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Contents

  • Essentials
    • Introduction
      • Introduction
    • Getting Started
      • Getting Started
      • Getting Started Scenario: Summer Shoals
      • Building Your First City
      • A Tale of Two Cities
      • Developer Cities
    • Roads
      • Roads
      • Road Construction
      • Road Planning and Management
    • Missions
      • Missions
    • Utilities
      • Utilities
      • Power
      • Water
      • Sewage
      • Waste Disposal
      • Utility Management
    • Zoning
      • Zoning
      • RCI Management
    • Government
      • Government
      • City Management
    • City Services
      • City Services
      • Fire
      • Health
      • Police
      • Heroes & Villains Set
      • Parks
    • Education
      • Education
      • Education Management
    • City Specialization
      • City Specialization
      • Mining: The Metals Specialization
      • Drilling: The Petroleum Specialization
      • Trading
      • Electronics
    • Mass Transit
      • Mass Transit
      • Streetcars
      • Trains
      • Boats
      • Planes
      • Mass Transit Management
    • Tourism
      • Tourism
      • Gambling
      • Culture
      • Tourism Management
    • Great Works
      • Great Works
      • International Airport
      • Solar Farm
      • Space Center
      • Great Works Management

    • Disasters
      • Disasters
      • Disaster Management
    • SimCity World
      • SimCity World
      • Achievements
      • SimCity World Interface
  • Regions
    • Region 1
      • Cape Trinity
    • Region 2
      • Whitewater Valley
    • Region 3
      • Reflection Atoll
    • Region 4
      • Viridian Woods
    • Region 5
      • Sunrunner Bay
    • Region 6
      • Discovery Delta
    • Region 7
      • Horizon Archipelago
    • Region 8
      • Titan Gorge
  • Behind the Scenes
    • Behind the Scenes
      • Maxis: A Closer Look
      • SimCity Legacy: The Whole Story
    • Quick Reference
      • Buildings
      • Diagrams
      • Effects on Happiness
      • Challenges
      • Achievements
    • Developer Cities and Chats
      • Developer Cities
      • Developer Chats
  • Updates
    • Nissan Leaf
      • Nissan Leaf
    • Various Updates
      • Various Updates

SimCity Guide › Essentials › Disasters

Disaster Management

For the most part, disasters are bad for your city. Sure, they all have their perks, but the widespread random destruction usually isn’t worth any benefit. However, maybe your city needs an overhaul? And disasters are much more efficient for leveling large swaths of your city than a bulldozer.

Plus, they’re fun to watch. Whether you trigger a disaster yourself or one randomly occurs, it’s important to be prepared for the aftermath by planning ahead and fostering relationships with neighboring cities to assist in disaster relief.

Triggering Disasters

Some disasters, like the earthquake and meteor, have a wide impact radius, dishing out destruction over a large area.

So you still want to unleash a disaster on your city? First, you must complete the secret achievements associated with each disaster. Once a disaster is unlocked, it appears within the Disaster menu. Simply select the desired disaster from the menu and then choose where in your city you want the disaster to begin.

The cursor becomes a transparent glowing red circle, showing you where the disaster will be centered. For radius-based disasters like the earthquake and meteor, this red circle is large, indicating the area that will be affected—this is a good way to target specific areas of your city you wish to demolish.

For the unpredictable disasters like the tornado or UFO, you can choose an area where the disaster will first appear. But for the tornado, you have no idea where it will travel, potentially carving a destructive path through areas you never intended to destroy.

And as for the UFO, you can give it an approximate appearance site, but there’s no telling what it will do when it arrives—it may destroy a building, abduct Sims, or simply steal resources from a nearby storage lot. The big lizard is a bit more predictable, traveling in a straight line from the starting point to the nearest Garbage Dump, clearing a path along the way.

But no disaster allows the control of a bulldozer, so don’t expect scalpel-like precision when it comes to demolishing parts of your city. Be prepared to tolerate unforeseen collateral damage.

Caution

Avoid triggering disasters near a Trade Depot or Trade Port. The destruction of storage lots at these facilities can mean the loss of precious resources worth hundreds of thousands.

Emergency Response

You’ll need some help putting out all those fires. Ask neighboring cities to volunteer fire trucks and other emergency vehicles.

The occurrence of a random disaster can be completely demoralizing. But there’s no time to shed a tear for Sims and buildings lost in the destruction. Chances are buildings are burning and injured Sims are scattered about requiring urgent treatment. It’s time to jump into action and salvage what’s left of your tattered city.

Any untouched Fire Stations and Large Fire Stations will immediately jump into action, dispatching trucks to fires. Clinics and Hospitals will do the same, sending out ambulances to gather injured Sims. But your city’s emergency services may not be enough. If you haven’t already, reach out to neighboring cities and request ambulances and fire trucks to assist in the aftermath of a disaster.

Your fellow mayors should be more than happy to help—plus they earn fees for each fire they extinguish and each injured Sim they treat. In the chance your entire emergency infrastructure has been destroyed, you’ll need to rely solely on assistance from other cities to stop the spread of fires. For this reason, it’s a good idea to plan ahead, long before a disaster strikes.

Volunteer your emergency vehicles to other cities and other mayors are likely to do the same. All volunteered emergency vehicles automatically respond when needed, providing some comfort in knowing that you’re not in this alone.

Cleanup

Look at all that rubble! Bulldoze those rubble piles as soon as possible. New construction can’t begin until the rubble is gone.

Once the smoke clears and all fires have been extinguished, it’s time to think about rebuilding. Sometimes disasters provide a fresh start, allowing you to improve your city by better meeting the demands of the surviving residents. But before you can start drafting new plans, you need to deal with all those unsightly piles of rubble where buildings once stood.

Rubble reduces land value, so it’s important to get rid of it as soon as possible—pause the game and then go to work with the bulldozer. While you’re at it, you may also want to bulldoze any unwanted roads, as a disaster only destroys buildings. With the rubble cleared, do a quick triage of your city’s infrastructure.

Address the loss of any utilities, replacing power plants and water sources first, followed by sewage and waste disposal. Next, repair damage to any facilities associated with city specializations and their supply lines, especially if your economy depends on exports.

The rebuilding of city services such as Hospitals, Police Stations, and Fire Stations can wait as long as other cities volunteer emergency vehicles to provide coverage. Rebuilding isn’t cheap, so consider taking out loans. Neighboring cities may also assist in disaster relief by gifting Simoleons. Once your city’s infrastructure is restored, turn your attention to rebuilding the demolished parts of your city. Here’s your second chance to make the city better than ever!

Disaster Achievements

Icon Name Description
Blowin’ in the Wind Have 24 Wind Turbines at Wind Power Plants in your city to gain access to the Tornado disaster.
Dug Too Greedily and Too Deep Mine 100 tons of coal or raw ore in your city to gain access to the Earthquake disaster.
Laboratory Outbreak Add a Diagnostic Lab to a Hospital and have 15 Sims die in a day to gain access to the Zombie Attack disaster.
We Are Not Alone Ship any resource to a Space Center Great Work to gain access to the UFO Encounter disaster.
What Goes Up Must Come Down Have 200 tourists arrive on flights at the Municipal Airport in a day to gain access to the Meteor Strike disaster.
What’s Cookin’? Burn 100 tons of garbage in an Incinerator at the Garbage Dump to gain access to the Big Lizard disaster.

Chat with the Developers

Build and Destroy: Detailing Disasters

Alex Peck, Development Director

Hi everyone! I’m Alex Peck, a development director on SimCity . The first time I saw the original SimCity at a friend’s house, I was so intrigued by it that I snuck away from his dinner party to get some more time on his computer. Ten years later, I was privileged to work on SimCity 4 and SimCity 4 Rush Hour, and now ten years after that I’m here at Maxis working on a new take on the series.

SimCity is a game that really satisfies our creative urges. But it’s always had a darker side in the form of disasters. Random disasters are good at shaking up a city and keeping things from becoming too static. And user-controlled disasters are for the player who likes to kick over his own sandcastles—you know who you are.

Our first prototype disaster in the new SimCity was the meteor shower. It started out as just a single meteorite smacking into a residential suburb, but upon seeing it in action, we immediately decided to dial it up to see what would happen. We added some tension by having most of the meteors burn up before they hit the ground—we call these “fizzlers”—but an unpredictable amount of larger, damaging meteorites may appear during the sequence.

While we were creating this, out of sheer curiosity I checked to see how often meteorites actually cause damage, and it seems rather rare. Wikipedia only notes a few human injuries, a dog in Egypt, and one extremely unfortunate cow. Guess the solar system that SimCity is located in must have far more debris than our own!

UFOs in particular resulted in a fun brainstorming session. Rather than simply wantonly raining destruction from above, we thought UFOs should have a bit of a mysterious flavor to them. They will enter your city with various agendas to carry out, perhaps simply leaving if they can’t find what they are looking for. What are the aliens going to do with that poor Sim they abducted? I leave it to your imagination.

For this incarnation of the game we also decided to add some physics to the mix, resulting in buildings that shatter into pieces and fall to the ground. This paid off when someone said “Can the UFO cut a building in half?” and our physics programmer Robert Perry said, “Sure!” (Check out Robert’s discussion on physics next.)

Whether it’s an earthquake, a meteor shower, a tornado, or even the simple demolition tool, we have provided a number of tools to cater to your darker side.

Chat with the Developers

Shaking it Up: SimCity ’s Physics

Robert Perry, Physics Engineer

Hey everyone! I’m Robert Perry and I’m the engineer in charge of physics for SimCity . The two things I enjoy most are building things and solving problems. SimCity is a fun way for me to do both.

When we use the phrase, “what you see is what we sim,” we really mean it. With that said, why should physics get left out? Physics provides another tool to simulate what happens in a city. We’ve coupled physics with the GlassBox engine to create an even deeper simulation.

Every building in SimCity is simulated in the physics engine. Buildings are attached to the ground with a physics model that simulates the forces that act on that building. When a module is stacked on a building, the building reacts. If multiple modules are stacked on a building, they all react. If an object strikes a building, the building reacts—modules included.

Disasters are where the physics system is put to best use. Disasters are able to affect the game physics in a variety of ways. A small meteorite will set a building rocking; a large one will reduce it to a pile of rubble on the blackened, scorched ground. Physics is a great simulation tool and it adds depth and nuance to the game, but there are some things we don’t solve using physics.

One example is vehicles. The transport team has done a great job with the vehicles and there’s not a lot the physics would add there. Vehicles turn, merge, and navigate with detailed behavior. At the scale the vehicles operate at the physics system wouldn’t add enough benefit to justify the cost in performance.

When we’ve hit instances where physics alone isn’t the best solution, we’ve been able to team up with the artists to create integrated solutions. Simulating a tornado is far beyond the scope of SimCity . We use a hybrid approach with the tornado that allows an artist to create a particle system to drive physics bodies.

The tornado sucks up buildings and vehicles, drives them up and through its funnel with an animated particle system, and seamlessly releases them to the physics system. The final result is that tornados will chew through your city and fling buildings and vehicles like a giant blender that has been released in your city.

Earthquakes, in particular, make for good use of physics, as triggering this particular disaster will shake buildings to the ground (as one would expect). And UFOs, besides abducting Sims and stealing resources, will slice buildings in two with a laser. Typical alien behavior.

What I’ve talked about here is just a small taste of what to expect in the new SimCity . As you know, disasters have always been a big part of SimCity and they’re better than ever. Make no mistake, buildings will crumble, debris will fly, and stuff will explode. This SimCity is a simulation with great depth and detail. Physics allows us to layer on more detail and ultimately bring more fun to SimCity . I’m looking forward to hearing what everyone thinks of the disasters.

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