Since I like to play these kind of city-building games for the creativity, not the challenge I was browsing the web for money cheats for Simcity 4. So far the only one that's worked is weaknesspays, however it is literally painful (the cramp) to try and rack up lots of money while just getting S1000 with every 2 finger taps. Now, I keep seeing people saying to get a mod/plugin to add money cheat, however I'm a bit weird about mods and stuff (outside Steam). So, is there any cheat in the game that allows for +1000 Simoleons to be added?
There is only one good money cheat. To use it you have to have loaded (properly) the extra cheats dll. You can then use the moolah command to reset the balance of your treasury to anything you like. Syntax:
I use it all that time to play in hard mode with an opening balance of 500,000. When the time is right, I take back 400,000. It is ridiculous to turn off the 'easy' features then set the balance to 100,000.
I use the Lottery Ordinance Mod. The beauty of this baby is it allows you to build cities that will not have an ample population or commerce base to pay taxes--especially useful for large infrastructure projects that have high maintenance and operation costs. It will give out a base amount plus some extra money based on population in the city. I use the 10,000 simoleons version with no crime--I just keep it on cities that will have big infrastructure but small or no population.
Just remember to be careful with all money cheats that keep money flowing in. At some time, they can cause a counter to overflow and tip over into negative. Therefore, the "moolah" cheat is the cleanest and safest solution. It's a one-off amount, it doesn't require external downloads, it can't be forgotten to turn off/demolish, and it can be used with any amount.
Most of the time I needed a money cheat at the begining. Normally I spent much time, trying out some network layouts, build streets and junktions and rail and so on and bulldoze it and try different connections. To build up the network first is like cutting a cake into pieces, to give the city parts, quartes/districts, a basic layout.
So often I run out of money before I really started, befor something grew. Later, when the city is running normally I have no need for a money cheat. Those money lots or buildings that give you a certain amount every month often don't help my situation. Mostly I need a bunch of money immediately to try out something, to experiment with a street layout f. e. not continously.
"Weaknesspays" reminds me of when people used to insist "porntipsguzzardo" in SC2k was the superior money cheat when in fact the little "cheat" you could exploit using "fund" that would give you a reverse loan and more money than you could use every month (or whatever the accrual period was) - in perpetuity (or at least until you deleted the loan).
As for building a road network first, I don't do that. I generally let my 'cities' grow from something rational like a fishing port or a farming village. I am in no rush, and this is supposed to be a leisure time pursuit.
Similar to fantozzi, I like to "initialize" my maps with a basic road layout (mostly SAM dirt roads) and agricultural zoning and then go at the RCI from there. A large tile will cost about 300k or so to fully zone out agriculture and even when done will not be turning a profit, at least with SPAM. (If 3 or 4 PEG chicken ranches pop up then you're golden.) So in other words, trying to accomplish that and having any money left over to build anything else would be impossible (in hard mode) without a money cheat.
Rather than robbing a bank, I see it another way. First, one of the things I like about C:S is the free zoning. OK, so zoning costs the government in terms of clerk's fees and paperwork, so you could say the cost of zoning is to offset that. That said, in the real world I'm sure that pre-existing agriculture zoning didn't cost that much to set up "way back" when it was done - more than likely it was probably all but given away to help settle some government debt; not to mention zoning as a concept probably didn't exist yet anyway.
Another way of looking at it is "big brother." So you need to build a highway across or around your city - in how many cities in the world does the actual municipality pony up the funds? Probably not many; so consider your ill-gotten "cheat" money to be federal or state funding for that highway. Cheat what you need to build it - make sure it runs over time and budget, of course - and if you really want to count beans take a little extra to represent that maintenance cost that the city wouldn't actually be stuck paying.
It always works for me. You do have to understand that this plugin must be at the root of your plugins folder, I trust. If you put it in a subfolder it won't get loaded at all for some arcane reason known only to the developers. And, of course, you have to spell its name right. (SimCity 4 Extra Cheats Plugin.dll)
I have occasions when it doesn't react somehow. I press the hotkey to call up the cheat console, and nothing happens. Exit game, do/change nothing whatsoever, restart game - everything works. Happens rarely and without any discernible pattern. I know it's a computer and I know there must be a rational explanation, but whatever factor may be responsible is beyond my grasp.
In an ideal world, a *.exe plus its auxiliaries such as *.dll files should be bound into a permanent operations unit (*.ou) with a pre-mapped set of segmentation and page tables, but none of the operating systems with which I am familiar actually do this. AFAIK the *.ELF format from System V (UNIX) is the nearest we have come to something like that. *.ELF format is used by Linux, but not for all executables. This is too bad because most operating systems do, in fact, create this format when a program is called into execution if it uses virtual memory at all. Segmentation is, of course, optional.
The main drawback here is the idea of dynamic libraries which are subject to change. A *.ou knows the disk address of all components, so if you change the library the *.ou is invalidated and must be relinked. So the operating systems create the *.ou as part of the program launch.
For those who wonder what on earth I am on about, your operating system uses virtual memory (I think they all do now). This means that there are two 'disk' areas involved: the operations unit (*.ou) which contains the original text of the program including executable code and initial values and the backing store (*.bs, *.swp) on which pages that have been written (are dirty) are kept during the execution of the program. Only dirty pages wind up on the backing store if the memory space they occupy is needed or if the program is swapped out of memory entirely. The original pages of code and constants can always be read from the operations unit. Every page table has a 'dirty bit' in the control word for each page which is set by hardware if anything does a write on that page. When the page is to be removed from memory, the dirty bit is looked at, and if it is set the page is written to the backing store to preserve the changes. Otherwise it is simply overlaid because it is unchanged and can be read from the operations unit. So you see, virtual memory may be tricky to program, but it is really a simple concept that has been around for a very long time.
Correction - experienced the issue once again yesterday. I do get the cheat console, but when I right-click, it doesn't react. (Normally it would display the list of available cheats). Likewise, when I enter a cheat manually and hit [RETURN]/[ENTER], nothing happens. So the console pops up, but is not responsive at all.
The cheat box is always available to use the documented cheats in the play manual. Not all of them come with the extra cheats module. However the right-click test is definitive for whether the dll loaded or not.
Just go to the ordinances in game and see if the option is there for the one you installed. Although it's not possible to add new ones, it should have changed one of the existing ones. If there is no sign of that happening, then it's probably not loading right.
Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.
It produces more money every month than a large city could use in probably several thousand game-years, so I call it "infinite money park", but its official name is "super cash park." It only takes up one square, which would be occupied by a "regular" small park or an open grass area anyway. It's kinda weird in that it puts a negative amount in the "money spent," rather than a positive amount in in the "money earned." but it does work very well if your goal in playing is creativity in building your city rather than making money. Though just on warning, it will put it in the"parks" menu and will show it as having the same "plop" cost and monthly maintenance fee ($15) as the open grassy area, but it does put $4 billion simoleons per month into your treasury.
I do not use it because of the income ($50000) it produces, which is really irrelevant since I am using the "infinite money park," but use it because it produces water and power pollution-free. If you are better than I am at managing neighbor deals, perhaps you could even use 1, perhaps 2 of these to power a whole grid.
The price of $9.7 million simoleons isn't any real big deal with the infinite money park, but since it only takes up one square, it is a much better solution than zoning a bunch of area as landfill and/or putting in a bunch of incinerators and-or a recycling center. Again, if you are better at managing neighbor deals than I am, probably 1, perhaps 2 of these could take care of the trash needs for an entire region.
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