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Check out SimCity's most recent Update Notes!
UPDATE 12/4/2014 - Update 10.3
  • NEW: Added an option to allow Multiplayer Cities and Regions to be transferred and played in Single-Player Mode

How to transfer your cities to Single-Player
  1. Launch SimCity and connect to the game server
  2. On the Main Menu select the PLAY tab
  3. You will be taken to the Region select screen where you will see the Regions you have created on the server
  4. Select a Region which contains a city you want to take to Single-Player
  5. You will be taken to the games Region View
  6. You will see a “Transfer Region” button, click this button to start the transfer process from Multiplayer to Single-Player
  7. Once the transfer is complete, you will receive a notification of completion
  8. Click OK
  9. You will be returned to the Region select screen where you can continue to transfer additional Regions and Cities to Single-Player


You can also do this by highlighting your Region after selecting PLAY from the Main Menu. A “Transfer Region” button will appear. Clicking the button will commence the transfer process.

Note:

  • The whole Region and its Cities will be transferred for use in Single-Player
  • You will automatically become Mayor of cities within the Region unless it contains content you do not currently own.
    • If this is the situation you will be able to visit the city which uses the content.
    • The city will continue to trade and simulate automatically at the same rate it had when on the game server.
  • If you purchase additional content after transferring a region you may be able to claim cities using additional content, simply load any city in your region that you control, the next time you return to the Region Overview screen if you own the same or more content than the visited city you will be assigned control of the city.
  • The file size of the download can vary depending on the number of Cities in the Region. Each city has an approximate file size of 1MB.
  • Once you have transferred your region from Multiplayer to Single-Player, your Cities in that Region will be abandoned. Other players in your Region will be able to continue online in Multiplayer or also opt to transfer to Single-Player at a later time.
  • When you transfer a City to Single-Player, the most recent Region that was transferred will appear in the top left slot of your save games.



Update 05/06/2014 - Update 10.1
  • Added a LOAD option in Single-Player to allow loading save games from within an in progress game instead of using the main menu 
  • Crash Fixes: Addressed situations where the game would crash or freeze when moving between Single-Player and Multiplayer modes 
  • Connection: Improved handling of the toggling of Internet connection whilst switching between Single-Player and Multiplayer 
  • Localization: Localized text for non-English versions of SimCity is now aligned more accurately within the UI 



Update 03/06/2014 - Update 10.0
  • New: SimCity Single-Player Mode
    • Enables Offline Play.
    • Single-Player Mode includes multi-city play, regional interdependence, and city specialization. Regions are saved locally and there is no limit on number of save games.
    • Autosave can be disabled in Single-Player Mode in order for players to experiment and load their regions at a previous save point.
    • Save As for a copy feature. Players can make copies of their regions at multiple save points.
    • See FAQ on Single-Player Mode for full details.
  • Performance: Optimizations in the simulator to improve performance of both Multiplayer and Single-Player Mode.
  • Friends: Friends Search now uses the Origin friend search.



Update 12/12/2013 - Update 9.0
  • The Attractions set includes five attractions: Giant Garden Gnome, Dolly the Dinosaur, Llarry the Llama, MaxisMan Statue and the World’s Largest Ball of Twine. Each attraction adds happiness and will also act as a tourist destination in your city.
  • Fixed an issue where in some cases, Sims in populous MegaTowers would not move efficiently between levels. This will address the issue some players have seen where apartment levels request shopping while mall levels request shoppers when there are enough shops and shoppers available in the MegaTower.
  • Fixed an issue where Sims in Megatowers were sometimes complaining that there were not enough jobs when they were actually overworked on too many 24 hour shifts. Sims in this situation will now accurately inform players that they are overworked. The excess jobs require more workers to fulfill the needs of the work deficit.
  • Tuned so that radiation has more of an impact on MegaTowers. Sim Feedback will alert to radiation causing a decrease in happiness
  • Should no longer complain about the lack of shoppers and not enough places to shop at the same time.
    • Note: The issues the MegaTower updates address may be difficult to recover from within an affected city. If you chose to work through this period of time it may be a while before you experience the full changes. Alternatively, you can demolish MegaTowers within your city to take the changes straight away.
  • Fixed some cases where Maglev trains would no longer run when many trains group together at the same station.
  • All Sims that get on the Maglev will now reliably disembark when reaching their stop.
  • Support for Mac trackpad, mouse, magic mouse support. Pinch to zoom, two finger scroll to pan the camera, two finger rotate to rotate the camera.
  • Added Option for turning off motion blur. This gives you a more customized experience for better performance.
  • Sims will no longer complain about too many deaths after MediDrones are placed in the city and the deaths per day reads zero.
  • Fixed an issue where bypassing Medium Tech industry buildings and just having high tech industry buildings would would lead to the Processor Factory remaining locked. It should no longer remain locked.
  • Power, Water and Sewage services provided to neighbors will now generate income for the city providing the service.
  • ControlNet services provided to neighbors will now generate income for the city providing the service.
  • Amount of Sewage treatment available in the region will be more accurately reflected.
  • Demolishing or turning off prerequisite buildings in sandbox mode will no longer cause their corresponding modules to become locked for Academy, OmegaCo, and MegaTowers.
  • Previously queued disasters will no longer occur after disabling them in the in game options.
  • Regional achievements unlock more quickly when the correct criteria are met.
  • Fixed an issue where the Launch Arcology would not accept new colonists after being turned off and on.
  • Fixed an issue where garbage trucks would go back to the depot at 6pm in densly populated cities even though there was still garbage to be collected.
  • Addressed an issue where Streetcars would get stuck and group together.
  • Production of OmegaCo will no longer display as producing x out of 0 crates and drones.
  • Futurized bridges will appear futurized in region view.
  • Fixed issue where futurized planes would change to regular planes after landing.
  • Mac: SimCity will correctly update when enough disc space has been made available.
  • Mac: Fixed an issue where the ‘Disable Random Disasters’ would revert back to ON after restarting SimCity.



Update 11/04/2013 - Update 8.1


After releasing Update 8, we received lots of great feedback. Some players reported an issue after the update where some existing cities saw a sharp drop in education skill level, which put their technology industries into a decline. Investigating this issue immediately became our top priority. Thanks to your help and additional information, the source of the problem was located and a solution was created. Our QA team has been working ever since to ensure the solution was successful and we will be releasing an update today with update 8.01.

This update requires us to take all game servers offline to deploy the update to everyone. This will take place starting from 10am PST and servers will be unavailable during the deployment.

Update 10/29/2013 - Update 8.0
  • 4 New Regions! There are four new regions being released in celebration of the Cities of Tomorrow expansion pack. Two of these regions are desert-themed with saguaro cacti, dry brush, and fewer water resources. The other two use the new tropical themed textures complete with palm trees and long coastlines. For players that want to experience cities with multiple Freeway entrances, both the Verdant Jungle and Desolation regions offer this city layout. These regions are available to all players.
    • Serenity Key - 6 city island region - A tropical island region centered around a long dormant volcano. Each of the three islands has two cities on it, so boats will be vital to trading with your neighbors. The city sites were made flat and easy for players to experiment with MegaTowers, OmegaCo, and The Academy.
    • Rambling Badlands - 14 city desert region - This desert valley region was created to provide opportunities for our competitive players. There are two clusters of seven cities in this region separated by a natural barrier. Each cluster has a great work that the other cluster can see. Race to complete the great work and show off to your neighbors.
    • Verdant Jungle - 8 city jungle region - The jungle meets the sea in this eight city region. A cluster of four cities in the mountains looks down on another cluster of four cities along the coastline. The city sites in this region provide more of a challenge for city builders looking to clear back the jungle.
    • Desolation - 7 city lake region - Desolation is a desert region recovering from a nuclear disaster. Most cities will take advantage of the natural desert canyon land beauty. Only an expert mayor should take on the challenge at the bottom of the crater in the Fallout Epicenter city site. New buildings from Cities of Tomorrow should help with this challenge.
  • Roman Casino - This Roman themed medium-wealth casino comes with additional expansion options including:
    • Baccarat Room – The Roman Luck Casino has a Baccarat Room module that allows you to increase the capacity of your casino.
    • Concert Hall – Increase your city's tourist attraction further with an exciting Concert Hall!
  • We added the option to disable Random Disasters in the Normal game mode.
    • Note: Random Disasters are ENABLED by default and can be disabled through the in game options. Players disabling random disasters in pre-existing cities may experience one additional disaster after making the change. This is due to the way disasters are queued within the system. New cities created after disabling random disasters and cities that have experienced the additional disaster should no longer experience further incidents.
  • Great Works now synchronize across all cities in the region
  • Hotels now develop only in Commercial zones near Landmarks, Stadiums and casinos.
  • 3D Zoning, RCI can now build under bridges, the RCI buildings will estimate the appropriate height building and develop according to the space allowed.
  • Medium Wealth happiness varies past a rating of 330 depending on how Sims are feeling about the city
  • Trucks now operate 24 hours a day
  • Resource storage capacity has been increased.
  • Fire Department helicopters will more effectively respond to fires if available
  • Improvements and balance changes to ensure that buildings won’t go abandoned as fast due to lack of tech or unskilled workers.
  • RCI rollover effects will no longer persist on roads when zones are not placed in that location. The ghosting zone effect is also resolved.
  • Tourist specialized cities will now be more effective when used in conjunction with public transit.
  • HQ modules’ unlock requirements now display more accurately.
  • Added a Mini-tutorial about radiation to help players in the new city; Fallout Epicenter in the new region; Desolation
  • Updated the legend on the radiation map
  • Oil under building monthly calculations is now more precise
  • Residential buildings will now play the correct audio when selected.
  • Trinity Point: Trees will no longer be affected by minor graphical issues near the coastline.
  • Miscellaneous performance improvements



Update 10/09/2013 - Update 7.5
  • Sending monetary gifts will now arrive with the correct amount sent.
  • Additional compatibility fixes for Mavericks (10.9)
  • Compatibility updates for Windows 8.1 support
  • Tuned the “Not enough freight producers” alert to  display if there is a local freight consumer as opposed to regional freight consumer
  • Using Mac shortcuts that change application focus during loading will no longer display SimCity in a window when switching back to game

Update 9/18/2013 - Update 7.3
  • School buses should no longer become stuck at a school and cause traffic.
  • Recycling vehicles should no longer group together.
  • Addressed a situation where low-res building plot textures would display regardless of the game's graphics settings.
  • Additional improvements were made for instances where terrain covers sections of roads in certain scenarios.
  • Fixed a Crash bug that some players experienced when modifying road segments that were attached to intersections in certain conditions.
  • Resolved the issue where closing SimCity on Apple Mac would occasionally result in the game crashing and requiring a machine restart before playing again.
  • Fixed an issue where being hit by a meteor disaster would cause the grass throughout the city to turn white in SimCity for Apple Mac players.

Update 9/05/2013 - Update 7.2
  • Mouse clicks will now be registered more accurately. This should improve the efficiency of mouse controls.
  • Placing RCI will now zone more reliably.
  • SimCity should now respond correctly to Trackpad clicks.

Update 8/22/2013 - Update 7.0
User-added image
  • A new tool to create bridges, overpasses, and tunnels when you draw roads.
    • Press the N key/M key while drawing roads to lower/raise the road (creating overpasses, bridges and tunnels).
    • Note: Existing road layouts cannot be raised or lowered
  • New tree tools let you place individual trees along city roads. This tool is located at the end of the Nature Parks menu.
  • Traffic behavior improved to reduce traffic jams caused by all vehicles converging in one spot. This affects all vehicles.
  • Vehicles now accelerate and decelerate faster, improving traffic flow.
  • Sports parks are now accepting Sims 24 hours a day.
  • Airship passenger trips should now be correctly calculated over multiple days.
  • Freight trucks now only leave factories if they have a valid delivery destination.
  • When warranted, freight trucks now correctly go back to the factory instead of leaving the city
  • Improved instances where terrain covers sections of roads while the camera is zoomed out.
Update 7/30/2013 - Update 6.0
  • New: Granite Lake Region - New 10 city lake region
    • While creating Granite Lake, we had a few key goals:
    • Provide a region with a new visual style that is highlighted by vistas from each city.
    • Two clusters of five cities that are connected by boats traveling across the lake.
    • Create a scenic central lake around which the city sites will be placed.  Include shipping lanes to keep that gameplay option for cities on the shoreline
    • A region with unique and challenging terrain to provide a different experience than the previously released Edgewater Bay.
  • New:  RCI Tuning - Tuning to make Industrial needed more. Commercial buildings will now lose profit if they don’t receive enough freight from industry. The demand bars will respond more accurately to which zones are needed. This change will impact existing cities.
  • New: RCI height variations for Density 3 Buildings. This will add more variety to the look of your cities.
  • New: Borderless windowed mode setting.
  • Fixes for some issues of the “out of money” problem or unexplained abandonment that some players have experienced.
  • Clarity around unfilled jobs and workers to make sure players are messaged that there may be an issue where workers cannot get to unfilled jobs.
  • Residential and Commercial buildings are now more consistently in the same wealth in an area of a particular land value. Improves visually consistency.
  • Help Wanted, no Shoppers, and No Jobs alerts have been added to the Zoning info panel as alerts.
  • Data Layer:
    • Greater map accuracy on the land value map. Residential and Commercial wealth colors added. Abandoned buildings show up red.
    • Land Value map shows when placing parks.
  • Fixed issue where RCI sometimes builds on roads.
  • Fixed performance slowdown in cities with more than one million tourists.
  • UI Clarity: Show which city hall modules are already placed in the region on the palette UI.
  • Garbage UI: fixed issue where garbage UI sometimes showed bins that had already been picked up.



Update 6/18/2013 - Update 5.0


Update 5 is focused on improvements to Multiplayer and Multi-city Play

  • New:
    • Historic Price charts for Global Market resources are available from the SimCity World button on the main menu.
    • The Region Wall chat has been completely updated with a new look and new functionality! Chat functions more efficiently and it’s much easier to communicate with other players. Time stamps show on chat messages on rollover. Regional events are easier to read and can be toggled on and off.
    • Added a filter for friends’ regions in the join region section.
  • New: Trading control: Added feature to give players more control over their utilities. Players can now choose whether or not to keep their power, water, or sewage local. This setting can be found on the information panel accessible by clicking on the power plant, water tower, or sewage pipe or plant. Sharing with the region is on by default.
  • New: Regional Missions: Added seven new regional missions: Drink It Up!, Plug In, So Stoked, The Wheels on the Bus, Ferry Dust, Station to Station, and Riding Coach.
  • New: Regional Achievement: Added a new regional achievement, Field Trip!
  • Gifting Improvements: Cash gifts are now delivered electronically, not by truck. This should improve the efficiency of gifting.
  • Resource gifts: Resource gifts will happen more reliably. Multiple trucks can make deliveries at once if they are available in the sending city and the truck capacities have been increased.
  • Great Works Improvements:
    • Delivery trucks will mark their resources as dropped off as soon as they reach the Great Works, instead of when they arrive back in the city. This will make tracking time more reliable.
    • Update to have all resources at Great Works handled at the regional level. This will address players in different cities seeing different resources once the server has processed the region and cities.
    • Fixed an issue where an Arcology would maintain power from the region and fixed an issue where shoppers would not increase at the Arcology as it was leveled up. This will update in both existing and new Arcologies.
    • Tuned the Solar Farm.
  • Regional Unlocks: The advanced coal mine unlocks regionally. Fixed issue where the Trade HQ sometimes did not unlock.
  • Fire Advisor Trading clarity: Tuned the Fire advisor so they do not tell you that neighbors are sending fire trucks when your neighbor has no fire stations.
  • Trading: School buses that travel from a neighbor’s city will show that city’s avatar.
  • Regional Commuting: Fixed an issue where Sims would not be able to take transit out of cities with lots of streetcars or shuttle buses. This could cause some cases where commuting Sims could not return home and their homes would go abandoned.
  • Garbage Trucks and Recycling Trucks: Fixed an issue that some cities experienced where garbage and recycling trucks do not leave their buildings or disappeared when trading service with neighbors. Existing cities who have trucks that have disappeared will have to demolish their missing trucks’ garages and plop new garages.
  • Text Clarification: The “Out of Money” message now says “Can’t find work” when appropriate in rollover feedback and the approval rating UI. This is to clarify your Sims’ actual need.



Update 5/23/2013 - Update 4.0
  • New: SimCity Launch Park, an exclusive new park just for our dedicated fans who were early adopters.
  • New: Region: Edgewater Bay. Seven city sites in one cluster around a beautiful bay with one great work site.
  • New: Your current server will now be shown in the options menu.
  • New: More detailed rollover information on buildings telling player’s if their Sims received happiness from a park or from shopping. Previous to this fix, this information was generic.
  • Re-Enabled Feature: Global Market prices now dynamically change during gameplay.
  • Re-Enabled Feature: Leaderboards are will be active on EU West 3, Pacific 1 and Pacific 2 at the release. We will enable them on additional servers throughout the day.
  • Re-Enabled Feature: Region filters are now enabled on all SimCity servers. Players will be able to search for open games by Map Name, Sandbox Mode, and Abandoned Cities.
  • Rain Clouds: Fixed an issue where some cities would not have rain clouds to replenish their water table. If you had a city with this issue, you will start seeing clouds again within a game day.
  • Fire: Improved response time of fire trucks to fires. Improved the time it takes for a fire signal to reach a fire station.
  • Mission updates: Tuned Metals HQ and Community College missions. These were appearing too early, making them difficult to complete. They now appear later in a city’s development.
  • Solar Farm Great Work: Reduced fire risk at the Solar Farm Great work. Local fire engines were spending too much time at the Solar Farm.
  • Messaging: Improved pre-requisite messaging for Trade Port, Casinos, Smelting Factory and Oil Refinery. It should be clearer on how to unlock these buildings.
  • Graphics: Fix for flickering low wealth buildings on NVIDIA graphics cards.
  • Education: Fix for an issue some cities experienced where commuting students did not return from a neighbor’s city. This was causing a problem where students would disappear from a city in some cases.
  • Tuning: Sims will lose a small amount of happiness if they don’t have a place to shop. Cities without places to shop will see complaints and feel the effect of unhappy Sims. This will emphasize the importance of commercial zones.



Update 5/15/2013 - Update 3.1
  • Addresses a number of crashes reported via Answers HQ
  • Fixes for camera control related issues



Update 5/08/2013 - Update 3.0


Hello Mayors!

All servers will be coming from at 9:00AM PDT for a few hours so that we can update all of the servers, as well as roll out Update 3.0!

The following servers will be down for an extended period of time so that we can make additional improvements:

  • Oceanic 2
  • North America West 3
  • Europe West 6
  • Antarctica
Update 3.0
  • New: Added more Hotel models to increase hotel variety.
  • Traffic:
    • Updated routing system to improve traffic. Routing system now understands more information about u-turns, required vehicle stops, and vehicle behavior on certain road types. This should make traffic smarter.
    • Commercial  and industrial buildings stagger their work shifts to start throughout commute hours instead of at the top of the hour. This should reduce traffic.
    • Fixes one issue where a car won't move causing traffic to back up behind it.
    • Vehicles can now make right turns on Red. This should improve some cases of traffic.
    • Trading polish that will improve regional traffic when one city has a lot of jobs and its neighboring city has a lot of workers.
  • Air Pollution: Fixed more issues where cities that placed air polluting buildings received large amounts of air pollution from unknown sources.
  • Service Vehicles: Fix for disappearing service vehicles on cities that whose vehicles had disappeared before update 2.
  • School Buses: Fix for issue where school buses were getting stuck at neighbor's city or arcology.
  • Audio: Tuned audio on French Police Station.
  • Trading:
    • Fixed issue where fire servers were not trading consistently between Brakeman's Folly and Twain in Whitewater Valley.
    • Sewage trading: Sewage will now take a more direct route to regional sewage plant instead of throughout the city.
    • Made gifting more reliable.
  • Ferry Terminal: Ferry Terminal can now send its sewage to the output pipe and treatment plant.
  • RCI Tuning:
    • Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.
    • Bulldozing abandoned or rubble buildings will now prevent new developments for 6-12 hours.
    • Less Happiness is taken from wealth 2 and 3 buildings when rent is due when no money is present.
    • Fix for issue some users experienced where buildings would stay abandoned because moving trucks would not be able to move in.
  • Trees: Trees now last longer, but also do not eliminate as much ground pollution.
  • Radiation: Radiation causes less ground pollution than previously.
  • Transit:
    • Changed thought bubble suggestion to add more trains to deal with crowded passenger trains to suggest that you add more train stations.
    • Improvements to lights to make rail look better at night.
    • Streetcar stops can now be placed directly on standalone streetcar tracks, and passengers can walk along the tracks to them.
    • Tuned the chance buses or streetcars will go to high-traffic stops first as a minor traffic improvement.
  • Roads: University pedestrian paths can now cross streets.
  • Manufacturing Trucks: Fixed issue some users experienced where manufacturing trucks left the city and were lost permanently.
  • Delivery Trucks: Fixed issue where some users would experience a loss of resources is their delivery trucks returned to garages without proper storage.
  • Sports Parks: Tuned the amount of skateboarders and neighborhood athletes at the sports parks.
  • Data Layers: Zones are now visible in heavy data layers.
  • Edit Mode: Added more valid snap points in edit mode. This improvement is most noticeable on Parks.
  • Buildings: Addressed some cases where buildings would stack on one another.



Update 4/29/2013 - Update 2.1
  • City Processing: Fix for some issues that have caused cities not to process.



Update 4/22/2013 - Update 2.0


What’s New
  • Mayors Mansion: Mayors will now drive their fancy cars to work. Mayors will take their helicopter, limo, or sports car if the modules are present.
  • HUD: Now color-corrects when in a colorblind mode.
  • Data map: Data maps show the filtered color when a color filter is enabled (unless in a colorblind mode)


Fixes and Updates

  • Cities not Processing: Mitigates some of the issues that were causing cities not to process. We are continuing to work on and improve this issue.
  • Region Filters: Now sorts regions with available cities to the top
  • Invitations: Invitations to join a region should be sent and received more quickly.
  • Tourism:
    • Fixes for unexplained fluctuation of tourists. Tourists more smartly counted on transit.
    • Cruise ships are now more effective at bringing medium and high wealth tourists in coastal cities.
    • New tourists will now decide to come into a city once leaving tourists reach train stations, bus depots, or cruise ship docs instead of waiting for those tourists to go out to the region first.
    • This change will reduce the downtime of tourist buildings.
  • Casinos:
    • Casinos tuned so that Gambling will be a more profitable specialty. Players can bulldoze and replace existing casinos to see effects of tuning.
    • The larger casinos now invite more tourists into the city which helps keep them full.
    • Note that existing casinos will need to be replaced to take advantage of this change.
  • More Casinos: Raised module limit on Sci-Fi and Sleek Casinos to 6 modules.
  • Region Play: Cash gifts can now be received in a bankrupt city.
  • Education:
    • Fixed school buses getting stuck at the high school. Existing Schools will fix themselves.
    • Fixed school buses picking up students at neighboring cities that didn’t have school bus stops.
    • Fix to more accurately track regional student population.
    • Fix where kids leaving the school bus stop would teleport to the nearest pedestrian path instead of walking directly into the school.
    • University wings now give the proper bonus.
    • Fix for the Recycling Center where it would sometimes stop working, recycling services will visit other cities.
  • Air pollution: Fixed issue where air pollution would appear to come from nowhere. Fix issues where your regional air pollution would be reflected back into your box for a double penalty.
  • Fire Service: Fire Trucks don’t clump, dispatch to fires more efficiently.
  • Water: Water pumps are now capable of pumping water from rivers at a larger radius so they can take better advantage of the water table in a city.
  • Disasters: Cooldown for random disasters: Some players were getting hit too frequently with random disasters, this introduces a cooldown where no random disasters will occur.
  • Trade: Fix for trade ports that suddenly stop shipping.
  • Transit:
    • Street Cars and Buses go to high volume stops first.
    • A city with residents and public transit will now provide the accurate amount of workers and shoppers to its neighbors.
    • A transit vehicle stuck in a pick-up or drop off loop will now go back to a garage instead of trying to pick up more people.
      • Transit vehicles should recover automatically after the update. If players want to force the recovery, turn off the stops that are having looping issues, wait a few game hours, then turn them back on.
    • Neighbors buses will now come in lower numbers into the city and do a better job at picking up local passengers first.
  • Residential Tuning: Residential-only cities have failure state.
    • Buildings are prevented from going up in density when they don’t have power or water.
    • The amount of happiness gained from low taxes, police, fire, and health outreach has been lowered.
    • Fixed some cases where buildings would not go abandoned when they should have.
    • Higher density residential buildings are no longer blocked from going abandoned due to not having enough money.
    • Happiness from low taxes does not double up every time it is given.
    • Losing happiness due to not having a job is more impactful.
  • Budgets: Fixed bug that prevented systems like fire, abandonment, garbage, and sewage from turning on when they were supposed to.
  • Audio: Fixes issue where audio will stop working after creating a large city or where phantom audio sounds play in a city.
  • Demolish: Fixes issue that occurred when players demolished buildings that had service vehicles, delivery vehicles, or agents out in the city or region. Previously, the agents would be in a state of limbo and would not recover when new buildings of that type were placed. This will no longer happen.


Because this is our first significant Update, we wanted to inform you in advance that we’ll be taking down all servers for approximately two hours while changes are being issued. Choosing a time to issue a major Update is never easy, but after looking our peak player time, we’ve concluded 1pm PST is the best window for us to make these improvements. As you can see from the list above, the wait will be worth it.

Thanks, Mayors!



Update 3/22/2013 - Update 1.8

General
  • Police station can no longer hold more prisoners than the capacity.
  • Added missing roof texture for certain commercial building.
  • Added completion moment cinematic for Great Works.
  • Visiting police cars have avatar of neighbor above them.
  • Arcology Population reflects the population of the Arcology, not the city.
  • Fixed a clog in the pipes where sewage would sometimes get backed up and act jittery.
  • Region Wall will pop up when a new chat message has been received.


Road Improvements

  • Improvements to cases when connecting a new road to an existing road that goes over uneven terrain.
  • Tuned some of the road snapping priorities to address some edge cases where it wasn’t behaving as desired
  • Fixed a case where a new road would sometimes cause an existing road to change its shape drastically.
  • Made Upgrade Roads mini-tutorial appear at appropriate time.
  • Fix to four lane bridge to improve divider line placement.


Text Improvements

  • Clarified alerts about residents not moving in because of high taxes to state if it is residents, commercial businesses, or Industry that won't move in because of high taxes.
  • Improved text and icons on cities in region view.
  • Updated text for "Become a Suburban City" mission to improve clarity.
  • Updated requirements text for HazMat garage for clarity.



Update 3/18/2013 - Update 1.7

General:
  • All units and buildings can now be demolished using the bulldoze tool.
  • Performance improvements for low spec systems.


Traffic Improvements:

  • Tuned traffic congestion and fixed some intersection traffic issues.
  • Emergency Vehicles will drive in empty lanes to get around traffic at intersections.
  • Emergency and Delivery vehicles get priority over regular traffic when leaving garage.


Server:

  • New Server will be added this afternoon (PDT): Asia 2!



Update 3/16/2013 - Patch 1.6

General:  
  • Turned regional Achievements back on!
  • Update so new players will go through the Getting Started Scenario only once. Those playing before the update must go through the Getting Starting Scenario once before they will see the Play menus when switching servers.
  • Fix for a gameplay crash
  • UI improvement: We increased the length of time that system alerts are displayed to enhance readability
  • Graphics: shader change to improve look of walls and parking lots
  • It’s now easier to place airport runways
  • Budget transaction optimization to increase performance
  • Update of buffers on buildings to save memory
  • Performance improvement for lower end machines


Servers:

  • Database performance upgrades to improve response times



Update 3/12/2013 - Patch 1.5:

General
  • This patch fixes an issue that was causing the game to crash.


Servers:

  • Optimizations to improve latency. The Region wall and city to city trading will be more responsive.
  • Database optimizations that will improve the success rate for connections.
  • Fixed an issue with rollbacks.  Higher chance of success and less chance of getting in a rollback loop.



Update 3/10/2013 - Patch 1.4:

General
  • Update to the “Select a Server” dialog in the game launcher. This will now indicate which servers you have active cities on
  • Fix for an issue where selection shard did not display when the previously selected server is down
  • We've fixed a problem where some players were getting stuck when switching shards in the server select menu
  • We've opened 1 new server: Antarctica



Update: 03/09/2013 - Patch 1.3

General 
  • Fix for a crash related to the highway interchanges and vehicles.
  • Traffic was optimized for complex road sections.
  • Fix for a specific case of city processing that forced players to rollback their cities to a previous state.
  • Fix for a crash some players saw when exiting their city.
  • Rapidly clicking or accidently double clicking the Claim city button will no longer create multiple regions.
  • We temporarily removed filtering by friends and maps on the Join Game screen to better support database performance. Players can still find friends' regions by going to their friends' profile pages.


Servers

  • Various database optimization to address issues with connecting to our servers
  • We added 8 additional servers!



Update: 03/07/2013 - Patch 1.2

This update to SimCity contains the following updates and fixes:
  • Fix for a crash that occurred when claiming a city in a new region on a server that was experiencing lag
  • Fix for an issue where server select would not display the last server played on if that server was currently unavailable
  • Cheetah speed has been disabled, selecting it will not cause your SimCity to run any faster than at Llama speed.
  • Implemented a fix for crashes related to the road system finding the closest point on a road
  • Fixed crashes caused by transport and pedestrian code
  • Identified and resolved a processing problem for cities with helicopters

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