yet to be done

Costs
Change Job                                50     (Industry)
Hire                                            150     (Employment)
Fire                                            250     (Employment+Negotiation)
Deconstruct                                     700     (Construction)
Import                             Cost per 10  (All Negotiation)
Cheap Cars                            40000
Cheap Furniture                       2000
Cheap Consumer Goods           4000
Cheap Manu. Goods                4800
Quality Cars                           80000
Quality Furniture                     9000
Quality Consumer Goods         20000
Quality Manu. Goods               4800

 

Back to Industries List



 

Tables

Manufacturing Requirements

Type       Oil  Plastic Ore Steel Wood  W.Waste   Ch MG   Q MG
H Mach      70          100   
Ch CG             18                        8
Ch Furn                              20     4
Ch MG              8                  8     4
Ch Cars 1          4     70    20                   12
Ch Cars 2          7           30                   21
Q CG               6                                       2
Q Furn                               20     4
Q MG               6           12    30
Q Cars             6           50                   12     8

Cheap Cars 1 in Hi-tech
		 2 in Heavy Industry

Raw Material Requirements
1 ore to 1 Steel 
5 oil to 1 Plastic

Type            Oil  Ore    Wood W.Waste
H Mach          70   100     
Ch CG           90                    8    
Ch Furn                      20       4
Ch MG           40            8       4
Ch Cars 1      500    20     96      48
Ch Cars 2      875   100    168      84
Q CG            90    24     60
Q Furn                       20       4
Q MG            30    12     30

Purchase Costs
Wood                                     200/100 (2/unit)
Oil                                      900/50  (18/unit)
Heavy Machinery                         6000/10 
Cheap Cars                             40000/10
Cheap Furniture                         2000/10
Cheap Consumer Goods                    4000/10
Cheap Manu. Goods                       4800/10
Quality Cars                           80000/10
Quality Furniture                       9000/10
Quality Consumer Goods                 20000/10
Quality Manu. Goods                     4800/10

	   Selling Price   Profit Normal Doubled
Wood             1                 NA
Coal/Ore         1                 0        0.5
Steel            5                 3        3.5
Oil              9                 7      16
Others      50% purchase price
Scenario Information
Scenario                    H Mach    Wood   UnSk      Sk   Cash(x1000)
Buy Out                        13     1000    20        6      20
Big Ideas                       0     2000    60        0      20
Megatropolis                    0     1000     0        6      20
Money Spinner                  10     1000     0        0      20
Motor City                     80      300    15       12      25
Tourist Haven                  25     1000    20        0      20
Industrialisation               0      100     5       12      50
Drug it up                     10      100    25       24      50
Happy Tourist                   0     1000    15        0      20
Tourism                         0     1000    50        4      40
The Development State           8     1000     0        0      10 *
Ripe for Tourists               8     1000    20       16      50
Deforestation                  50     1000    20        4      25
Underdev. Villages             50     1000    15        8      35
Mystic Lines                    0     1000    25       12      30
City Blues                      0     2500    50       16      25
Bigger + Brighter              50     1000     0        0      35
Up for Sale                     8        0    12       10      15
Good ol' Boys                   8        0    25       10      40
Baby Boom                      50     1000    14       18      25
Goods a Gogo                   50     1000     4        0      35
Land Romp                      50     1000    50       10      40
Pollution City                 50      760    50       32      35
* In the 
Development State you begin with only one agent - Cap'n Sprout Back to Industries List
Back to document 
top Any suggestions revisions corrections or additions should be sent to me 
RJAbbott@its.dundee.ac.uk
Accreditation will be given to any 
submissions.