Mall Tycoon 2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FAQ/STRATEGY GUIDE TO MALL TYCOON 2 game created by GLOBAL STAR SOFTWARE this guide written by SOLDYNE Version 2.00 VERSION HISTORY: 1.00 - First creation. 2.00 - Added information from reader contributions. Added information about objects and mall rating. Added information about shop effects on shoppers. Added information about new ways to cheat! Most new additional information will be contained within two sets of three asteriks: *** new info *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TABLE OF CONTENTS (TO GO TO ANY SECTION USE THE FIND COMMAND AND TYPE IN THE ROMAN NUMERAL, THE LETTER OR THE NUMBER WITH BRACKETS OR PERIODS AND GO TO THE SECTION (DO NOT PASS GO DO NOT COLLECT $200:) I. INTRODUCTION II. INSTALLING AND RUNNING III. GLITCHES IV. PLAYING THE GAME V. BASIC THEORY VI. PUTING THE THEORY TO WORK [A] BASIC MALL DESIGN [B] INSERTING STORES [CHART 1] STORE LIST *** [CHART 1.5] SHOP EFFECTS ON SHOPPERS *** [C] RESEARCH [CHART 2] RESEARCH TREE [D] EMPLOYEES [CHART 3] EMPLOYEE LIST ADMIN, SECURITY/CRIME RATING, LABORERS *** [CHART 3.5] CRIME AND CRIMINALS *** [E] OPTIMIZING INCOME [CHART 4] OPTIMIZING STORES [F] MALL RATING [1] OBJECTS AND OBJECT LIST [2] SPECIALS AND ADD ONS AND LIST [3] OTHER MALL RATING TIPS [G] CROWD LEVEL [CHART 5] ADVERTISING COSTS [H] EXPANDING VII. TIPS AND TRICKS [I] PUSHING MALL RATING/NO TRASH/NO JANITORS [J] PUSHING THE CROWD LEVEL CAP/DOUBLE INCOME [K] INFINITE MONEY *** [L] HACKING THE GAME VIII. READER CONTRIBUTIONS *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I. INTRODUCTION: Welcome to my guide on MALL TYCOON 2 (MT2). I would first like to give Global Star Software a grand "Thank You" for producing such a fun and addictive game with detailed graphics and great sound and music. Please, when you have a few minutes go visit globalstarsoftware.com and chat with us on the forums. I would first like to say that this is my first FAQ/STRATEGY guide and that all info contained herein is a culmination of hours of trial and error, observation, and shear dumb luck. All I had to go on was the manual, the game itself, and my own experience with simulation/resource managment games. If anyone finds that any info in this guide is erroneous, my explainations are difficult to understand, or you just have some new info to add then drop me a line at Soldyne@Yahoo.com and have the subject read: ABOUT YOUR GUIDE! This is because I have many filters on my email account and this will let me know that your email is worth opening. I should not have to say this but, PLEASE make sure you computer is clean of viruses and such before sending me any messages. Thank You! Now for some legal stuff: This guide is Copyrighted under law and cannot be reproduced by others without express writen permission from me. You may not link directly to this document or display a copy of it on any website. I worked long and hard to get this information and I would like to be credited for my work. A Note About Pronouns: I will tend to use masculine pronouns throughout my document. This is not intended to disrespect or in any way ostrisize the female population. It is just how I write. Thank you for your understanding in this matter. Also, knowing that this game (MT2) is NOT a Maxis game I know that the simulated people are not "sims". For all I know that term may belong to Maxis. If it is a Maxis term then I give them full credit for its coining. I, however, may from time to time refer to the simulated people of MT2 as "sims" to stand for "simulated shopper". If Maxis does not like this term used in this guide they need only contact me and I will write a revision. OK, now onto the good stuff! II. INSTALLING AND RUNNING THE GAME: On the forums for MT2 I have noticed a rather large number of people complaining that they can't install the game on thier computer or that after installation it will not run properly. Unfortunately, I can't help with the installation since mine installed just fine. But, I can give some tips on getting it to run. 1: make certain that you have the minimum requirements for the game: win 98/win Me/win XP (I have xp) 128 MB RAM (I have 256) 800 Mhz processor (I have 1.33 Ghz) 32 MB video card (I have an NVIDIA GeForce 2 MX) Direct X 8.1a or better (I have Direct X 9.1a) 450 MB of free disk space (I have tons!) 2: make certain you have all your drivers for all your hardware updated. 3: make certain that your screen resolution is set to: 800X600 and 32bit color 4: when the title screen appears there will be a drop down box in the upper left corner of the screen. make certain to set that to 800X600 and 32bit color. Even if your screen resolution matches what is in the drop down box you may still get a blank screen when you press play. I had my settings at 1024X760 and 32bit color and set the game to the same but the screen still went blank. 800X600 32bit color is the only combo that seems to work. I also had the same trouble with SimCity 4 (conflicting screen resolutions kept putting my monitor to sleep). That is the best advice I can give since doing those things got my copy up and running. III. GLITCHES DURING GAMEPLAY: I have also noticed a few glitches during normal game play. Watch out for these: 1: after playing for 15+ game years and having a 2 story mall with max crowd level, the music would stop playing and the sub menus (like the save menu) would look all messed up. trying to hit the buttons blindly caused a save file to be deleted permenantly. 2: very long loading times for large malls. give it a minute or two especially if you comp is known to be slow, before restarting your comp. 3: invisible people. when you have a thriving mall there may be so many people that some of them wont be visible. They still cast a shadow and you can see their purchases but they look like little ghosts. This may be bad if it happens to an employee especially when you need to fire him. 4: after exiting the game there is a very long unloading process which takes a few minuets. again just be patient. 5: One time I got an error message from windows after exiting MT2 saying that I was using too much virtual memory. I believe that MT2 uses quite a bit Memory during game play which is what is causing all the glitches. this is why they recommend 256 MB as opposed to the minimum 128 MB. 6: the biggest and worst glitch so far is the "Level Building Site" button in the options submenu. this will definately level your mall and clear the site of all people, employees, construction, and litter, but, it will NOT reset your salary costs! if you ever want to level your mall and start over (for instance you have made 1 million dollars and want to change your design) then i suggest putting the game on pause and deleting everything manually making sure to manually fire all employees. The best solution I can come up with is to save often and take breaks. When you take a break exit out of MT2 completely to give your computer a little rest. OK, technical stuff is out of the way. I certainly hope it was helpful! IV. PLAYING THE GAME: At this point in time I am not going to commit myself to rewriting and explaining the manual to you since you have it right infront of you and it is available online at globalstarsoftware.com. But, I do want to specify that there are two modes of play: Free Build and Scenerio This first large section of the guide will cover the strategies that can be used in either mode but will mainly concentrate on Free Build. I have not attempted the Scenerios as of yet, but when I do I will take notes and add strategies for the Scenerios at a later date. Hopefully, with the info in this edition of the guide you will be able to become a true tycoon and can conquor the scenerios on your own. *** Just as some general information here are some statistics about the game: TIME: one month on slow speed lasts about 120 seconds. one month on medium speed lasts about 60 seconds. one month on fast speed lasts about 40 second. STARTING CAPITAL: Easy mode will give you 150k Medium mode will give you 100k Hard mode will give you 50k STARTING MALL RATING BY PERCENTAGE (out of 2000 possible points): Easy mode will give you 55% Medium mode will give you 50% Hard mode will give you 45% STARTING CRIME LEVEL: Determined by your choice in the Free Build option menu. *** V. BASIC MALL TYCOON THEORY: To become a true tycoon of the mall you must first understand the basic concept behind the game's design. Of course the main idea is to build a mall with shops, have the sims spend their money and you make a profit. There is no way to win the game in Free Build mode so the ultimate goal is one that you set for yourself. It is possible, however, to lose if at any time your account goes below $0. I personally just enjoy designing for the sake of creation and my goal is to not go bankrupt. *** I make most all descriptions of the game based on the default free build option settings. I will make a note where I can remember to about what effects the settings have on the game. *** You will start Free Build mode on January 1, 2003. Your account will contain $150,000 (from now on I will refer to money without the "$" symbol because I am lazy, and I will use the letter "k" to denote thousands so, $150,000 = 150k). You are given an empty black lot on which to build your empire. The lot is 48 tiles X 48 tiles. *** You will start with 150k on easy mode, 100k on medium, and 50k on hard. *** To the North is a parking garage where you can see cars comming and going. To the West is a train station where you can see a train arriving from time to time. To the South is a bus stop where you can see sims getting off the bus now and then. To the East is a suburb of homes from where sims will walk to your mall. these sims are like real people. They have needs and desires and are willing to spend money to have those needs and desires fullfilled. The happier a sim is the longer they will stay in your mall and thus the more money they will be willing to part with. To keep sims happy you must increase your mall rating (we will discuss details later). sims also want to feel safe from criminals who arrive at your mall from time to time, so, you also need tight security. sims also dont like getting confused so an efficient mall design is essential to a profitable bussiness. Your income is totaly dependant on the sales of the stores in your mall. The more your stores sell the more money you can potentially make. For your stores to be successful they need foot traffic. The higher your crowd level the more income you get. Lets review: Ultimate goal is profit -> Profit comes from store sales -> High sales come from High crowd level -> High crowd level comes from High mall rating -> High mall rating comes from tight security, clean walkways, and an efficient and freindly mall design. So that is the basic concept. Lets move on to the specifics! VI. PUTTING THE THEORY TO WORK: [A] BASIC MALL DESIGN: to reach our ultimate goal of profit we need to work backward through our chain of dependancy from the review above. So the first idea we will work on is basic mall design. First and foremost, you should always put the game on pause while doing any construction, at least until you get the hang of things. Now, sit back and think about all the malls you have ever been in. What about their designs comes to mind? in all the malls I have ever been in there has always been an overwhelming theme of straight corridors with tightly packed stores on either side. some of the bigger malls have a huge landscaped area in the middle (which we will call an atrium). the reason for this kind of design is that straight corridors are easy to get around in, if you are always turning corners every few steps you can get lost and eventually you are spending your time trying to find the exit instead of spending your money. some basic shapes are the square, |, T, L, and the cross. Notice how these shapes have few if any corners. a good design to start off with is the | or the line. it has no corners so sims can see all the stores right when they walk in and can concentrate on shopping instead needing to look for a map. The best place to start building your mall is in the direct center of the lot. you will need to spend a little money to find it by placing floor tiles. start in one corner and place 24 floor tiles in one direction. starting on the last tile lay 24 tiles in a perpendicular direction. the last tile of the second line is the lower left corner of the four center tiles. it will be a good idea to mark these four tiles in some way and then save the game under a generic name so that you can start here again for a new mall later on. We want to start in the middle because the sims will be comming from all four directions at once and the longer they walk to get to your mall the less time they will spend in it. also starting in the center ensures optimum expansion possibilities. *** Of course, we could manipulate where the sims come from in the free build option screen. if you want all the sims to come from foot trafic you could build your mall in the East to insure easy comming and going of the sims. But, always keep in mind the idea of expansion; starting in the middle gives the best options for doing so. *** once you have found your center (breathe slowly and focus your chi...! oops), create a rectangle 10 tiles X 22 tiles. You can orrient the mall in eiter direction, i prefer to place my mall longways east and west. *** it is ok if you dont get the exact center. if my directions are too confusing then just ignore them and center your mall by sight. *** Now, go to your objects database (the hand carrying the red case, then the bench) and find the entrances. choose which one you like, they all cost the same and have no effect on game play. Place one entrance in the middle of each wall. this gives all sims from each direction a door of their very own. *** once you place an entrance you may see a cobbled path appear which will lead from the entrance to the closest area where sims will arrive from. this has no affect on game play but it is an interesting effect. *** Now go to your units database and select the single/boutique. We will disscuss the differences in gameplay of each unit later, for right now a single will do just fine. place three units in each corner making sure to position the unit so that the opening is facing the center aisle. when this is done you should have three singles, one tile, an entrance, one tile, and three singles on the top and bottom of your mall. there should be four tiles between each set of three units. North (parking Garage) _ _ _ _ _ _ _ _ _ _ E E _ _ _ _ _ _ _ _ _ _ |u u u|u u u|u u u| |u u u|u u u|u u u| |u 1 u|u 2 u|u 3 u| |u 4 u|u 5 u|u 6 u| |u u u|u u u|u u u| |u u u|u u u|u u u| | | E E E E | | |u u u|u u u|u u u| |u u u|u u u|u u u| |u 7 u|u 8 u|u 9 u| |u10 u|u11 u|u12 u| |u u u|u u u|u u u| |u u u|u u u|u u u| - - - - - - - - - - E E - - - - - - - - - - South (Bus Stop) Just as a general note: having all aisleways four tiles wide is a good idea becasue this will give the opportunity to add other objects later like ATMs, maps, plants, lights, and most importantly stairs and elevators! At this point we have our skeleton mall. Our current short term goals are as follows: 1. put stores into the units in a strategic money making way! 2. do some initial research to get our security net up and running and to make sure our floors are nice and neat. 3. fine tune our stores for optimum income. 4. continue with mid-range research to help raise mall rating and tighten security. 5. reduce crime rate to 0. 6. increase crowd level to max. 7. continue with research. 8. add objects and special additions to increase mall rating. 9. expand! 10. repeat steps 1, 3, 6, 7, 8, 9 and 10 at a moderate pace for maximum income. [B] INSERTING STORES: The store database is located under the hand with the red case, then under the symbol with three colored blocks. here we have 8 catagories of stores: (1) clothing/fashion (2) electronics (3) food (4) entertainment/media (5) health/beauty (6) home improvement (7) services (8) sports and leisure Under each catagory is another list of different types of stores. Some of the choices are grayed out right now because they need to be researched. Here is a list of all the stores in the game and any relevant info I have discovered including build cost, item price, and any known stores that help to enhance sales when they are nearby. *** I must say here that the information in the NOTES section is all based on my personal experience and observation as I have found no hard evidence to support my claims in said section. Do your own experiments and see if you can find anything new! *** [CHART 1] STORES (1) CLOTHING/FASHION STORE NAME BUILD COST@ ITEM PRICE* NOTES ------------------------------------------------------------------------------ Guys Gear 1k 100/150 one of the best starters compliments A Stitch in Time Gals Gear 1k 100/150 I can never get this one to work well Trendy Teens 1k 100/150 Kids Clobber 1k 100/150 Lingerie Glory 1k 125/175 another high profit store Footstep Shoes 1250 150/175 every mall should have one of these compliments Bangles and Bags Sport Sense 1250 100/150 compliments Total Sports Bangles and Bags 1250 150/175 compliments Footstep Shoes The Denim Co. 2k 175/200 # Luxury Leathers 2k 200/300 # Bridal Bliss 3k 500/700 # Gems n' Jewels 5k 500/700 # @ = all stores come in single unit sizes so the cost reflects one unit. * = item price makes more sense when you think of it as the cost of the average sale since many people buy more than one thing at a time. also the first number is the item price when the store is in a single or department unit and the number after the / is the item price when the store is the sole occupent of a wide or deep unit. # = must be researched (2) ELECTRONICS STORE NAME BUILD COST@ ITEM PRICE* NOTES ------------------------------------------------------------------------------ Strung Up 1k 300/400 seems to work well with Sounds Alive and Music Zone Sounds Alive 1k 300/400 seems to work well with Sturng Up and Video's and DVD's PC Power 1k 600/750 The high item price makes this a risky investment for a new mall Appliance Hut 1k 200/275 does well on its own compliments GS Furnishings and Bathroom and Kitchen Secure It 1k 100/150 Fusion Phones 3k 200/275 # Gadget Store 3k 200/275 # Alienware 3k 400/500 # (3) FOOD STORE NAME BUILD COST@ ITEM PRICE* NOTES ------------------------------------------------------------------------------ Choco Heaven .5k 60/75 great starter food store The Coffee Corporation .5k 60/80 compliments News Stand and Magazines and Bookworm Burger Place .5k 50/60 an OK store Ice Palace 1k 50/70 another good starter Pret a Pretzel .5k 50/70 only OK Virtual Pizza 1k 60/75 I have had bad luck with this one Wok and Roll .5k 90/150 # Dave's Deli 1k 60/75 # (4) ENTERTAINMENT/MEDIA STORE NAME BUILD COST@ ITEM PRICE* NOTES ------------------------------------------------------------------------------ Bookworm 750 100/150 compliments Coffee Music Zone 750 100/150 seems to compliment Strung Up The Gamer 750 150/200 should compliment PC Power News Stand and Magazines 750 50/75 compliments Coffee Videos and DVDs 1k 100/150 Seems to compliment Sounds Alive Mr. Fantazio's Toys 1k 100/150 I've had mixed results The Collectors Curios 1k 250/300 # Model Makers World 1k 150/200 # (5) HEALTH AND BEAUTY STORE NAME BUILD COST@ ITEM PRICE* NOTES ------------------------------------------------------------------------------ Skin Deep Makeup 1k 150/200 never works well for me Perfumes and Aromas 1.5k 200/275 compliments The Salon Pharmacist 1k 150/200 works great by itself compliments Dental Surgery (the dentist prescribes the meds and the pharmacist fills it) Vital Vitamins 1.5k 200/275 mixed results Dental Surgery 1.5k 200/275 compliments Pharmacist The Salon 1k 150/200 works good alone or compliments Perfumes and Aromas New Vision 1.5k 200/275 Body Beautiful 2.5k 300/400 # Health Spa 3.5k 400/500 # (6) HOME IMPROVMENT STORE NAME BUILD COST@ ITEM PRICE* NOTES ------------------------------------------------------------------------------ Bathroom and Kitchen 1k 200/275 seems to compliment GS Furnishings and Appliance Hut GS Furnishings 1.5k 300/400 seems to compliment Appliance Hut and Bath and Kitchen House Proud 1k 200/275 seem to compliment DIY Green Fingers 1.5k 200/275 DIY Hardware 1.5k 200/275 seems to compliment House Proud and Car Care Pet Supplies 1k 90/140 Fine Art Emporium 1k 300/400 # Wix-Mix Candles 1k 200/275 # (7) SERVICE STORE NAME BUILD COST@ ITEM PRICE* NOTES ------------------------------------------------------------------------------ Dry Cleaning 1k 150/200 The Photo Lab 1k 150/200 works ok on its own Postal Service 1k 75/100 A Stitch in Time 1.5k 150/200 compliments Guys Gear The Studio 1.5k 250/300 # Dragon Tattos 1k 150/200 # (8) SPORTS AND LEISURE STORE NAME BUILD COST@ ITEM PRICE* NOTES ------------------------------------------------------------------------------ Art Stuff 1k 150/200 Car Care 1k 200/275 seems to compliment DIY The Great Outdoors 1k 200/275 seems to compliment Total Sports Total Sports 1k 150/200 seems to compliment The Great Outdoors and Sport Sense Surfs Up 1k 200/275 # Sun Burst Tanning 1k 200/275 # *** World Travel 2.5k 500/750 #, I forgot this store the first time. *** Some general notes on compliments: for a store to "compliment" another they should be as close as possible like two singles touching one another or both stores sharing a wide, deep, or department unit. the touching singles should have their entrances facing the same way, back to back will not work. if two compliments are across an aisle from each other they only seem to compliment if the aisle is 2 tiles wide but i still suggest making all aisles 4 wide. some store types affect others in a negative way also. food stores generally decrease the effectivness of clothing stores. Vital Vitamins seems to be compitition for the pharmacist and News Stand seems to be competition for Bookworm. the best way to optimize your store set up is to think about the stores in a logical manner. how would you like to see stores set up in a real mall. most customers (and sims) would like all their favorite stores in the same general area so they spend all their money fast and get home to have some fun. Spending money fast is ok just so long as they spend it. Another good tip is to keep your food stores to a minimum. One thing that every sim will want to do in your mall is eat. and if they only have one choice then every sim will spend their money at least once in the food store. a bigger mall will need more food stores so sims dont have to walk all day. But, keep your food stores spread out and keep them away from the clothing. *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [CHART 1.5] SHOP EFFECTS ON SHOPPERS MC = MALE CHILD FC = FEMAL CHILD MT = MALE TEEN FT = FEMALE TEEN MA = MALE ADULT FA = FEMAL ADULT MO = MALE OLD FO = FEMAL OLD STORE NAME AMOUNT OF HAPPINES SHOPPER GETS FROM VISITING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***CLOTHING/FASHION*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MC FC MT FT MA FA MO FO Guys Gear 40 30 70 40 70 40 70 30 Gals Gear 20 40 20 80 30 80 20 50 Trendy Teens 30 30 80 80 40 40 10 10 Kids Clobber 80 80 40 40 40 40 10 10 Lingerie Glory 10 40 20 70 20 70 10 40 Footstep Shoes 30 30 30 70 50 70 30 30 Sport Sense 50 30 80 40 70 50 40 20 Bangles and Bags20 40 20 60 40 60 20 60 The Denim Co. 30 30 60 60 60 60 30 30 Luxury Leathers 20 20 60 60 60 60 30 30 Bridal Bliss 10 10 20 20 30 60 10 10 Gems n' Jewels 10 10 30 40 40 60 30 40 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***ELECTRONICS*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MC FC MT FT MA FA MO FO Strung Up 10 10 60 40 60 50 20 20 Sounds Alive 10 10 60 60 50 50 10 10 PC Power 10 10 50 50 60 60 10 10 Appliance Hut 10 10 30 30 70 30 70 30 Secure It 10 10 10 10 50 50 70 70 Fusion Phones 20 20 70 70 70 70 10 10 Gadget Store 20 20 70 20 70 20 60 20 Alienware 30 20 80 30 95 30 60 20 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***FOOD*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MC FC MT FT MA FA MO FO Choco Heaven 70 70 40 70 40 70 20 30 The Coffee 10 10 20 20 70 70 50 50 Burger Place 60 60 60 60 60 60 20 20 Ice Palace 70 70 60 70 40 60 10 20 Pret a Pretzel 10 10 40 40 60 60 70 70 Virtual Pizza 50 50 50 50 50 50 50 50 Wok and Roll 10 10 40 40 60 60 50 50 Dave's Deli 30 30 50 50 60 60 50 50 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***ENTERTAINMENT*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MC FC MT FT MA FA MO FO Bookworm 30 30 40 40 60 60 60 60 Music Zone 30 30 80 80 60 60 10 10 The Gamer 60 60 70 60 40 40 10 10 News Stand 10 10 60 60 60 60 60 60 Videos and DVDs 30 30 60 60 60 60 50 50 Mr. Fantazio's 80 80 60 60 30 30 10 10 The Collectors 10 10 30 30 30 30 60 50 Model Makers 40 20 60 40 60 40 60 40 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***HEALTH AND BEAUTY*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MC FC MT FT MA FA MO FO Skin Deep Makeup10 10 20 70 20 70 20 50 Perfumes 10 10 10 70 10 70 10 50 Pharmacist 10 10 30 30 50 50 70 70 Vital Vitamins 10 10 20 20 40 40 70 70 Dental Surgery 20 20 50 50 50 50 60 60 The Salon 30 30 50 70 50 70 20 50 New Vision 10 10 50 50 50 50 70 70 Body Beautiful 10 10 30 30 70 70 20 20 Health Spa 10 10 30 30 70 70 20 20 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***HOME IMPROVMENT*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MC FC MT FT MA FA MO FO Bathroom and 10 10 30 30 60 60 40 40 GS Furnishings 10 10 30 30 40 40 40 40 House Proud 10 10 30 30 50 50 50 50 Green Fingers 10 10 30 30 60 60 60 60 DIY Hardware 10 10 30 30 60 30 60 30 Pet Supplies 10 10 30 30 50 50 60 60 Fine Art 10 10 10 10 50 50 30 30 Wix-Mix Candles 10 10 30 30 40 40 30 30 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***SERVICE*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MC FC MT FT MA FA MO FO Dry Cleaning 10 10 20 20 40 40 30 30 The Photo Lab 20 20 50 50 60 60 40 40 Postal Service 20 20 50 50 50 50 50 50 A Stitch in Time10 10 40 40 60 50 70 30 The Studio 20 20 40 40 40 40 40 40 Dragon Tattos 10 10 40 40 40 40 10 10 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***SPORTS*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MC FC MT FT MA FA MO FO Art Stuff 40 40 40 40 50 50 40 40 Car Care 10 10 10 10 70 30 60 30 The Outdoors 10 10 20 20 60 50 60 20 Total Sports 50 30 60 30 60 50 30 30 Surfs Up 20 20 70 40 60 40 10 10 Sun Burst 20 20 40 60 50 60 20 30 World Travel 10 10 30 30 50 50 50 50 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *** Getting back to our starter mall from above, I will suggest the following stores (notice that the units in the blue prints above (copied below also) are numbered left to right): North (parking Garage) _ _ _ _ _ _ _ _ _ _ E E _ _ _ _ _ _ _ _ _ _ |u u u|u u u|u u u| |u u u|u u u|u u u| |u 1 u|u 2 u|u 3 u| |u 4 u|u 5 u|u 6 u| |u u u|u u u|u u u| |u u u|u u u|u u u| | | E E E E | | |u u u|u u u|u u u| |u u u|u u u|u u u| |u 7 u|u 8 u|u 9 u| |u10 u|u11 u|u12 u| |u u u|u u u|u u u| |u u u|u u u|u u u| - - - - - - - - - - E E - - - - - - - - - - South (Bus Stop) 1 Pharmacist 2 Dental Surgery 3 Ice Cream Palace (my logic here is that a sim will find out he has a tooth ache when he eats the cold ice cream, then he goes to the dentist and has surgery, now he needs his pain meds so he goes to the pharmacist) 4 Guys Gear 5 A Stitch in Time 6 Footstep Shoes (the logic here is a guy buys a nice suit but needs it tailored and what goes well with a nice suit other than a nice pair of shoes) 7 Music Zone 8 Strung Up 9 Sounds Alive (the logic here is a sim hears a nice song on the sound system, then goes next door to get the sheet music or an instrument to play it, then goes to the music cd store so he can listen to the song on his new sound system while he trys to play the song at home on his new instrument) 10 Total Sports 11 Sport Sense 12 Bengals and Bags (while the husband looks at sport stuff the wife can buy a new purse) For now keep the game paused and dont touch the sales cut or rent just yet. of course you can do what you want, but this is the setup I used to do all my research for this FAQ/STRATGUIDE so I know it works! ;) Notes on Unit sizes: There are 4 unit sizes: single, wide, deep, and department. A single is a 3x3 unit, a wide is two singles side by side, a deep is two singles front to back, and a department is four singles arranged in a square. the single is your basic unit, it costs 1k and you will use this a lot! the wide and the deep both work the same way. They both cost 1.5k (save 500 over using two singles). you can either put two seperate store types together or you can fill it with one store type to make one big store. having two types is great if they compliment each other because there is no annoying wall between them like there is with two singles. So, your sims can enter one and go straight to the other for uninterrupted shopping. The disadvantage here is that even though they are treated as seperate stores when you set the rent and sales cut rates it sets it for both stores. so, if one of the stores is not doing as well as the other one you have to lower the rent for both and lose out on the extra income from the one that is doing well. if both the stores are the same then it is treated as one big store. The advantage here is that the item price goes up so your sims must pay more for the item they want. the increase isn't so much to dissuade your sims from buying and it is high enough to gain decent profit. the dissadvantage though is that the rent for the store is doubled since it is twice a big. this means it must sell twice as much as a single or it will begin to fail. I would only suggest using a wide or deep when your mall is going strong and then experiment. The department unit is quite odd. It will cost you 2k (a bargain over 4 singles). you can place up to 4 different stores together or any combination of stores up to 4. the advantages here are the same as the ones for wides and deeps with different store types so long as you are using compliment stores (4 stores in close proximity with no walls to slow down sims) the down side is that if you place 4 stores of the same type it will not recognize it as one big store so you still have to keep track of 4 seperate stores all with the same name (of course you could change the names) and the item price does not increase. also if you place 4 of the same store type in a department then each store will act as compitition for the others. I would only recomened putting four different types in a department unit, but, hey, it is your mall :). there is another advantage to the department store in that it will help increase potential crowd level. But, I will get into that later in a different section. For now that is all we need to know about stores and placement. Later we will disscuss rent, sales cut, maintenance and making a profit. [C] RESEARCH AND DEVELOPMENT Employees and research go hand in hand. Your employees are the ones that do the research and you just give them extra money to get it done. In this section I will only disscus employees as they relate to the research tree. In the next section I will get into detail about how to use the employees effectivly. To find the employee/research database, click on the hand holding the brown case and then click on the button with the picture of people on it. in this submenu you will see three buttons; a mop, a security camera, and a pen. The mop is for your maintenance workers like janitors, handymen and gardeners. These guys keep your mall working and clean. the camera is your security workers. these guys are essential for keeping criminals at bay and making your sims feel safe while they shop. finally the pen is for administrative personnel. these guys are the paper work manager types. they provide a lot of the research needed to find the other jobs in the first place and they also contribute to mall rating (a very good thing!). When you first start the game the only employee you have available is the personnel assistant. She can do research, initially, for four more employee positions; greeter, personnel officer, hired goon, and cleaner. to begin research click on the item to right of the employee you wish to research then click on the button beneath it (it has a clip board with paper on it). as long as the game is unpaused you will see a pink bar fill up under the research title. when the bar is full you have discovered something new! you may research as many topics as you like so long as you can afford the research costs. costs will begin to steadily increase the more advanced the research becomes. I have compiled below an exhaustive list of all the research topics and how to get to them. remember i had to do this on my own during normal game play with a working mall to fund the research and even though I could have done many topics at once I had to do it one at a time so I could find out what topic was a prerequisite for what. Some of my info may not be entirely accurate,but, it is a complicated tree. if anyone finds that my tree is flawed please let me know. [CHART 2] RESEARCH (D) = Default topic/no prerequisite other than the employee himself (E) = Topic gives access to new employee type (O) = Topic gives access to new objects (N) = Topic gives a general enhancement to mall/imporves mall rating (SP)= Topic gives access to special additions to the mall (S) = Topic gives access to more store types TIME = The amount of real time in seconds to complete the research at the slowest speed. At medium speed the time is reduced by 1/2, thus 60 seconds becomes 30 seconds. At fast speed the time is reduced by 1/3, thus 60 seconds becomes 20 seconds. EMPLOYEE DOING THE RESEARCH RESEARCH PRE- TOPIC REQUISITE COST NOTES TIME(SECONDS) ------------------------------------------------------------------------------- PERSONNEL ASSISTANT Personnel Officer (D) 2K (E) 120 Greeter (D) 1K (E) 60 Hired Goon (D) 1K (E) 60 Cleaner (D) 1K (E) 60 Mall Mgr (Personnel Off.) 4K (E) 120 (This will also reduce upkeep cost on units) Janitor (Mop and Bucket) 4K (E) 120 GREETER Public Relations (D) 3K (E) 120 Promotional Leaflet (D) 1K (N) 60 Free Gifts (Promotional 2K (N) 90 Leaflet) PUBLIC RELATIONS Child playroom (D) 5K (SP) 120 Customer Advice (D) 5K (SP) 180 PERSONNEL OFFICER Gardener (D) 4K (E) 120 Rent a Cop (Thug Training) 3K (E) 90 Handyman (Janitor) 4K (E) 90 Security Guard (Radios) 5K (E) 150 Designer (Mall Manager) 4K (E) 150 Engineer (Handyman) 8K (E) 150 Mall Police (Handguns) 8K (E) 150 HIRED GOON Thug Training (D) 2K (N) 60 CLEANER Mop and Bucket (D) 1k (N) 60 Trash Cans (D) 1k (O) 60 Sanitation Engineer (Mop and Bucket 3K (E) 90 SANITATION ENGINEER Graffiti Remover (D) 2K (N) 90 Bathrooms (Plumbing) 4K (SP) 90 Baby Changing (Bathrooms) 4K (N) 90 JANITOR Floor Polisher (D) 3K (N) 60 Auto Floor Cleaner (D) 2K (N) 90 MALL MANAGER Bowling Alley (D) 20K (SP) 120 Cinema (D) 15K (SP) 120 Marketing (D) 5K (E) 120 ATM (Retail Mgr) 4K (O) 60 Bank (Retail Mgr) 15K (SP) 120 Arcade (Retail Mgr) 8K (SP) 60 Restaurants (Retail Mgr) 10K (SP) 120 MARKETING Retail Mgr (D) 5K (E) 150 Brand Licence (Retail Mgr) 20K (N) 120 Internet Cafe (Retail Mgr) 5K (SP) 150 RETAIL MANAGER Leisure (D) 8K (S) 150 Service (D) 8K (S) 150 Exotic Food (D) 8K (S) 150 Health (D) 8K (S) 150 Arts (D) 8K (S) 120 Hobbies (D) 8K (S) 120 Electronics (D) 8K (S) 150 Fashion (D) 8K (S) 120 DESIGNER Atriums (D) 5K (SP) 60 Lamps (D) 1K (O) 30 Sculptures (D) 4K (O) 30 Maps (D) 1K (O) 30 Rides (Engineer) 4K (O) 60 Fountains (Plumbing) 8K (O) 90 GARDENER Landscaping (D) 5K (O) 150 Flowers (D) 2K (O) 60 Shrubs (Flowers) 3K (O) 60 Trees (Shrubs) 6K (O) 90 Cactus (Trees) 8K (O) 120 Tropical (Cactus) 10K (O) 120 RENT A COP Radios (D) 4K (N) 90 Batons (D) 3K (N) 90 SECURITY GUARD Electronic Tags (Engineer) 8K (N) 120 Metal Detectors (Engineer) 8K (N) 120 Security Cntl Rm (Engineer) 15K (N) 150 Handguns (Sec Cntl Rm) 15K (N) 120 Security Cameras (Sec Cntl Rm) 10K (O) 150 HANDYMAN Workshop (D) 5K (N) 120 Wall Insulation (D) 3K (N) 90 (This will also reduce upkeep cost on units) Object Repair (D) 3K (N) 90 Plumbing (Workshop) 3K (N) 100 Lighting (Workshop) 2K (N) 90 MALL POLICE Advanced Training (D) 5K (N) 150 Police Cntl Rm (D) 30K (N) 150 Under Cover Cop (Advanced Train) 40K (E) 240 UNDER COVER COP Criminal Database (D) 40K (N) 240 ENGINEER Solar Panels (Workshop) 7K (N) 120 (This will also reduce upkeep cost on units) Natural Lighting (Workshop) 2K (N) 120 Automatic Doors (Workshop) 3K (N) 90 Lifts (Workshop) 20K (O) 150 Escalators (Workshop) 12K (O) 120 Heating (Plumbing) 3K (N) 100 AC (Plumbing) 3K (N) 100 ------------------------------------------------------------------------------- TOTAL COST - 559K (D) = Default topic/no prerequisite other than the employee himself (E) = Topic gives access to new employee type (O) = Topic gives access to new objects (N) = Topic gives a general enhancement to mall/imporves mall rating (SP)= Topic gives access to special additions to the mall (S) = Topic gives access to more store types Now back to our mall in progress. Find your Personnel Assistant and select the Personnel Officer, Hired Goon, and Cleaner and start researching all three at once. We dont need the Greeter right now and she is not a prereq for anything important. Make sure to unpause the game to get the research going. I suggest putting the speed on slow speed (there are three speeds) until you get the hang of things. while you are waiting for the Hired Goon to be researched you may get a message that a criminal has entered the mall. dont worry about it. most of the time a criminal will get to the mall before you can get a chance to place your first gaurds. It happens to us all ;) when your research is done a nice ding will sound and a message will appear at the bottom of the screen saying what has been completed. Now pause the game again and get ready to hire some employees! [D] EMPLOYEES As stated above there are three types of employees: laborers, security, administrative. first I will list all the employees by type then I will discuss the function and strategic use of each. [CHART 3] EMPLOYEES AREA OF VISUAL RANGE/ NAME SALARY/MONTH RESPONS. SKILL ------------------------------------------------------------------------------- (ADMINISTRATIVE) PERSONNEL ASSISTANT 200 N/A N/A GREETER 100 N/A N/A PUBLIC RELATIONS 200 N/A N/A PERSONNEL OFFICER 400 N/A N/A MALL MANAGER 1K N/A N/A DESIGNER 400 N/A N/A MARKETING 500 N/A N/A RETAIL MANAGER 600 N/A N/A (SECURITY) HIRED GOON 100 5X5 2 RENT A COP 200 7X7 4 SECURITY GUARD 400 10X10 6 MALL POLICE 1K 15X15 8 UNDERCOVER COP 2K 20X20 10 (LABORERS) CLEANER 100 5X5 25 SANITATION ENGINEER 200 7X7 50 JANITOR 400 10X10 75 HANDYMAN 400 5X5 25 ENGINEER 1K 10X10 75 GARDENER 300 10X10 50 ------------------------------------------------------------------------------- TOTAL SALARY 12k per month (1 each admin + 4 sec gaurd + 4 Janitor + 4 Engineer + 4 gardener) VISUAL RANGE is for the security personnel. that is the range within which they can spot a criminal and have him arrested. for the money and range, security gaurds are my favorite. SKILL is for the laborers. this is the efficiency and speed at which they perform thier duties. the higher the number the better. As you can see it takes quite a mall to make a profit with 12K in salaries per month. If you dont have any electronic objects or plants you can forego the Engineers and gardeners which knocks the monthly salaries down to about 7K. If you forget about the admin then you have a reasonable 3K in salaries but you risk having a lower mall rating. decisions decisions ;) ADMINISTRATION EMPLOYEES: the only reason to ever hire one of these guys is to increase mall rating. I list their area of responsibility as Not Applicable since they will walk freely over the entire surface of whatever floor you happen to put them on. every once in a while they will bump into a sims and have a chat and make the sims more happy. if you right click on an employee while they are walking around you will see on the submenu a number that says tasks completed. this number is the number of sims they have spoken to since you hired them. since the bar graphs in the game do not give specific numbers I cant tell by how much a certain employee will raise the Mall rating. experimentation is the best course of action. I generally dont hire any until late in the game when I can afford them. to be honest, mall rating is not too hard to raise, so, you may not ever need one at all. its all up to you. SECURITY EMPLOYEES: (first note that crime rate can be viewed by pressing the button with the brown case, then the button with the red doors. there will be a sub menu that has many bar graphs. the three graphs in the lower left corner show mall rating, crowd level, and crime rate. these graphs dont give exact figures you will have to do your best to guess) *** crime rating can also be adjusted in the free build option menu before the game begins. the level you set the initial bar is the level of crime you will start with. in the following explaination i use the default setting. a higher initial crime lvl will require more security research to eliminate. *** These guys should be your number one priority in the begining of the game. Our first goal is the Security Guard. Here is the plan to rush right to him: Personnel Assist -> Hired Goon -> Thug Training -> Personnel Off. -> Rent a Cop Rent a Cop -> Radios -> {personnel officer} Security Guard they are a little expensive early on in the game and if you find that rushing is too taxing on the coffers then stick with rent a cops and research radios and batons to make them more effective. you really need to replace those lazy goons as soon as possible. I have watched a criminal walk right in front of a hired goon on many occasions and the goon did nothing. what do you expect for 100 a month? the key to good security for a low price is to hire at least as many security personnel as you have entrances to your mall. place one guard near his own entrance. dont worry if their are areas of the interior that are not covered by gaurd patrols. remember if the gaurd is always standing at the door then they should see the criminal as soon as they walk in, and if they sneak in they still have to get out. as far as I have seen, if a criminal steals from a store and is caught then you get your money back. please correct me if I am wrong. For security personnel the task completed number refers to the number of criminals that guard has caught. In our mall in progress we have four entrances; North, South, East, and West. If you have four Security Guards standing post at each doorway your crime rate will be nearly 0. to get all the way to zero you must get the Engineer and then research electronic tags, metal detectors and security control room. after that your security will be so tight that criminals wont even bother to show up. If you decided to expand the first floor later and end up with more entrances then you must add more guards or your crime rate may sneak back up on you. always watch the crime rate and make adjustments when needed. *** A FEW NOTES ON CRIME: there are different levels of criminals that can enter you mall. higher levels of criminals are more difficult to catch and require better security. everytime you get a message that says: "Your lax mall security is attracting more dangerous criminals" then a new level of criminal has been acheived. [CHART 3.5] CRIME AND CRIMINALS TYPE OF CRIMINAL CRIME SKILL NOTES ----------------------------------------------- Punk 50 Has a colorful mohawk Thief 100 wears black and white stripes Convict 200 wears orange jumpsuit Shop Lifter 300 looks like a regular sim Cat Burglar 400 wears all black Goodfella 500 wears a suit and tie Crime level and criminals, as far as i can tell, have no effect on mall rating. However, each criminal counts as a sim in your mall. later on we will disscuss population caps. but for now, just understand that the more criminals you have in your mall the less sims there will be to do shopping. *** LABORING EMPLOYEES: Our next and final catagory is the working class. there are thee subtypes of laborers: sweepers, fixers, and the gardener. The gardener is essential if you plan to have any landscaping or flora in your mall. such things are good to improve mall rating but they require watering by a gardener or they begin to wilt and attract flies (which lowers mall rating). when placing a gardener make sure his area of responsibility contains as many flowers as possible and make sure he can reach them via normal pathways (i.e. he cant walk through walls or into stores). if you cant contain all the flowers in one radius either higher another gardener for 300 a month or move or delete the offending plants. his number of tasks is plants watered. The fixers include the handyman and the engineer. these guys keep all your electric objects up and running (i.e. ATMs, Phones, escalators, rides, etc). try to refain from placing any electronic objects before you have a fixer to maintain it or else you will start to see it smoke when it breaks down. also you must research the Object Repair topic under Handyman before they will fix anything. i prefer to use the engineer because he has much better skill and has a much larger area of responsiblity (compare 5x5:25 to 10x10:75 that is more than 4 times the coverage for about twice the cost). number of tasks is number of objects repaired. The sweepers should be your second priority. they keep the walls free of graffiti (put on by criminals) and your floors free of trash. the Janitor is my pick due to his large area (10x10) and better skill (75). place a few strategic trash cans you can reduce the amout of litter that appears on the ground. make sure that when placing sweepers that their areas at least touch if not overlap, you dont want to miss a single piece of trash. each piece serves to lower your mall rating. you could, if you wanted to, just simply delete the offending pieces of trash but trust me when i say that you will want to spend your time doing better things than delete litter all day. the sweepers are a good investment for their cost. number of tasks is pieces of litter swept. NOTES ON ALL EMPLOYEES: except for personnel who dont have an area of responsibility an employee may walk out side of your building from time to time so long as it is within his area of responsibility. this is ok especially for janitors since litter and graffiti can occur outside of your building. always remember that "your mall" refers to the entire 48x48 black area not just the buildings you build. All employees and sims alike have the freaky ability to walk through solid matter. thats right, they walk through objects which you place on the floor. this is bad from a graphic stand point as it does not look good. but, from a game play stand point this is great because you can add objects to every tile for maximum mall rating and not interrupt the flow of traffic. Unlike sims, employees cannot enter shops. keep this in mind when planning areas of responsiblity. you can however center an employees area of responsiblity inside a shop to optimize his walking area he just wont be able to walk in every tile and that is ok. to fire an employee (either due to budget cuts, or upgrading to a more efficient position) you should pause the game and then you must search through your mall looking for the offending employee. once discovered you can right click on his head and you will see a submenu popup in the upper right of the screen and you will see his current area outlined in blue. to fire him just click on the red button and he is canned. to reposition him hit the blue button and move him to a new area. [E] OPTIMIZING INCOME: Now for the topic most of you have been waiting for (of course if you skipped right here then you havn't been waiting long;) first lets disscus the topic of money managment. your income is based on two things: shop rent, and sales cut. shop rent is set in the individual stores submenu. the rent charged is per tile that the store occupies; so a store in a single is charged "rent" x 9 tiles, a wide or deep with one store type is charged "rent" x 18 tiles, etc. Rent income is charged at the end (or beginning) of every month. this means that rent income happens all at once at set intervals and happens at the same time as all your expenses are charged. sales cut is a bit odd and affects item price. no matter what you set sales cut to the store will always get the original item price for each sale which goes to ward its own income and profit. but what happens when sales cut is increased past 0% is that you as the owner of the mall are increasing the item price of the store by adding your sales cut to the item. this increase is passed on to the sims. heres an example. gals gear has a base item price of 100 at 0% sales cut. by setting sales cut to 25% the item increases to 125, so for every sale the sims pays 125, the store gets 100 and you 25. at 50% the item price is 150 and 100% the item price is doubled. *** sales cut income happens as the sims make purchases. the more purchases being made the more money you will get over time. be careful with this income. if you are getting a lot of sales cut income during the month you may be tempted to overspend. if your rent income is not enough to counter act your outgo then you could end up facing bankrupcy. just be careful in the begginning and try to not overspend. *** for stores their income is based entirely on the amount of sims that enter their store and have enough cash to purchase the item. (if you watch the sims closely you will notice that there is a delay between an item purchased and when it is recorded, the purchase will not be recorded until the sims has left the store. your outgo (opposite of income) is determined by many factors. salary: the more employees you have the higher the salary payments you must make. salary and upkeep are the two most draining outgos to worry about. upkeep: just like a shop pays rent you pay upkeep on each unit type you have built (even if a store is not in the unit you still must pay upkeep for it). think of upkeep as providing water, power, phone utilities, store stock and clerk salaries to run the store. upkeep is based on the following: single 10x9 = 90/month wide/deep 10x18 = 180/month department 10x36 = 360/month (with mall manager upkeep is reduced by 1 per tile) (with Insulated walls upkeep is reduced by 1 per tile) (with solar panels upkeep is reduced by 2 per tile) (all above research is cumulative for a a total of -4 to upkeep/tile) so long as the store which occupies the unit has rent set to its upkeep amount you will not have to worry about upkeep costs (but you wont make a profit either). the default rent for a store is equal to the current upkeep cost per tile. next is construction costs. this is of course variable depending on how much you build from month to month. then advertising costs (we will disscuss this more in the MALL RATING section). the research costs. once research is complete the total costs will always be the same: $559,000 for all research!!! finally loan repayment. loans are a little complicated to explain so i will suggest that you learn loans through doing. if you follow my suggestions in this FAQ then you should never have to worry about taking out a loan. of course a true mall tycoon will learn to take advantage of everything this game has to offer and use it to his best advantage. right click on any of your stores and you will get a submenu that details that store. on the left side of the submenu you will see a three dimensional rotating picture of the store. on the right you will see a chart with numbers. [a row goes across and column goes up and down] the first column shows the stores figures for the current month which are constantly being updated (so long as the game is unpaused) the second row shows the cumulative figures for the current year. and the third column shows the cumulative figures for the store since it was built. the first row shows the stores total income the second row shows the profit the store has made (income minus rent) the third row shows the total number of shoppers that have visited that store. below the chart are two sliding scales: the pink tag is the sales cut scale, the open book is the rent scale. to the right of the scales are the item price and the green check mark and red "X". there are other features in this menu but they are unimportant to income (as far as I know). the default settings for the sliding scales are: sales cut = 0 %, and rent = upkeep cost for the unit. the important thing to realize about rent is that it is the amount of money that the store must pay for each tile that it occupies. so a single will cost $90 rent per month ($10 x 9 tiles). rent will be deducted from a store at the start of every month, sales will come over the period of the month as customers arrive. *** it has been brought to my attention by various readers of my FAQ that the store is indeed owned by a sim. The store profits go to that sims personal savings and after a while of profit making the store owner will retire and give you a nice bonus (about 5k) as a thank you for giving him an early retirement. at which time the store will be deleted. i prefer not to let a store make profit since his profit is my loss. yes it is evil in a way, but, he is only a sim, what could he possibly do with the money? i have a mall to run after all! *** OK HERE IS THE STEP BY STEP MONEY MAKING STRATEGY! PAY ATTENTION! STEP ONE: SET UP For now keep the rent and sales cut at default. make sure all stores are at the default settings and then put the game on play (whatever speed you feel comfortable with). after 6 months game time pause the game. right click on any store and check its total profits (the last column second row). if total profits is 1K or greater then set sales cut to 100 % and rent to $10 (regardless of default setting). follow these steps for all stores in your mall. if any store has not achieved 1k in profits by the 6th month then do nothing to that store. STEP 2: WAIT FOR SLOW STORES TO CATCH UP let the game run for another 6 months. then check all stores again. if you placed your stores well and designed your mall well then all stores should be at the 1k total profit mark after one year. STEP 3: OPTIMIZE YOUR STORES now the goal is to totaly optimize each individual store for maximum income. at this point there is no "time limit" to check stores. you simply check each store when you feel the need to. what we are checking for is either an increase in total profits, a decrease, or no change. so long as sales cut is 100 % and rent is $10 and there is no change in total profit (give or take a few dollars over time) then the store is optimized and is making money for you. if the stores total profits are declining then it is possible that the store is in a bad place, the mall design is flawed, the mall rating or crowd level is too low or there's two stores next to each other that dont mesh well. first try reducing the rent to 0 and sales cut still at 100. then let it run a while. when total profits reach 1k agian put it back to rent of 10. if store is still having trouble then delete it and try a different store or delete it and try adding some objects or a special addition to increase mall rating and to attract new customers. if the stores total profits are increasing this is a great sign! follow the following chart to optimize the income from this store. (sales cut should always be at 100 %): [CHART 4] OPTIMIZING INCOME: STORE TOTAL PROFIT RANGE RENT TO CHARGE ------------------------------------------------- 1K 10 5K 20 10K 30 15K 40 20K 50 it is a good idea not to charge over 50 for rent (unless the store is just raking in the dough like crazy). of course you can always experiment and see what works for you. if at any time you have rent set to 20 or more and the store starts to constantly lose profit then reduce the rent by 5. this should keep the store profit stable and a store that has these settings and no additional profits is optimized for best income. generally, once a store is optimized it can operate indefinately without supervision. but a good manager will always check in from time to time just to be sure. STEP 4: CHECK MALL PROFIT at this point all your stores should be well on their way to making you rich (or at least financially stable). now we must find out if the mall itself is making $$. go to your main menu in the upper left corner, click the brown case, then click the stack of money. this is a very important screen. get to know it well. if you spend a few minuets looking over it you will understand it. this is an itemized list of all income and expenses your mall is going through. for beginners hit the button on the right side that has an open calendar on it. this will list all your income and expenses for the current month. when a new month begins look at the figures on the left side so long as all those figures are in the positives before the new month is over then you are making money. YIPPEE! STEP 5: OPTIMIZE YOUR MALL if you are not making money and all your stores are optimized then you need to find out what the problem is. if your mall is new then chances are you have too many employees or too many expensive employees. your rent income should more than cover your maintenance income, and your sales cut should be surpasing your salary. if your mall is older and more established then perhaps you are advertising too much (try cutting down on different types of adds until you notice a loss of crowd level), or maybe you have a large loan payment to make. if it is the loan payment then try to wait until it is paid off then determine if you are making money. in our example mall, after about 5 game years you should have a decent mall going (without expansions). you should be making about 1k-3k per month. it does not sound like a lot but it is a small starter mall so dont expect too much. other strategies to consider: knowing that sales cut affects the item price and thus affects your sims you should be careful about what kind of sims are attracted to your mall. setting high prices will attract rich sims while low prices will attract poor sims. to get your rich sims to stay you must have a high mall rating to keep them there long enough to get all there money. [F] MALL RATING: So far in this document "mall rating" has been mentioned 20 times! i guess it must be important...! IT IS! High mall rating ensures that your mall is desireable by the local populace which not only means that you get "free advertising" by word of mouth but when sims arrive they want to stay and are more likely to spend more. also mall rating can be used to determine how well you are doing at managing your mall. *** all malls have 2000 mall rating points to work with. The bar graph in the submenu will not tell you your exact number of points so you just have to go with a percentage approxamation. This number is useful though when planning out objects and special additions to your mall. unless you have a grand vision there is no point in over indulging your mall with unneeded objects. your mall rating will start at a level determined by the difficulty level you specifiy in the free build option screen. *** easy - about 55% medium - about 50% hard - about 45% 0% - 24% = local citizens consider your mall an eyesore 25% - 49% = your mall is generally disliked 50% = your mall is average 51% - 74% = your mall is generally liked 75% - 100% = local citizens condsider your mall superb *** oddly enough it is more difficult to lower mall rating than it is to increase it. this is a good thing though, it makes your job easier. just for the sake of completeness, i was only able to get an eyesore mall by starting on hard difficulty (no crime at all), then building lots of stores and lots of objects to attract lots of people. then when all the people had completely trashed my mall with litter, i deleted all the objects and my mall rating plummeted to 0. all the people left and i was left with a landfill! it still took me 6 years to get a 0 mall rating and i was trying to get it. *** so you have an average mall? lets change that! [1] OBJECTS: Objects are essential to mall rating. No one likes to spend money, including sims. But, if your sims have objects to look at, play with and interact around then they can become distracted and are thus not thinking about all the money they just wasted on that new pair of high priced speakers from Sounds Alive! *** Thanks to J-F Bilodeau (one of my many readers) i now have access to the code (well most of the it) and can give information about specific values to mall rating for different objects. as it turns out some higher priced objects do not give more mall rating. although, similarly priced objects are generally equal in mall rating. Also, every object's and special addition's mall rating is cumulative. so, if you have 4 columns in your mall you would have a bonus of 20 (mall rating of 5 each times 4 columns) added to your current mall rating. as a general rule of thumb for most objects, the mall rating bonus is equal to the objects cost/100. thus an object costing 1k will give a bonus of 10 to mall rating. this is not true of all objects but is for most. also, objects can be located anywhere in the mall and in any order or fashion. the sims dont care how the objects are laid out only that they are present. *** 0. General Format item name: number of items in this catagory : price of each item : : size of item : pre-requisite research : special care : : mall rating: : notes on item class. Your objects are located under the red case button, then under the bench button. 1. stairs stairs : 3 : 1k, 1.5k, 2k : 4x1 : (D) : n/a : 4,6,8 escalator: 2 : 2.5k : 4x1 : (Engineer->escalators): repair : 10,12 elevators: 2 : 4k, 6k : 2x1 : (Engineer->lifts) : repair : 16,24 you must build a second floor BEFORE placing a set of stairs. escalators allow your sims to travel without getting tired but you need a set of escalators for every floor and an engineer to fix them. one elevator however will work for all 10 floors but still needs an engineer. also notice here that there are two escalators for 2.5k each but one gives more mall rating. 2. entrances : 12 : 100 : 2x2 : (D) : N/A : 0 these are needed to allow sims into your mall. if you dont have any a message will prompt you to build at least one. these can only be placed on outside walls, however, if you build one on an outside wall and later expand the old entrance will remain until you delete it (i think it looks nice as a seperater between sections of the mall). 3. benches : 6 : 350 : 1x1 : (D) : N/A : 3 4. tables : 5 : 250 : 1x1 : (D) : N/A : 2 5. columns : 6 : 550 : 1x1 : (D) : N/A : 5 6. phones : 4 : 300, 400, 500, 1k : 1x1 : (D) : repair : 4 7. kiosks : 5 : 450 : 1x1 : (D) : N/A : 4 kiosks are small areas where sims can get pamphlets and look at posters for information. here we have 4 phones of differing price but all give a mall rating of 4. 8. signs : 10 : 150 : 1x1 : (D) : N/A : 1 signs give info on the location of other objets like phones, restrooms, etc. although i dont really think the sims every read the signs :P 9. trash cans : 6 : 200, 300, 350, 400 : 1x1 : (Cleaner->trash cans) : : N/A : 2 these seem to reduce the amount of litter generated by the sims. 10. maps : 5 : 350 : 1x1: (Designer->maps) : N/A : 3 11. ATMs : 4 : 500, 800, 1k : 1x1: (Mall Manager->ATMs) : repair : 5 these allow your sims to access their bank accounts and thus can spend more money. however, i have never really observed a sim using it. the bank is the only place that i am certian that a sim can gain more money to use in your mall. 12. lights : 5 : 600 : 1x1 : (Designer->lights) : repair : 6 13. sculptures : 5 : ~1k, ~1.5k, ~2.5k, ~5k, ~10k : 1x1 : (Designer->sculptures) : N/A : 10, 15, 25, 50, 100 14. rides : 6 : 1k : 1x1 : (Designer->rides) : repair : 10 15. flowers : 10 : 300 : 1x1 : (Gardener->flowers) : water : 3 16. shrubs : 5 : 1k : 1x1 : (Gardener->shrubs) : water : 10 17. trees : 10 : 700 : 1x1 : (Gardener->trees) : water : 7 18. cactus : 5 : 500, 1k : 1x1 : (Gardener->cactus) : water : 5, 10 19. tropical : 5 : 1.5k : 1x1 : (Gardener->tropical) : water : 15 20. security cameras : 1 : 1k : 1x1 : (Security Guard->security camera) : repair : 10 21. fountains : 8 : 1k, 2.5k : 1x1, 2x2 : (Designer -> fountains) : repair : 10, 25 22. landscaping : 4 : 25 : 1x1 : (Gardener -> landscaping) : N/A : 0 this is actually a really expensive form of floor tile. however, if an object is already placed then you cant landscape, but, you can place another object on top of landscaping. (does not require maintenance). [2] SPECIALS/ADD ONS: this section covers items that are as big as a store but provide no income. they really help with mall rating and some provide other benifits as well. Specials and add ons require no maintenance or upkeep, but can affect shoppers in different ways just like a shop can. 0. General Format : number of items : cost : size : research : mall rating : MC : FC : MT : FT : MA : FA : MO : FO 1. atriums : 6 : 1.5k : 8x8 : (Designer -> atriums) : 10 : affects all shoppers to same : these are the largest things in the game. these are essential to gaining a high mall rating. when you have an atrium you can do mall promotions (which will be covered later). these are best used as a center piece of the mall. they can only be placed on the first floor. 2. services : 5 : small restroom : 300 : 1x1 : (Sani Eng - Restrooms) : 1 30 30 30 30 40 40 70 70 large restroom : 500 : 2x1 : (Sani Eng - restrooms) : 2 30 30 30 30 40 40 70 70 Child playroom : 1050: 3x3 : (Pub Relat- Child playroom) : 4 70 70 0 0 0 0 0 0 Customer Advice: 1050: 3x3 : (Pub Relat- Customer Advice): 4 0 0 30 30 40 40 50 50 Bank : 1050: 3x6 : (Mall Mgr - Bank) : 4 0 0 40 40 70 70 50 50 the bank is essential to a thriving mall. if the mall rating is high enough then sims wont want to leave. if they spend all of their money then they are taking up space. banks give sims a chance to gain more money and thus spend more money. 3. restaurants : 4 : italian : 1.5k : 4x5 : (Mall Mgr - restaurants) : 2 0 0 40 40 60 60 40 40 chinese : 2k : 4x5 : (Mall Mgr - restaurants) : 3 0 0 40 40 60 60 40 40 bar : 1.5k : 3x4 : (Mall Mgr - restaurants) : 2 0 0 40 40 60 60 40 40 internet cafe : 5k : 3x5 : (Marketing- internet cafe) : 5 0 0 60 60 60 60 20 20 these will attract like and act like restaurants except they make you no money. they will provide competition for your money making food places. they are expensive for the sims but fill up their appetites put smiles on their faces (if they had faces) and wake them up so they feel refreshed. 4. entertainment : 3 : bowling alley : 5k : 6x9 : (Mall mgr - bowling alley) : 15 40 40 70 40 60 0 0 0 cinema : 7.5k: 5x6 : (Mall mgr - cinema) : 20 0 0 60 60 50 50 40 40 arcade : 2k : 2x3 : (Mall mgr - arcade) : 5 40 40 70 0 30 0 0 0 sometimes a sims needs a break from all the hard shopping they are doing. these provide rest and entertainment so the sims can get back out there and shop some more. [3] OTHER WAYS TO INCREASE MALL RATING: 1. keep the floor clear of all litter and research the graffiti remover. the janitor is the fastest and most efficient sweeper. 2. lower crime rate to 0 and make sure all entrances are covered by guards. researching all the security topics through metal detectors and using Security Guards is enough for the default settings. 3. when you can afford it use greeters with free gifts and public relations officers to walk the floor. about 2 of each per floor should be plenty. 4. with all the research topics finished your mall rating will be a minimum of 75%. although the 559k is pretty steep. [G] CROWD LEVEL: simply put, crowd level is the ratio between the number sims in your mall versus the maximum that can be in your mall at once (which we will call the crowd cap). crowd cap is determined by number of stores and nothing more. each store will increase your crowd cap by 5. thus 12 stores (from our example mall) can potentially hold 60 sims. this does not mean that 60 sims show up right away, only that 60 is the most the the mall can have walking around at any given time. *** it is important to note this again. Criminals count toward your crowd cap. losts of ciminals means few sims. this is why it is essential to keep crime to a minimum. oh and to keep the criminals from robbing you blind! *** you have a few options to help you increase your crowd size. the obvious method is to increase mall rating, but if your mall is small or you just finished expanding then using objects may be too expensive. the solution is to advertise. there are four forms of advertising: newspaper, billboard, television, and atrium promotions. to begin advertising you click on the brown case button, then on the little explosion button. this will bring up the advertising screen. on the left side you have your four options (although you need to build an atrium before you can use an atrium promotion). to begin advertising click on the form of advertising you want and then go to the calender portion of the menu and click on every month in which you want to use that kind of advertising. do the same with the other forms of advertising if you wish. if you want to stop advertising then click on the x'ed out version of the form of advertising and then click on all the months you wish to stop advertising. for atrium promotions you have your choice of 12 different types. each is unique and costs quite a bit. you can choose to have the same promotion year round (christmas in july anyone?) or set up your promotions based on time of year and holidays. when the particular month comes around in which you have a promotion going on you can see what happens in the atrium! [CHART 5] TYPES OF ADVERTISING: TYPE OF AD COST PER MONTH --------------------------------- newspaper 100 billboard 150 television 200 (atriums) mall oasis 500 tv station promo 500 car show 600 circus show 600 fashion show 700 world food promo 700 internet marketing 750 snowboarding 750 baseball team 800 st pattys day 800 easter 850 4th of july 850 halloween 900 thanksgiving 900 christmas 950 I have no evidence even with experimentation that more expensive promotions work better. do your own experiments and see what happens. [H] EXPANDING there are myriad possibilities for expansion so let your mind and talent go wild. but, before you go too wild let me give you some points to consider. if you expand up and not out you will save a ton of money. the reason... since there are no entrances on the second floor or above you dont need to hire any security staff!! thats right, no more security salaries to worry about. you will still need janitors, and possibly engineers and gardeners, but if you were making a profit on the first floor with all of that and guards you should make even more profit on the second floor with no gaurds. another idea to consider is that if you expand outward and not upward, sims will have to travel through the expansion to get to the established stores. if they spend all their money on the way then they have nothing for the older stores. this will affect those stores optimization levels so all those old stores need to be reworked at least until you get your crowd level back up to max. the next tip seems obvious. dont expand too fast. do a little at a time, and let the crowd level catch up to your new stores. try to keep track of which stores are optimized and which ones need to be watched closely. remember, once a store is truly optimized it no longer needs to be watched nearly as often. and finally, plan ahead! if you have to, get out a sheet or two of graph paper draw some blue prints of what you want your final mall to look like. it will help. VII. TIPS AND TRICKS this section will cover some ideas which seem on the surface to be cheating but really are just exploiting some loopholes which the designers and programmers may have overlooked. well ok, i guess that is cheating! :P [I] Pushing Mall Rating and How to get spotless floors without a janitor: sims and employees can walk through objects like they weren't there. most objects only take up 1 square. litter cannot be dropped in a square that has an object. the idea: fill every available square with an object (especially ones that dont need repair or watering. with all the objects, no litter can be dropped, and the sims will continue shopping uninterrupted. the only places you may find litter will be at the front door of each store since you cant place objects there. thats ok, a few pieces of litter cant compete with row after row of 10k sculptures! not only that, if you dont have any janitors then the only employees you really need are the security guards on the first floor, and the rest is candy... of course having objects every where may not make for the best looking mall, but if you use things like columns or tables and chairs then it may not look so bad. [J] Pushing the crowd level cap and doubling income: each store gives 5 more potential shoppers to your mall. when you expand you will add stores and thus increase the cap, but the density (the amount of foot traffic in the mall) will still be the same. thus expanding will give more profit but only a little bit more. to increase the density of shoppers in your mall and thus increase foot traffic and thus income potential do the following. build a seperate building off in a far corner somewhere. do not add any entrances (no way in so sims will ignore it). build one or two department units. fill the units up with choco heavens or something cheap. set each store to 0 sales cut and 0 rent. the store will never go bankrupt since you are charging it no rent. but the extra stores you just built will attract 5 more sims each (2 department units = 40 more sims). those extra sims will go for the other stores since the new ones are closed off. this means that you have 40 more sims then you should shopping in your old stores. this then means 40 more sources of income. you only need to do this trick to the point that it would double your base crowd cap. in our example we have a crowd cap of 60 people. so we build 3 department units with stores and make our new cap 120 thus doubling our income. if you try to attract more than that it will be difficult and not worth the extra advertising to try. this will help relieve the stress of expanding the main mall since each new store there also increases the cap and with the increased density it has no choice but to spill over into the new area. the only disadvantage here is the increased maintanence costs. but, if your original stores are already optimized then this should not be a problem (especially if you have researched the mall manager, insulated walls, and solar panels). [K] INFINITE $$$: this one is for all you guys out there that have a thirst for money and power building. open a new map. fill the map with floor tiles. add one entrance. use the wall tool to build a small enclosure around the entrance on the inside (we do this to prevent the computer from giving us a message every two seconds about not having an entrance and to prevent criminals from stealing). now fill the floor with department units. only do about half the floor for now (since to fill the entire floor would cost more than you start with.) now add choco heavens to all the units. set all the stores to 100 rent. set the speed to max and wait three months. what will happen: each unit will charge you 360 in upkeep, each unit of stores will give you 3600 rent for a profit of 3240 per month. just 10 units like this is over 32k profit a month. the stores will all go bankrupt in 3 months. thats ok. fill them up with choco heavens again (they are the cheapest store to build) and do it all over agian. we use departments because they are cheaper than 4 singles and reduce the time it takes to set rent by 4 (since we set rent for one and it sets it for the other 3). now take into account 2k for reperchasing the stores every three months: 3240 x 3 - 2000 = 7720 profit every three months. the more departments you have the more you make. in under 2 game years i was able to raise my available money to over 750k!!!! there is a slight dissadvantage to this. it takes a lot of tedious work to set the rent for every store and replace all the stores every three game months. also the games message buffer will get very full of messages saying that choco heaven is failing and choco heaven is bankrupt as well as telling you that criminals are in the mall and so on. to make this less annoying turn of the sound effects. when you have enough money (if that is possible :) save the game, exit out, then reload the game. that should clear the message buffer. remember not to demolish your mall with the level building site button. just delete it all manually or you may have some extra upkeep to pay for which you really dont have. this trick can be used at any time in the game with little to no drawbacks. need some extra cash to expand but dont want to take out a loan? build a little area off to the side with no entrance (or a secret floor with no stairs) and extort the heck out of it. seems mean but hey your the boss! *** [L] HACKING THE GAME: THE ULTIMATE CHEAT! What better way to get what you want than to change the very rules of the game! You need to go into your directory/file system to find the main game files which were downloaded to your computer when you first installed the game. you will also need a spread sheet program like microsoft excel. also, a good point of advice, before changing any game files make sure to save a copy of the original just incase you mess something up. either that, or you may have to re install the game. the directory we want is: Program Files/Global Star Software/Mall Tycoon 2/models here we find many more directories most of which we dont care about. the directories of interest are: objects people shops spec The first directory is objects. here we find directories containing information about all the objects in the game. open any one of the directories and look for a .csv file. open it with your spread sheet program (i used microsoft excel) and you should see nicely laid columns and rows each with a heading telling you what the information is. there will be many columns which we dont want to touch. the main columns of importance are: mall rating cost damage type you can set mall rating and cost to whatever you like just dont use negative numbers and try not to go above 2000 on the mall rating. damage type refers to what is needed to repair the object. a 0 means that it needs no repair, a 1 means that it needs a handyman or engineer, and a 2 means that it needs a gardner. do not put any other numbers in this area. the next directory is people which contains criminals, shoppers and staff. dont mess with the criminals since they are easily dealt with anyway (by setting the free build crime rate to 0). the file shoppers.csv contains information about the behavior of each type of sims. unfortunately i have not yet deciphered this information so leave it alone for now unless you like to experiment. the important folder here is staff which contains main, person, and security. each of these folders contains a .csv file with information about each particular employee (like wages, area of responsiblity, and skill) and another .csv file containing research trees. the only columns i recommend changing here are wages research cost research time also dont set research time below 1 or there will be graphic glitches in the research submenu during game play. next on our list we have shops. under this folder we have a set of folders each containing information about the different shop types. when you open a .csv file for a shop type you will see many many columns and rows of numbers here. the only columns i suggest changing here are: shopper effects (male child, female child, etc.) unit price shop price shop funds store name finally the last folder is spec. this contains the info on the specials and add ons. the only information i suggest changing here in the particular .csv files are: mall rating shopper effects cost tool tip that is all i have for now about hacking the game. of course with this level of cheating (or control) the game really loses its challenge. but to each his own! my job here is to give all the information. it is your job to read it, understand it, and use it how you wish. *** VIII. READER CONTRIBUTIONS Contributed by Cassidie - deleting or adding an object when a mall employee is in the same square will automaticaly and permanently delete (fire) that employee. this will also work with customers and criminals (although expensively). Contributed by Allison - I'm reading your mall tycoon 2 guide (because I've had the game for about a week and *always* go bankrupt) and came across the part about mall rating never going below 50%. one of my malls was generally disliked by the public (i didn't look at the rating but i guess that's below 50%) and i think maybe yours didn't go below 50 because there were no stores for the sims to visit since the one you had was blocked by a wall. maybe it only goes down if a lot of sims visit and dislike it, but none visited yours because the shop was inaccessible. I think they didn't like or dislike it since they had never been there. Also, it said that shop profits go toward nothingness, but I had been running a mall for 10 years or so (taking 50% sales cut or something like that i think) and it said the owners of two of my stores had made enough money to retire, and thanked me with $5000 each, then the stores closed. I guess i probably would have made more than 5k if i was taking 100% profit the whole time but it still was a kind of happy fuzzy feeling that a sim store owner could retire and thanked me :p Contributed by saturnofearth - this reader wanted to know how to rotate the units. so i replied with the following information. how to rotate the boutique - hit the right mouse button or the comma or period keys on the keyboard. Contributed by J-F Bilodeau - this reader brought to my attention all the spread sheet information located in the data files of the game itself. this then lead to my creating of the second version. Contributed by all my readers - I give much thanks and appreciation to all people who read my FAQ. I hope all who read it find it useful and truthful. I challenge all who read it to find fault in my findings or information which may be missing from my work. Please let me know if such items are discovered by contacting me at: Soldyne@yahoo.com Copyright all rights reserved Version 1.00 September 2003, Revised Version 2.00 October 2004.