Simmiland
Cheat Codes:
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Submitted by: David K.
Beginner Tips and Common Mistakes:
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Written by Grizbard the Grote Master
The fun of Simmiland is figuring out how to progress. Consequently, I encourage players
to try to figure things out on their own before using this guide. The most spoiler-heavy
information is in the endgame section.
I think the one piece of information that players are unlikely to be able to figure out
on their own is that UFOs must be taken down with Thunder in order to get the best ending.
Otherwise, the rest of the game can be finished by reading the Compendium and experimenting
in Endless mode.
-=Beginner Tips and Common Mistakes=-
If you’re still struggling, here are some common mistakes and bits of advice for new
players:
1. If your Faith goes over 1000 too early in the game, humans will build a Church which
gives you infinite Faith but caps your IQ at 120, preventing further progress. Faith goes
up when you fulfill wishes, so if you have too much, stop fulfilling wishes and start
spending as much Faith as you can manage to avoid going over 1000. In the event that you
accidentally allow a Church to be built, you can take it out with a Meteor card, resetting
your Faith to 0.
2. Human nature determines how humans treat animals, several researches, and several
endgame factors. If the nature meter hits 0%, humans will become permanently evil, and
if it hits 100%, they will become permanently peaceful. Their nature goes up when you
fulfill their wishes, and it goes down when their wishes are unfulfilled or you commit
a violent act (e.g. Thunder, Quake, Meteor, fire). Fires count as violent acts even if
they’re not started by the player. As a result, creating a Volcano too early will
generally cause humans to become very violent unless Law is researched.
3. Humans are fairly inefficient and can only do one thing at once. If you give them
too much to do too early on, they’ll stall. I recommend you focus on getting sustainable
food running early in the game (check to make sure all your humans are consistently at
moderate-to-high hunger levels and food is not running out). After that, start researching
some of the later-game things that tend to take up a lot of time, like Smelting.
If you’re in the mid-to-late game and humans are spending most of their time gathering
or trying to replenish their food supply, you likely did too much too quickly.
4. You can open the Compendium from the menu to get hints about how to progress. Read
up on things you’ve already seen that you don’t understand. The Researches page contains
hints about how to find new things. Any research you’ve completed in your current game
is highlighted in yellow, so be sure to check the Compendium every once in a while to
ensure you don’t forget anything.
5. If you’re struggling with biomes, there’s a section in this guide that details how
to create each biome. Temperature and humidity levels will never change naturally unless
a Volcano causes fires to spread, so you need only create each biome once. One tricky
biome is the Tropic, but a good way to create it is three Sun followed by one Rain on
the same space, in that order.
Be sure to get the following food-related researches and items early on:
1.Fire (a good way to get this is to place a Tree on Sand or Desert and use a Sun card
on it, which will let you avoid wasting a Thunder card)
2.Fishing Rod, Fish (play Critter on Sea)
3.Seaweed (play Plant on Sea)
4.Market (discover Currency before a Sky Tower has been built. Markets produce Rice,
which creates Sushi when combined with Seaweed and Fish. Sushi is one of the best
food items, it’s produced in batches of eight and restores hunger by 75%)
5.Domestication
6.Knife (preferably after Domestication and while your humans are peaceful, to ensure
they don’t kill all your animals)
7.Chickens, Sheep, and Polar Bears (use Sample on a dead Polar Bear for a considerable
amount of meat)
8.Farms (this research must be made after humans have seen Wheat. Place a Plant on Plains)
9.Cooking Pot, Oven, Charcoal, Windmill (when researching the Cooking Pot, note that
Water is an item that appears when using Rain on dry ground, and is independent from
the Sea and Deep Sea biomes)
-=Starter Cards=-
The following is a table of the fifty cards the player starts with before purchasing
cards from the Card Shop. Note that The End and Mankind both count toward the total.
-=Card / Quantity=-
Mankind – 1
Tree – 6
Mineral – 7
Plant – 8
Rain – 4
Wind – 4
Sun – 4
Thunder – 2
Human – 1
Inspect – 6
Sample – 6
The End – 1
These numbers were determined by manual count, and it is assumed that these numbers
are consistent between games and not randomized.
How to Get the Industrial Revolution and the Metropolis Achievements:
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I managed to have the factory, hence getting the “Industrial Revolution” achievement
(and eventually, the Metropolis achievement).
Here’s How I Got It:
* Have around 150 IQ
* Discover the following to get access to advanced resources:
* Smelting
* Metal
* Refinery (which gets you Oil)
* Lightning Rod (which gets you Battery from hitting it with your Thunder card)
* Collect 20+ advanced resources (Glass counts, but it’s optional)
* Have a market ready by doing the following:
* Have a stable source of food
* Discover currency
* Get gold ore, and smelt at least 4 of them
* Make sure you have modern houses
-=Notes:=-
* Being evil or peaceful doesn’t matter.
* The number of humans doesn’t matter.
* Avoid getting churches or your IQ is capped to 120.
* Ensure the placement of your structures that you won’t lose your resources from
falling on lava or oil. With that, don’t use your Wind cards.
* Create your mountain area first. The larger area the better. Make sure you generate
at least one patch of lava and oil each. Later on, use the Meteor card on your
mountain area so that there are chances you get more gold ore deposits.
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