Prima Games eGuides
primagames.com Browse Redeem a code Help
SimCity eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 › Mass Transit

Planes

Those Sims living in the apartment building next to the Municipal Airport probably won’t be too happy with the frequent air traffic, but local industry will love that Cargo Terminal.

What self-respecting city would be complete without its own airport? The addition of a Municipal Airport opens your city to new opportunities, drawing medium and high wealth commuters and tourists while offering local industry the chance to export their freight by air.

Helicopters associated with the Police Precinct, Large Fire Station, and Mayor’s Mansion also require a Municipal Airport to operate, extending city services into the skies. Although the planes operating out of an airport carry fewer passengers and tourists than trains, ferries, and cruise ships, planes arrive with greater frequency, particularly as you expand the facility with additional Runways.

This keeps the commuters and tourists flowing in and out of your city at a steady rate. But remember, if relying on a Municipal Airport as a commuter hub, make sure other cities in the region also have their own airports, otherwise medium and high wealth workers must rely on other forms of transportation to commute to and from work.

Tip

Residents do not like living next to the Municipal Airport.

Municipal Airport

  • Cost: 85,000
  • Operational Cost: 500 per hour
  • Terminal Capacity: 200 Sims
  • Prerequisites:
    • City Hall in region
    • Department of Transportation in region
  • Description: Fly medium wealth tourists to your city on small passenger planes. Upgrade the airport for high wealth tourists and greater capacity or to ship cargo. Residents do not want to live near an airport, but airports boost the happiness of nearby factories.

Sims have a love/hate relationship with the Municipal Airport—nobody wants to live next to it, but they appreciate its ability to bring in tourists and export freight. If you’re interested in air transportation, be prepared to set aside a large parcel of land to accommodate this sprawling facility—particularly if you plan to add more Runway modules.

When possible, keep it far away from residential and commercial areas. Instead, consider placing it among your industrial zones. Factories love having an airport in the city because it allows them to export freight by air with the addition of a Cargo Terminal module—this works just like the Freight Shipping Warehouse at the Trade Depot and Trade Port.

If your city has plenty of factories, make sure you place a Cargo Terminal early on to boost industrial profits. If you’re more interested in attracting medium and high wealth tourists, build a Passenger Terminal and watch as commercial and private jets fly into your city to sample the local shops and attractions.

As air traffic increases, so will the wait time for incoming and outgoing passengers. The addition of a new Runway or two allows the airport to accommodate more aircraft, resulting in fewer delays and less frustration on the ground. As with any mass transit hub, build Bus and Streetcar Stops next to the Municipal Airport—at least the medium wealth tourists will enjoy the opportunity to travel into your city by other means than cars or taxis.

Modules

Municipal Airport Sign

  • Cost: 200
  • Operational Cost: None
  • Maximum Modules: 1
  • Description: Has a very long list of items not allowed on board.

Cargo Terminal

  • Cost: 8,000
  • Operational Cost: 300 per hour
  • Maximum Modules: 4
  • Description: Send your city’s industrial freight shipments out on cargo planes.

Passenger Terminal

  • Cost: 8,500
  • Operational Cost: 350 per hour
  • Maximum Modules: 4
  • Description: Increase your airport’s capacity from rinky-dink to something more respectable. Allows private jet flights of high wealth tourists and large passenger planes filled with medium wealth tourists.

Runway

  • Cost: 15,000
  • Operational Cost: 250 per hour
  • Terminal Capacity: 200 Sims
  • Maximum Modules: 4
  • Description: Add an additional runway to increase the frequency of flights carrying passengers or cargo.

Planes: Points to Remember

  • Planes deliver small amounts of medium and high wealth commuters and tourists at a high frequency.
  • Add a Cargo Terminal to a Municipal Airport to ship industrial freight, making your local industry much happier.
  • You need a Municipal Airport in your city to get access to emergency services helicopters.

Keep reading with a free account

The first 3 sections of SimCity are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousBoats NextMass Transit Management