Google+  
 
 
Thank you for printing this page from www.SuperCheats.com. Remember to come back to check for updates to this guide and much more content for The Sims FreePlay

The Sims FreePlay Guide

Search this guide:


 

Building Costs Overview

The question of what exactly triggers the increased costs for building in each of the four categories -- Homes, Businesses, Industry, and Community Lots -- is not entirely an agreed upon thing. Some gamers believe that it is connected to the number of each structure type you have already in your town while others believe that the valuation is based exclusively on the Level of your Town.

To be honest we are not absolutely certain that it is one or the other, or that it is not a combination of both. What we are certain of however is that the cost to build goes up with each new building in-type you add to your town, and the more your town is worth over-all, the more it tends to cost to add to it.

We can completely understand it if a time comes when you decide that you actually want to spend real-world money for Life Points or Social Points in order to buy a premium bit of digital fluff with which you feel your town is not complete without - but if the day ever comes where you seriously consider paying real-world money to purchase Simoleons to use in the game then something has gone seriously wrong.

In simple terms you should NEVER need to do that.

Basic Economics


To smooth this out in your mind it may help you to understand the basic economic model used in the process of writing this guide and in creating the in-game economy you are playing under...

The American economist and sociologist Thorstein Bunde Veblen (July 30, 1857 – August 3, 1929) is widely considered to be the Nostradamus of Economics, being generally recognized as functioning on level or even perhaps slightly smarter than his colleague, British economist and economic philosopher John Maynard Keynes, CB, FBA and also the 1st Baron Keynes (5 June 1883 – 21 April 1946).

Veblen is widely considered to be the leader of the institutional economics movement, whereas Keynes is often called the master of macroeconomics - the significant bit you should take away from that is that these two very smart men established criteria that is still being used today by governments as the rules for modern economic management.

Where Veblen is famous for combining a Darwinian evolutionary perspective as a fusion to his institutional approach to economic analysis, whereas Keynes - in addition to being the most influential economist of the 20th century - spearheaded an approach to economic thinking that was partly aimed at automatically providing full-employment to pretty much the entire national workforce (as long as workers were flexible about wage demands and were willing to bargain over that issue).

According to Keynesian economics there is a demonstrated need in society for government intervention in order to moderate what is usually called the "boom and bust" effect for regular economic intercourse.

The important bit you should take away from this is that the two approaches are not mutually exclusive and each has valid elements not only being demonstrated today in real life but, and this is more to the point, serve as the underpinnings for the economic model used in the game respective of the increases in overall cost for building construction in each of the four classes.

What this all translates to is simple: It really doesn't matter which specific structure you build and in what order because the prices - the basic cost for building them - is not based on the structure itself, but rather on how many of that type or class of structure you have already built.

The valuation is based on the class of the structure - which is why we separate them by Business Class, Home Class, Industry Class, and Community Lot Class - as you can easily see.

A Dilemma of Increased Costs vs. Perceived Value
There is a repeating trend present in the game based on a formula we just have not figured out yet. This is all purely speculative at this point in our discussion, as the amounts listed below are not the actual costs or price but are an arbitrary set of figures meant to serve as the variables X, Y, and Zed so as to serve as examples only:.. Bear that in mind please.

Class-Based Sliding Scales


This sliding scale represents a wide number of complicated effects from wages and materials to inflation and those hidden but dirty expenses that fall under the common heading otherwise known as "Filthy Lucre" if this were a Humphrey Bogart film:

  • Business 1: $10,000 and X Number of Sims.
  • Business 2: $25,000 and X Number of Sims.
  • Business 3: $50,000 and X Number of Sims.
  • Business 4: $100,000 and X Number of Sims.


  • House 1: $500 and X Number of Sims.
  • House 2: $1,500 and X Number of Sims.
  • House 3: $5,000 and X Number of Sims.
  • House 4: $15,000 and X Number of Sims.


  • Industry 1: $5000 and X Number of Sims.
  • Industry 2: $2500 and X Number of Sims.
  • Industry 3: $50,000 and X Number of Sims.
  • Industry 4: $100,000 and X Number of Sims.

Get used to the notion that it is reasonable in economic terms to reach a point at which you cheerfully anticipate spending upwards of $500K to build just one more of that type -- no matter how complicated or simple the architecture is and regardless of how large the building is.

Those are circumstances that would never materialize in the real-world, and yet we find them to be the operative and controlling scheme in the game world, the idea being of course that, by the time you reach that level of expense you also have improved your town and population to the point that the costs -- while they are never (NEVER) going to get easier to manage -- are not quite as onerous as they might be.

Certainly the challenge of meeting those costs should never reach a point where you feel like you are totally justified in spending real-world money to buy in-game money (Simoleons).

A Magic Formula


If you ever reach a point in the game where your ability to save money (Simoleons OR LP/SP) over the course of a given week (arbitrarily that means seven complete 24-hour days during which your entire workforce is fully and gainfully employed.

Basically we are taking 7-full-days of income-producing Sim Actions -- a block of time equal to 168 hours -- during which your workers (meaning the population of your Town as well as the passive income sources like taxes, the check that comes in the mail, and all that) should easily cover the expenses of building your two most expensive "next" structures on your personal building s list .

Got that?

So if you reach the point in the game where the value of a week of work (the creation of a week's worth of GDP) is not sufficient to cover the costs of constructing the two most expensive building projects in your game and at your level, there is something wrong.




 

Comments

 
19 comments, latest first.
Lower the price please

Guest PosterGuest
Added 22nd Nov 2014, ID #474806

 
What I do is buy the most expensive house option I can as early as I can. For example, I built a 1-bedroom home for at level 6 for $2,500 instead of going for the studio or lot. I'm only lvl 7 with 4 Sims, but the 1-bedroom home is now $9,000.

My next house will be the Japanese Retreat, which is now $38,500. If I built a couple more 1-bedrooms now instead, the Japanese Retreat would likely go up so much in price that it would take me forever to make enough money to afford it.

Guest PosterGuest
Added 5th Nov 2014, ID #467653

 
How much is the pet store

Guest PosterGuest
Added 2nd Nov 2014, ID #466351

 
how much if the sim town high?

Guest PosterGuest
Added 27th Oct 2014, ID #463738

 
The preteen school for me (level 27) cost me only. 5000 similoins.

Guest PosterGuest
Added 23rd Oct 2014, ID #461987

 
I just want to know how much the flipping elementary school costs on level 23!!

Guest PosterGuest
Added 23rd Oct 2014, ID #461836

 
I want to buy a pet store like is it a business or what

Guest PosterGuest
Added 15th Oct 2014, ID #459001

 
You are sooo not answering my question. You should just get to the point why everybody is here. I wasted 5 minutes of my life typing this and reading this whole flipping page.

Guest PosterGuest
Added 10th Oct 2014, ID #456697

 
How much will the preeteen school be?

Guest PosterGuest
Added 18th Aug 2014, ID #437767

 
This is for the old version like a year ago. I want the new updated version that has the carnival!!! :(

Guest PosterGuest
Added 18th Jul 2014, ID #420998

 
This is not right. Here is the correct one:
Workplaces: starts at $5,000??? Goes up to about $100,000 - $150,000 (I'm not sure if the schools count as workplaces or buildings
Houses: there's a houses guide that tells you how much the house costs when you tap on a lot
Buildings: these are the expensive ones. You normally DO have to buy simoleons for this. The farthest I've gotten to is the swim center, and that cost $250,000!!! I still have both schools, the snow park, the community center, the beach and the carnival (on the island). So I can safely say, it will go up to at least $500,000 for a building, and it'll take about 6 days to build it. I think that's a little unrealistic. Every building should cost about $100,000 to build and take maybe a day to build, if they want us to be able to complete the quests on time, or at least give us 2 weeks to finish the quests!!!
Hope this helped

Guest PosterGuest
Added 18th Jul 2014, ID #420995

 
I want to save up before I start the prepairing for preeteens so I can finish it in time so I just need to know how much the school will be

Guest PosterGuest
Added 11th Jul 2014, ID #416269

 
Umm I wamted to know how to bulid a school for preteen like how much money??

Guest PosterGuest
Added 10th Jul 2014, ID #415609

 
I accidentally deleted my game without logging into Facebook... Now I have to do the quests all over again, but my question is, how much does the children's store cost? I forgot and want to make enough money for that to complete this again quickly
Thank you!!!

Guest PosterGuest
Added 1st Jul 2014, ID #409927

 
I have $700.000.... I just make them grow plants..... constantly except fot when they go to work

Guest PosterGuest
Added 8th Jun 2014, ID #396097

 
I have to buy the pet store which costs 150000 and even if I send all my 12 adult Sims to work for 2 weeks straight I won't be able to make that much how do they expect me to do that in 4 days in time for the quest??

Guest PosterGuest
Added 2nd Jun 2014, ID #392726

 
I can be rude if I want

Guest PosterGuest
Added 14th Apr 2014, ID #374788

 
What am I doing wrong then?

Guest PosterGuest
Added 9th Nov 2013, ID #318697

 
Good clarification!

Guest PosterGuest
Added 14th Oct 2013, ID #314620

 
Add a comment

Please do not be rude, what may be obvious to you may not be to others.

Characters left: 1000


BB Codes Guide
 
 

 
Forums