Starting dCity with only 2nd Edition Cards

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Disclaimer: Not a financial advice post so do your own research before sinking your money into dCity. I’m just sharing a game strategy I know.

There's a passive way to play the game and have access to the financial rewards. See it from my previous post here.

Objectives:

1.Use only 2nd Edition Cards
2.Use only the most practical cards to generate SIM.

The strategy is only made to generate SIM because that’s all that really matters. Stats like popularity, creativity and education are only there to take advantage of other mechanics to generate more SIM. I picked 2nd edition because 1st edition is out of print and the ones in the market are expensive. First edition cards are impractical to opt for beginners of game.

You go 2nd edition or you go home.

2nd edition cards are where it’s at as the set has shaped the current meta focused on mitigating taxes. I consider crises are another gimmick for random tax anyway. If you look at the current tech cards available and the stats on the cards for 2nd edition, most of the things you need to thrive are on this set. 3rd edition, while I still consider nice to have when it comes to controlling excess population, are best suited for players that have a bigger city to worry about.

Limiting my scope to 2nd edition lessens the complicated parts beginners have to mind when taking all editions as a whole. You only need 2nd edition cards to thrive in the game.

Because I like it difficulty, I will assume the harsh start like daily 75% income tax, 15% basic tax, and 10% Military Tax, you would need:

Set ASet BSet C
10 Park 1 Law FirmComplete Set A, Add 20 Park, 10 Farm, GMO farmingSet B + MIC and Social Aid

Set A: This gives you a base of 1 SIM income daily. The law firm card is a staple requirement to city building under the current meta because taxes are going to stay unless SIM hits 0.005 Hive or closer to the “pegged” price. Any payer without it is just giving themselves unnecessary headaches.

You can buy parks cheap from the market place. The expensive ones to opt are law firm, MIC, and social aid offices.

Set B: This would give you around 9 SIM income estimated daily. You can now scale up to just adding 10 farm and 10 park at a time. There would be instance where you would get unemployed citizens or buildings that need some urgent hiring. Just letting you know that these are the only two cards you need to slowly increase your income with a narrow scope.

Please note that the numbers above are based on the taxes imposed so the number get better when the prices of SIM rises or when some taxes are lifted.

By this time, a beginner should already have some grasp on the basics of city building and playing with the simulations. Not reading more about the guides and dcity info page is just setting yourself up for disappointment. To raise your city’s status, you would need to learn what you want to prioritize as there are multiple ways of playing the game depending on the stats your want to pursue (outside the scope of this post as this is merely focused on fast starts and practical slow builds to growth).

The downsides to limiting yourself with those cards is being vulnerable to crisis events. The next step in scaling up using social aid offices and military complexes. The social aid offices help give you some buffer from most crisis events that punish your popularity. Less popularity means less population and that leads to lesser workers working on your building contributing further to your income loss during the event.

Having several unemployed citizens remind everyone in your city that they are replaceable slobs on the workforce and the economy can still continue while some become an necessary sacrifice in the name of progress.

I would aim for Job centers and research centers once I got enough military complexes and social aid offices to tank the taxes and crisis events until their effects barely count for nothing. 5% income loss is peanuts for small to medium cities.

I would prioritize education and creativity last as these stats are best for cities who have a steady income yield daily. When you’re at a point when you can mint 1 random card daily and still got extra SIM to sell, that’s a good time to pursue education and creativity.

While some other cards from the other editions look shiny to have, the bulk of what one needs to thrive are already found on 2nd edition set. Third edition only made it clear that it favors older players as these are the ones that can afford the upgrades from combined buildings. Trying to mint random cards from these set is just gambling and should not be pursued for a beginner.

Ignore the noise from other edition cards. You best source of cheap population stat are parks and farm for SIM generation. Stats like education and creativity are for players that have a good grasp of the complex elements.

If you made it this far reading, thank you for your time.

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@adamada! This post has been manually curated by the $PIZZA Token team!

Learn more about $PIZZA Token at hive.pizza. Enjoy a slice of $PIZZA on us!

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I love these little challenge style starter cities.

Thanks for sharing :)

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Anything to make it more or less easy for people to get into the game. The guides I have seen so far don't directly tell the practical way to survive the current meta as these have been outdated afaik. This guide would be irrelevant too if the SIM price rises.

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On my personal account, I have a mess of a medium-sized city that was mostly built from just buying random cards.

But I'm going to now try and build your set B city here.

I'll give you an update when my orders for the required cards get filled.


Also, I find it interesting that you've gone the pure SIM generation route.

As an alternative, check out these other dCity starter cities which focus on citizen/creativity 'mining' in order to then sell for SIM.

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Will check that link later
From a beginner starting from 0, education and creativity stats are alien and have no direct impact as player expectations are geared towards getting the most SIM.

The sets above only requires the least cards, cheap and most practical ways to survive the current tax heavy meta.

I think of education and creativity as luxury stats as its not realistic to expect people to dip more money investing on those cards when they aren't having stable SIM generation as a foundation.

Parks are the new population givers, and farms are the main income generators. The rest from the set are just ways to mitigate taxes. These are the core of builds.

Thanks for stopping by :)

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Thanks for the rundown, thinking of giving the game a second opportunity.

!PIZZA

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If you're playing for profits, it's just less of a headache to just hold SIM. If you play to actually build a city, then this is a slow slow progress as taxes and crisis are a thing.

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That is an interesting idea. I am still too new to try these challenges. I can hardly manage my chaos now!!

!BEER

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No need to have a lot of cards, even if they're rare, it doesn't mean they are useful compared to stacking up more cheap cards

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I was playing before taxes hit 100%. All I want is to build a city if tech-less ness where people rely on their abilities (like farming, arts and the like). I also wanted some scientists but that all went out the window. Now I just have it as a passive income drip. 🤣

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Still viable to this day, most forget that the players that are still around had to deal with 0.005 hive per SIM and that was when Hive was trading below a dollar. Its far easier to start dcity now if you pegged the value in USD or hive than it was in teh past even with the tax rates up. But I don't want to elaborate on complicated maths and strats. If income is what you're after, the drips are fine as they are. I just put half back in and half as profit for long term growth.

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I see nothing wrong with getting paid for doing something I enjoy but getting paid is just a bouns.

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