The Movies FAQ The Movies FAQ V. 0.22 For PC Copyright 2005, Maxx MaxNardi@gmail.com =============================================================================== CONTENTS =============================================================================== I. Version History II. Introduction III. Controls IV. Game Basics V. Staff Categories VI. Buildings and Ornaments =============================================================================== I. VERSION HISTORY =============================================================================== -Version 0.1: Guided started on 12/20/2005 -Version 0.15: Staff Categories section completed on 12/22/2005 Buildings and Ornaments section started on 12/29/2005 -Version 0.17: After a long absence I finished the Buildings part on 10/19/2006 -Version 0.20: I hope no one is waiting for this because after an over year long absence I get to working on the Ornaments on 11/08/2007 -Version 0.22: The Buildings and Ornaments section is complete on 11/10/2007 =============================================================================== II. INTRODUCTION =============================================================================== This game was supposed to come out for consoles. That's what I first wanted to get it for: Xbox. But then I got the PC version for my birthday and a while later it was reported that the console versions were cancelled. Just as well because I really don't see how this would have worked on them anyway. Anyway, this game, as you can probably guess, is about making movies. There are two ways of doing this, since there are two game modes. The first game mode has you taking a movie studio from the 1920's all the way up to the 2000's, micromanaging all of your staff, equipment, and facilities along the way. For some people (people who just want to make movies) this mode will be a drag because it gives you a lot more responsibilities than you might be willing to handle. That's why there's Sandbox Mode. Sandbox Mode gives you the option of basically having everything done for you. You can have buildings and films created instantly (instead of heaving to wait through the creation process like in the normal game) and can pick what amount of money you start off with, as well as the year. So Sandbox Mode is there for people who just want to dive in without having to worry about how their stars are feeling, although that will come into play eventually. All in all, if you like movies you'll probably like this game. It's not a very taxing game in terms of system specifications. I mean, even my toaster of a computer can run it on the highest video settings, which is almost like a miracle in itself. =============================================================================== III. CONTROLS =============================================================================== Here's the list of everything your mouse and keyboard can do in this game. -Movement Mouse: Move camera in all directions Up Arrow or W: Move camera forward Down Arrow or S: Move camera back Left Arrow or A: Move camera left Right Arrow or D: Move camera right Tab: Jump to the end of the highest priority guidance stream Space Bar: Center the camera on your studio gates -Other Esc: Closes the current screen or takes you to the Pause Menu P: Pauses the game L: Shows your studio's attractiveness by ways of green or red dots covering the ground M: Brings up your studio map You can rotate the camera in a number of ways. The first way is by holding the middle mouse button and moving the mouse left or right. You can also do this by holding down Ctrl and pressing the left and right arrows. To zoom the camera, roll the mouse wheel back and forth. You can also hold Ctrl while pressing the up and down arrows to do this. Holding the Shift key will speed up the movement of either of these functions. =============================================================================== IV. GAME BASICS =============================================================================== The game might be a little tough at first glance, but you'll get the hang of it soon. I'll break it all down for you here. If you've read my Fable guide, you'll know how I split up sections. Main Menu --------- Here's what you'll find as soon as you boot the game up. -Game Enter this submenu to get a whole bunch of other options, which I will go over now. Learn the Basics: This will teach you everything you need to know to effectively run your studio. So it basically eliminates the need for this section, but I'm going to write it anyway. I'm cool like that. New Game: This is where you'll start your moviemaking career. From here you can choose your studio logo, name, and player name. Sandbox: For those who want to jump right in. from this menu you'll get a bunch of other options, including: Game Start: Select what year you want your studio to start off in. When you first start this mode, you can only start off in decades thirty years beyond what you've reached in your New Game. Starting Money: Choose how much money you want to start off with. I of course selected the highest amount. Instant Moviemaking: Selecting this option makes it a whole lot easier to run an efficient studio. Having your movies filmed instantly means you'll never have to go through long shooting processes with no income. Instantly Constructed Buildings: This is a useful option if you don't want to hire many builders. Instead of having to wait for them to construct your facilities, they will instantly appear after you place them on your lot. Stars Don't Misbehave: Keeping your stars happy is a whole job in of itself. Having this option activated means you'll never have to worry about keeping them happy - they'll always do as they're told. Buildings Don't Decay: All buildings erode over time, but if you have this option on you'll never have to worry about repairing them. this coupled with the Instantly Constructed Buildings options pretty much eliminates the need for builders entirely. Load Game: Load one of your previously saved games. -Online Here you can upload your movies (providing they follow the rules) and download new items from the Props Shop. You'll have to register for this, but it tells you how to do so. -Movie Player This lets you watch any of the movies you've created or ones you downloaded from the Online option. -Credits Watch the credits, obviously. -Quit What do you think this does? Game Mechanics -------------- Once you've made your way through the menus, you're ready to play the game. In this section I'll tell you all about what happens on screen and how to use the interface to successfully run your studio. -Timeline Located running across the top of the screen, this timeline shows you everything that goes on in the world around you. Several icons will show up on it, giving you information about research packs, award ceremonies, world events, public taste, and when your next movie (if you have one currently shooting) is set to be released. -Pause, Play, and Fast Forward Using these is pretty straight forward. Pausing the game stops the passage of time while still allowing you complete some tasks. You can't pick items or people up, but you can check the status of pretty much everything in your lot. Fast forward makes time do just that, go in double speed. -Studio Ranking In the top right corner of the screen is the Studio Ranking Icon. Click on this to be taken to the ranking charts. This is important because it tells you how you're doing compared to all of the other studios. Your rank is determined by a number of different aspects of your studio. Cash balance, the quality of stars employed by you, the quality of the movies you produce, and how clean and travel-friendly your studio is all contribute to your overall ranking. -Cash Balance The main thing you'll need in order to be successful is money. This is true in any profession. Clicking on your money will take you to your personal finance charts, where you can view balance, expenditure, and income. -Build Button Located in the bottom left corner of the screen is the Build Button. This allows you to add facilities, sets, ornaments, and flora to your park to increase attractiveness and productivity. I'll have a lot more on those later on in the guide. -Star Cards In one of the only gripes I have with the game, these cards are lined up on the left side of the screen. Left-clicking on any one of your cards will jump the camera to that person's current position. You can also hold the left mouse button on any card and drag it to place the person somewhere without having to find them first. Hovering over your cards will give you all of the important information about that person you need. Clicking on the icon right above the cards cycles through the different number of employees your studio has. Here's a rundown of the different Activity Icons you will see on your Star Cards. Lighting Bolt: This means that the Star is currently engaged in a non-shooting activity. These include rehearsing on a set, getting a makeover, and other things. Z: This means that your Star is doing something, but it's something relatively unimportant and you can drag them away for something else. Camera: This means that the Star is currently involved in a movie, but they are not on set. Lightning Bolt & Camera: This one means that the Star is currently filming a scene in a movie. When they are doing this you cannot move them to any other location. -Movie Cards Just like how your Star Cards tell you about your stars, your Movie Cards tell you about your movies. These cards tell you the stage of production you movies are in. you can also see if there's any problem that is holding up production, the star rating, and, if the movie in question has already been released, what the chart position is. There are three phases that these cards go through. In the writing process the card is shown as a script icon. Once you have begun filming that movie the script icon is replaced with a movie camera. The final phases is a film can icon, which means that you movie is released. There are five genres of movies for you to choose from: horror, sci-fi, romance, action, and comedy. To find out what kind of movies the public want to see currently, hover over any one of your Script Offices. -Information Bubbles These bubbles are what tell you how everything is doing in your studio. Without them you'll have no idea what's going on. They put all information in order of priority and display it accordingly. If you want important information on a star or other employee, movie, or building, all you need to do is hover over that object to see its information bubble. To view all of the information at once, right-click on the object in question; to close the bubbles simply click on any one of them. This individually closes them. You can also click on the central one to close it and any other bubbles attached to it. Another way of closing them is moving the cursor away from them. Sometimes you will see a red exclamation point near a bubble, indicating that something is really wrong and that you should probably do something about it. Other times you will see a blue I that is just bringing something semi-important to your attention. The more filled the bars are in the bubbles the better. A filled bar means your star is happy. An empty one means they are seriously pissed. You will also notice that there are vertical lines on the bars in the bubbles. These are the thresholds. These exist to show you when things get really bad. Like if one of their bars falls below the lowest threshold. That's bad, and you should do your best to avoid that, otherwise your stars will become unruly. On the other side of the spectrum, get their bars above the highest threshold and they'll be happy to work for you. -PA System Information bubbles aren't the only way of getting information about your studio. There will also be frequent announcements over the PA system, telling you about rival stars wanting to join your studio, research packs available, when the next awards ceremony is, and if one of your facilities is in critical condition, among over things. -Pips Every once in a while you'll see a bar pop up with a number of diamond formations inside. Each diamond is divided into four sections. This is another way of learning how your lot is doing. Positive progress is shown by gaining green pips while negative progress is shown by losing red pips. You may see this bar when gaining or losing studio capital, attractiveness, or prestige. -Guiding Streams Sometimes when you pick up a person you'll see a sparkling stream guiding you towards the most appropriate action for that person. Of course these are only suggestions and you can go right ahead and ignore them. But they are useful when you have someone on your lot who isn't doing anything but has a job they should be working on, since the game will point out where they need to be. =============================================================================== V. STAFF CATEGORIES =============================================================================== Your studio depends on having a good staff to carry out all of your commands, since you can't do any of them yourself. In this section I'll tell you all about the kind of people you'll be able to hire. There are a few things you should know about all job applicants first. Any job applicant who isn't outside of your stage school starts off with zero experience. That means any person looking for a job as a janitor or builder could just as easily be hired as a scientist or film crew and be just as effective an employee. These people have no starting experience so they'll be naturally suited for any job you like. They can also be easily reassigned. Staff members can gain experience in any field you put them in, so jumping your employees from job to job over time can gain you a studio of well-versed staff. All staff members make a salary of $1000 per year. The only exceptions to this are Extras (who make $3000) and Stars (who start at $6000 and make a variable amount). The same applies to aging and retirement. Only Extras and Stars will age and retire. All other staff members live forever and simply gain more experience at their craft. Builders -------- Builders, quite simply, build. They will construct all of your facilities and sets for you once you place them. They will either find their way to them by themselves or you can drag them over to the location yourself to get the job done quicker. The more builders you have the faster the construction will go. The other important job these staff members have is keeping all of your sets and buildings in good condition. All facilities wear and decay over time and repeated use, and if their condition gets too bad they may have to be closed. This is why it is good to have a large number of builders on hand to regularly repair your facilities. To view you studio's overall Studio Maintenance, either click on the information icon in your Production Office or right-click on your Staff Office. Staff Maintenance is an element of Studio Prestige, which contributes to your Studio Rating. Studio Maintenance is based on the number of builders you have employed versus the size of your studio. This is why you'll need more builders if your lot is very large. As I mentioned before, builders are capable of getting to facilities on their own, which saves you the trouble of having to carry them all around when you probably have more important things to do. So, in order to make sure your builders can get around your lot easily (and all other staff members, for that matter) it's always wise to connect all of your facilities with paths and pavement. This makes it easier for everyone to get around and do their jobs. If you can afford it, it might be wise to hire more builders than you actually need. That way there will be more of them out there working on keeping all of your facilities in good working order. On the other hand you can take the time to personally move each builder to a particular building if you have that sort of time and want to get personally involved in your studio's maintenance. Outside of each facility on your lot are a number of icons available only to builders. Picking any builder up will show you these icons. There will always be a number of maintenance icons that will make your builder begin repairs one they are placed on them. But there are also two more that allow you to move or destroy your buildings. The move icon has four arrows on it. Place the builder onto that icon to be able to move the building, right-click to return it to its original position if you change your mind. To sell a building, move a builder onto the bomb icon to have the building be demolished and to gain a depreciated portion of the original price of the facility. Of course moving or selling a building causes your Studio Attractiveness to take a big hit, since after the building is no longer there it leaves a lot of debris. So be ready to have some janitors to come clean up the sight quickly. Builders can be hired by dragging an applicant into the Create Builder room of your Staff Office. They also gain experience with each job they perform. Janitors -------- If you have lots of grass, you'll need these guys. If you have lots of people, you'll need these guys. You'll pretty much need them no matter what you have. These staff members will go around picking up litter and watering your grass. This is important since Cleanliness is a factor of Studio Lot Prestige, which adds into your Studio Rating. The number of janitors you should hire is a lot like the situation with builders. It really depends on the size of your lot and if you want to personally place them where there's trash. You can hire a lot of them, and with the right amount they'll be able to keep the dead grass and litter from detracting from the attractiveness of your lot. Janitors can be hired by dragging an applicant into the Create Builder room of your Staff Office. They also gain experience with each job they perform. Crew ---- These are the men and women who will man your cameras and make sure your movie happens. The number of them you should employ will directly depend on the quality of scripts your studio will be able to produce. The better your writers are the higher number of crew members you will need for each project. The unique thing about your film crew is that the experience they gain will have an effect on the quality of your movie. For all of your other staff members, their experience only allows them to do their jobs swiftly. But crew members' experience will increase the quality of your movie. Crew can be hired by dragging an applicant into the Create Crew room of your Crew Office. They also gain experience with each job they perform. Scriptwriters ------------- If you don't feel like writing each one of your movies by yourself, you'll need these staff members. If you're just starting off, you can get away with around two to three scriptwriters. But once your studio gets off the ground the number you can have is almost limitless, since you can build several script offices and have all of them toil away at once. You can only assign a maximum five scriptwriters to a script per office, which means they can only write one at a time unless you have multiple offices for them to work in. To have them begin writing, simply pick one up and drop them into any one of the five genre rooms inside your Script Office. The amount of scriptwriting experience they have will not affect the quality of the script, only the speed. The same is true for the number of scriptwriters you assign to project. The more working on it the faster it will be written. Scriptwriters can be hired by dragging an applicant into any of the genre rooms in you Script Office. They also gain experience with each job they perform. Scientists ---------- To make sure you stay on the cutting edge of movie technology, you'll need scientists. You can hire a maximum of six, but can only have four of them working on one single research packs. Research packs are what give you all of the scenery, costumes, and effects you'll be able to use in your movies. By having a good number of scientists on hand you'll be able to have access to this technology before anyone else. I'll have more on the packs later on in the guide. You'll be able to build your first laboratory in 1928. Once you have it constructed make sure your scientists always remain busy. If there is a new research pack available they won't automatically get to work on it unless they are already in the room that it involves. So you'll usually have to track them down and drop them back into the lab to get all the work done. Scientists can be hired by dragging an applicant into any of the research rooms of you Laboratory. They also gain experience with each job they perform. Extras ------ These people will fill up all of the minor roles in your movie. Like stars, they will age and eventually retire. They also gain experience in genre with each movie they perform in. ultimately this skill level won't mean much since it doesn't factor in to the movie quality. The only use leveling up your extras has is if you want to some day turn one of your extras into your next Star. In scripts you writers generate, the number of extras can factor in to add half a star. The number of extras each script calls for depends on your offices script quality. The better the script is the more extras it will need (since there will be more roles). Extras can be hired by dragging an applicant into the Create Extra room of your Stage School. They also gain experience in genre with each movie that they perform in. Photographers ------------- These guys aren't really members of your staff since they don't work for you. But they will show up at your main gates from time to time so it's wise not to ignore them. The number of photographers that appear depends on your Studio Rating. If you have a high Studio Rating you'll find more of them waiting to catch a glimpse of your stars. You can pick them up and have the take pictures of whatever you want. All pictures taken of a star will boost their star rating, but not always their mood. In some cases it'll cause their mood to drop. You can tell when stars are having a good photo opportunity by looking at the icon that appears when you hold a photographer near them. A camera with a green check means that the star is engaged in something that would make for good publicity. A camera with a red mark means that they're not really doing anything interesting. The photographers can take pictures oft two stars together, but only the star with the positive camera icon will receive the rating boost. Once a photographer has a picture they will leave and not return for one year. Personal Assistants ------------------- You won't see any staff cards for these guys, but you can assign this job to pretty much any staff member. And they're important because without them you're liable to have some pissed off stars on your hands. Having a large entourage will boost your star's mood and rating. Any non-acting staff member you have can be dropped into the Make Personal Assistant icon next to a star to build up their entourage. Now it's not always a great idea to take existing staff and assign them to a star's entourage, because that means you're taking staff away from other important tasks. So it's a good idea to get your Studio Rating high. The higher your rating the more people will line up outside your offices, looking for jobs. Then you can simply take one of them and turn them into a star's personal assistant. These staff members don't need or gain any experience, but they will retain any experience they gained by doing jobs before they were assigned to a star. Directors --------- I think the game considers these guys Stars, but I'll make them their own little special section. You can turn any of your existing stars (or hopeful ones) into directors. You can make them rehearse on any of your vacant sets to gain experience in shooting that particular genre. Plus if you're low on actors you can put them in one of the roles and see how they fair. Directors can be hired by dragging an applicant into the Create Director room of your Stage School. They also gain experience in genre with each movie that they direct. Stars ----- Stars are probably the most difficult staff to manage. You have to keep them happy in order for you to make money. The moods of your other staff don't matter at all. Every one of your movies will require two stars: a director and lead actor. If your scriptwriters can churn out higher quality scripts, they may call for one lead actor and two supporting actors, bringing the needed star count up to four. Stars make up a large part of your Studio Rating. The higher your star is rated the greater their contribution to your Studio Rating. They also impact the success of your movies depending on their performance. Their performance depends on their mood, experience, and whether or not they are suitable to the genre of the current project. The relationships between your stars also add to the quality of your film. High-rated stars make your movies successful, which in turn boosts your Studio Rating and makes you money. But keep in mind that the more high-rated stars you put into one of your movies, the more expensive it will be to make. In order to keep your stars happy you have to make sure they have an acceptable salary, trailer, and workload. But keep in mind that paying one star too much or giving them too big a trailer can make your other stars jealous. In order to keep your stars content you'll have to juggle a lot of different tasks. If you don't give your star anything to do and they spend their time wandering around your lot, they'll get bored. To counteract this put them into your movies or, if all roles are filled or the movie has already begun filming and it's too late, drop them onto any unused set so they can practice and hone their skills. Work them too hard, though, and they'll become stressed. To alleviate this put them into restaurants or bars. But watch out, if they spend too much time in here they may become dependant on food or drink, forming an addiction. If they get addicted you'll have to build yourself a rehab clinic and have them do a stint there until they can get clean. As your stars become more experienced and move up the stars charts, they'll begin to demand more money and bigger trailers. When doing your finances try to give them small raises so that you don't upset your other stars. When hiring stars, make sure you pay attention to their personality features. You're not going to want someone who gets stressed out easily. You also may be wary of hiring people who are easily addicted to food or drink. If you don't like the personality of one of the applicants in your Stage School line, you can drop them into the Reject room to have their spot replaced. Sometimes stars from rival studios will appear on your lot and take a place in your Stage School line. You can hire these stars to gain a quick boost to your Studio Rating. They will have all of the experience, age, mood, and rating that they've received from their original studio, and will expect to have a large salary and trailer ready for them if you hire them. Keep in mind the same tactics you use to weed out the unsatisfactory would-be stars in your line. Rival studio stars can have all of the negative personality traits that would- be stars have. Plus they come to your studio with usually a good portion of their career behind them, meaning that they might be halfway to retirement when you hire them. Retirement is something all of your stars will have to face sometime. When that day comes they will simply walk off your lot and disappear from your Star Cards. On the other hand, if you have a Star & Script Selling Facility you can perhaps make a profit off one of your stars. Simply drop a star or finished script into this building and they will be auctioned off to an amount based on their rating. Stars can be hired by dragging an applicant into the Create Star room of your Stage School. They also gain experience in genre with each movie that they perform in. =============================================================================== VI. BUILDINGS AND ORNAMENTS =============================================================================== All of the buildings and decorations you add to your studio are all important. Each one of them affects your Studio Attractiveness. But just how much they affect the rating depends on the type of building/ornament they are. This means that a set and a facility with the same rating may not have the same affect on your attractiveness. When you first start your game you'll have a limited amount of these objects to place around your studio. As time goes by you'll gain more, through a number of ways. One way is by the Research Packs. You can wait for the items within these packs to become widely available, or you can have your scientists work away until they unlock them earlier than every other studio. You can also gain facilities or sets by receiving one of the nine Achievement Awards during the ceremonies every five years. I'll have more on this later. Another form of award that gives you special items is the Lifetime Achievement Award. There are three of these, and you can win one depending on your studio's performance over its lifetime (1920-2005). You can get a Lifetime Achievement Award for running a studio into 2005, winning all nine of the Achievement Awards by 2005, or winning all nine of the Achievement Awards and winning each reward ceremony more than once. Most sets and buildings cannot be built once you are in debt, but there are a few important facilities that can. They are the Basic Script Office, Casting Office, Crew Facility, Production Office, Stage School, Stage Set, and the Star and Script Selling Facility. Another thing to consider is how many of each facility to build. Some will not allow you to have more than one, but many of them will allow it, which can benefit your studio's productiveness. Facilities that can only be built one are the Basic Script Office, Crew Facility, First Class Script Office, Intermediate Script Office, Laboratory, Production Office, Proficient Script Office, and Stage School. Facilities ---------- First off, we have the facilities. These buildings take care of your studio's business. Some will benefit your studio just by being there while others have separate rooms that you can interact with (by dropping things into them). Right-clicking on facilities will give you important information on them. The following list contains the price, attractiveness (how much each facility will decrease your Studio Attractiveness) and the years the facility becomes available (if there are two years, the first one is when your scientist can begin researching it and the second one is when it automatically becomes unlocked). -Bar Cost: $8000 Attractiveness: -20 Available In: 1925 (Basic Facility Pack) Bars are very useful for calming a star's nerves. If he or she is stressed out, put them in a bar to ease their nerves. Be careful, though, because spending too much time in a bar can make your star addicted to drink. You can also put two stars together in a bar to talk and build a relationship. The two sections of the bar are specifically for relationship-building. The normal seating area is good for stars who have just recently become friends. The VIP section is better suited for those who are very close friends. But don't put two acquaintances into the VIP section, an environment too advanced for their relationship won't help them become any better friends. -Casting Office Cost: $5000 Attractiveness: -20 Available In: 1920 This building is used to fill the roles of your movies. As soon as you put a script into the Begin Casting room all of the extras and crew needed are automatically filled in (assuming you have the number called for). Then it is up to you to assign the director, lead, and supporting roles (by dropping them into the appropriate rooms). Once you have assembled your entire cast, you can drag the script into the Shoot It room to start filming. -Cosmetic Surgery Cost: $60000 Attractiveness: -20 Available In: 1942-1950 (Quality Facilities Pack) 1955-1970 (Advanced Facilities Pack - Implants) 1964-1980 (Ultimate Facilities Pack - Liposuction) This building can increase your stars' physical appearance. Dropping a star into the Nip & Tuck room increases their Look value. Once you have the Implant room available, dropping a star into there increases their Chest Size. And once the Liposuction room is available to you, dropping a star in there increases their Trimness. Both the Chest Size and Trimness combine to make up a star's Physique Rating. -Crew Facility Cost: $4000 Attractiveness: -20 Available In: 1920 This is where you'll be able to hire and fire crew members. Applicants lined up outside your crew facility will start off with a little bit of crew experience, as opposed to the zero crew experience people from other lines on your studio will have. -Custom Script Writing Office Cost: $11111 Attractiveness: -20 Available In: 1960/Wannabe Big Cheese Achievement Award You don't need this to run a studio, but it sure can make it a lot more fun. Using the Advanced Movie Maker in this building you can write your own scripts, although you'll only be able to write one equal to the quality of those churned out by your writers in their own script offices. I'll have a section on how to create your own scripts later on. -Laboratory Cost: $24000 Attractiveness: -20 Available In: 1928 Laboratories are not mandatory, but useful if you want to get a head start on the technology of the time. Hiring scientists and having them work on research packs will get you those items before the unlock dates comes around. This means that you will get all of those tools before any other studio. Inside the lab are four rooms for different aspects of technology. The Cult Packs room, which deals with research for horror and sci-fi films, the Mainstream Packs, which deals with research for action, romance, and comedy films, Stars & Studio, which deals with research for new costumes and facilities, and Movie-Making, which deals with research for boosting your movie's success. -Makeover Department Cost: $7000 Attractiveness: -20 Available In: 1920 Clothing styles change with the times, and your stars' Image rating may go down and they may become displeased because of this. When this happens it's time for a makeover. Inside this building are two rooms. Automatic will give your star a fashion rating increasing makeover but take up game time and cause stress. Manual gives you the ability to do this yourself, but without the time consumption and stress involved. You can also change a star's name in the Manual room. -Post Production Cost: $39000 Attractiveness: -20 Available In: 1928-1932 (Starter Tech Pack) Another building that you don't really need at all but can be fun to have. With this building you can add lots of effects and elements to your films after they have been shot, but none of the work you add will affect the rating. I'll have more on techniques for this later on. -Production Office Cost: $6000 Attractiveness: -20 Available In: 1920 Here's a building that you absolutely cannot function without. It can give you information on your lot when you right-click on it by telling you the number of employees and the number of staff you have (employees include both staff members and stars). This will help you in learning if you are reaching the needs of your staff's dining, ornamentation, and sanitation levels. There is also an Information Icon inside the production office that will give you information. Right-clicking on it will inform you of you rating in all Lot Prestige categories. Drag and drop the icon into the Finance room to be taken to the same screen you would be if you clicked your funds at any time in the game. Drop the icon into the Reviews room to view critics' reviews of your studio. You can also drop it into the Movie Player room to view any of your studio's archived movies. If you have a Publicity Office you will also be given a release budget in the Production Office. This will give you the choice of how much money to spend on the advertising of each of your films. Once they have stopped earning your studio money, you will be prompted to Archive them by dragging them into the Archive room. -Publicity Office Cost: $44444 Attractiveness: -20 Available In: 1965/Respected Studio Head Achievement Award If you're gunning to have the top studio, you may want to build around three or four of these on your lot. The purpose of these buildings is to raise public awareness of your stars or films. You can drop a star, script, or finished movie into one of these to boost public awareness. If the star you drop in is already in a film, half of the public awareness gained through doing PR will go to the movie they are in. If they are not currently cast in the movie, they will gain all of the awareness. -Rehab Cost: $22000 Attractiveness: -20 Available In: 1928 If any of your stars have become too dependent on food or drink, building one of these buildings on your lot will cure him. This is a time-consuming process (it will take up one year) and it will be very boring for your star, but it has the ability to restore up to one half of both of your star's addiction bars. You can also drop a photographer near the rehabbing star for a news story and publicity boost. -Restaurant Cost: $30000 Attractiveness: -20 Available In: 1928-1940 (Intermediate Facilities Pack) Capacity: 9 The more people you employ at your studio, the more restaurants you'll need. Having restaurants will raise your Catering Rating, as well as give your stars a place to de-stress and build relationships. Similar to the functions of the Bar, dropping a star here will lower their stress but also lower their resistance to food addiction. The two areas in the Restaurant are for the levels of relationships your stars might have. The regular area is good for Best Friends or Good Friends (if same sex), while the VIP area is better for Soul Mates or Best Friends (if same sex). -Restroom: Large Cost: $12000 Attractiveness: -100 Available In: 1928-1936 (Functional Facilities Pack) Capacity: 5 Having lots of bathrooms will boost your lot's Sanitation Rating. The only downside is that all bathrooms will take a big chunk out of your Studio Attractiveness. So it's a good idea to plant lots of plants around bathrooms to spruce the area up. You will also need to consider where to place your bathrooms. A Large Restroom far out of the way won't do your studio any good since everybody will have to walk far to get to it. -Restroom: Small Cost: $3000 Attractiveness: -200 Available In: 1920 Capacity: 1 It might be a good idea to throw one of these in high-traffic areas of your lot. They can only serve one person and have double the impact on your Studio Attractiveness, so place at your own risk. Personally I really don't even bother with them. -Restroom: VIP Cost: $20000 Attractiveness: -50 Available In: 1942-1950 (Quality Facilities Pack) Capacity: 2 These are good if you place a few in one area. The Large Restrooms can serve more than twice as many people, but also have twice the Studio Attractiveness impact. The VIP Restrooms have the smallest attractiveness effect out of all restrooms, which is a plus. -Script Office: Basic Cost: $6000 Attractiveness: -10 Available In: 1920 Right-clicking on any of your Script Offices will show the public's current interests in movie genres. This will tell you what kind of movies to produce (unless you want to produce any kind of film you want no matter how badly it may fair). The Basic Script Office can only produce a one-star script that will call for one lead role, one extra, and three or less crew. These scripts will be written the fastest and are the cheapest to produce into a film. -Script Office: Intermediate Cost: $33000 Attractiveness: -20 Available In: 1928-1931 (Starter Tech Pack) The same as the Basic Script Office functionally, except that this office can produce a two-star script calling for one or two lead roles, one extra, and three crew members. Obviously, these scripts will take a little longer to complete and will be more expensive. -Script Office: Proficient Cost: $33333 Attractiveness: -20 Available In: Promising Studio Manager Achievement Award The same as the other two offices functionally, except that this office can produce a three-star script calling for lead roles, two to three extra, and three crew members. Again, these scripts will take longer to write and will cost more to produce. -Script Office: First Class Cost: $66666 Attractiveness: -20 Available In: Highflying Moviemaker Award I think you can guess what these function like. They produce four-star scripts, which call for two to three lead roles, three to five extras, and three crew members. And of course I think you know that these will take more time and more money to make. -Snack Van Cost: $3000 Attractiveness: -10 Available In: 1920 Capacity: 1 These small vans only serve a small number of people, offer half the stress relief, and cannot aid in the building of relationships. But they can still be a little useful so it can't hurt to have them. -Stage School Cost: $5000 Attractiveness: -20 Available In: 1920 Hopeful stars will line up outside this building. From here you can hire them as stars, directors, or extras. There is also another room called Import Star. Drop someone from the line into this room to turn them into any star you have created with the StarMaker tool. I'll have more information on that and what applicants are good applicants later on in this guide. -Star & Script Selling Facility Cost: $3000 Attractiveness: -20 Available In: 1920 Another building that you don't really need, but it can be helpful. If you have scripts or stars around that you don't want anymore, you can sell them to the market. Keep in mind that newly hired stars or stars from rival studios will not reach their highest market value until they've been with your studio for at least eight years. Also, the amount you get for a script depends on its star rating. -Trailer: Rickety Cost: $7000 Attractiveness: -20 Available In: 1925 (Basic Facilities Pack) -Trailer: Cheap Cost: $24000 Attractiveness: -20 Available In: 1928-1936 (Functional Facilities Pack) -Trailer: Comfortable Cost: $45000 Attractiveness: -20 Available In: 1942-1950 (Quality Facilities Pack) -Trailer: Plush Cost: $75000 Attractiveness: -20 Available In: 1955-1970 (Advanced Facilities Pack) -Trailer: Palatial Cost: $77777 Attractiveness: -20 Available In: Big Fish Achievement Award All trailers are basically the same. The only difference is the size. The bigger the trailer is the bigger the surrounding yard will be. Also, the bigger the trailer is the more prestige it will have. The Trailer Prestige depends on the size of the trailer itself and the amount and quality of ornaments in its yard. A high Trailer Prestige will increase a star's status and mood. Sets ---- Okay, now we get to the places where your movie's are shot. What you'll need to keep in mind about sets is the Novelty value. This will determine how well- received your sets are. Use a particular set too much and the audience will tire of it, lowering its Novelty level. Each set has a different threshold for this, so some may become boring quicker than others. If one of your set's Novelty meter becomes low, try not to use it for awhile in order to refill the meter. Each set can also be used for practicing when it is not currently in use for a movie. Right-clicking on a set will tell you what kind of genre experience an actor can gain from practicing on the set. -Rural: Field Cost: $11000 Attractiveness: -30 Available In: 1928-1953 (Classic Household Pack) Novelty Value: 40 Genre: Sci-Fi -Rural: Forest Cost: $22222 Attractiveness: -25 Available In: Junior Studio Manage Achievement Award Novelty Value: 38 Genre: Horror -Rural: Graveyard Cost: $61000 Attractiveness: -70 Available In: 1946-1955 (Advanced Horror Pack) Novelty Value: 30 Genre: Horror -Rural: Musty Cellar Cost: $5000 Attractiveness: -65 Available In: 1920 Novelty Value: 34 Genre: Horror -Rural: Shack Exterior Cost: $67000 Attractiveness: -20 Available In: 1929-1942 (Intermediate Horror Pack) Novelty Value: 29 Genre: Horror -Rural: Shack Interior Cost: $29000 Attractiveness: -55 Available In: 1929-1948 (Classic Horror) Novelty Value: 34 Genre: Horror -Sci-Fi: Alien World Cost: $32000 Attractiveness: -55 Available In: 1950-1963 (Intermediate Sci-Fi Pack) Novelty Value: 31 Genre: Sci-Fi -Sci-Fi: Corridor 1 Cost: $26000 Attractiveness: -30 Available In: 1929-1937 (Basic Sci-Fi Pack) Novelty Value: 31 Genre: Sci-Fi -Sci-Fi: Corridor 2 Cost: $44000 Attractiveness: -30 Available In: 1950-1963 (Intermediate Sci-Fi Pack) Novelty Value: 29 Genre: Sci-Fi -Sci-Fi: Corridor 3 Cost: $57000 Attractiveness: -30 Available In: 1977-1981 (Advanced Sci-Fi Pack) Novelty Value: 28 Genre: Sci-Fi -Sci-Fi: Starship Bridge 1 Cost: $17000 Attractiveness: -60 Available In: 1920 Novelty Value: 30 Genre: Sci-Fi -Sci-Fi: Starship Bridge 2 Cost: $66000 Attractiveness: -55 Available In: 1950-1963 (Intermediate Sci-Fi Pack) Novelty Value: 28 Genre: Sci-Fi -Sci-Fi: Starship Bridge 3 Cost: $56618 Attractiveness: -50 Available In: Gold Lifetime Achievement Honor Award Novelty Value: 20 Genre: Sci-Fi -Stage Cost: $2000 Attractiveness: -30 Available In: Unlimited Novelty Value: 38 Genre: Comedy This set can be built when you are in debt. -Suburban: Diner Cost: $58804 Attractiveness: -55 Available In: Platinum Lifetime Honor Award Novelty Value: 24 Genre: Romance -Suburban: Living Room 1 Cost: $37000 Attractiveness: -45 Available In: 1928-1935 (Basic Household Pack) Novelty Value: 30 Genre: Romance -Suburban: Living Room 2 Cost: $71000 Attractiveness: -45 Available In: 1950-1957 (Advanced Household Pack) Novelty Value: 26 Genre: Romance -Suburban: Modern Jail Cost: $41000 Attractiveness: -60 Available In: 1962-1969 (Ultimate Action Pack) Novelty Value: 3 Genre: Action -Suburban: Bathroom Cost: $17000 Attractiveness: -30 Available In: 1929-1933 (Basic Horror Pack) Novelty Value: 32 Genre: Horror -Suburban: School Corridor Cost: $37000 Attractiveness: -60 Available In: 1928-1953 (Classic Household Pack) Novelty Value: 29 Genre: Comedy -Suburban: School Library Cost: $99999 Attractiveness: -50 Available In: Movie-Making Legend Achievement Award Novelty Value: 24 Genre: Comedy -Suburban: Street Cost: $90000 Attractiveness: -45 Available In: 1962-1975 (Ultimate Household Pack) Novelty Value: 22 Genre: Action -Traveling Vehicle: Automobile Cost: $28000 Attractiveness: -40 Available In: 1928-1947 (Basic Action Pack) Novelty Value: 3 Genre: Comedy -Tropical: Beach Cost: $71000 Attractiveness: -15 Available In: 1950-1957 (Advanced Household Pack) Novelty Value: 22 Genre: Romance -Urban: Alleyway Cost: $61000 Attractiveness: -50 Available In: 1950-1961 (Intermediate Action Pack) Novelty Value: 24 Genre: Action -Urban: Bar Cost: $67000 Attractiveness: -50 Available In: 1950-1961 (Intermediate Action Pack) Novelty Value: 3 Genre: Romance -Urban: City Block Corridor Cost: $49000 Attractiveness: -50 Available In: 1962-1975 (Ultimate Household Pack) Novelty Value: 32 Genre: Comedy -Urban: City Street Cost: $117000 Attractiveness: -60 Available In: 1962-1969 (Ultimate Action Pack) Novelty Value: 27 Genre: Action -Urban: Modern Bank Cost: $69000 Attractiveness: -60 Available In: 1962-1969 (Ultimate Action Pack) Novelty Value: 26 Genre: Comedy -Urban: Municipal Building Cost: $88888 Attractiveness: -50 Available In: Movie Mogul Achievement Award Novelty Value: 32 Genre: Action -Urban: Office Cost: $19000 Attractiveness: -40 Available In: 1928-1942 (Intermediate Household Pack) Novelty Value: 30 Genre: Romance -Urban: Plush Hotel Room Cost: $39000 Attractiveness: -30 Available In: 1950-1965 (Advanced Action Pack) Novelty Value: 32 Genre: Romance -Urban: Rooftop Cost: $72000 Attractiveness: -60 Available In: 1950-1965 (Advanced Action Pack) Novelty Value: 30 Genre: Horror -Urban: Shabby Hotel Room Cost: $26000 Attractiveness: -80 Available In: 1928-1947 (Basic Action Pack) Novelty Value: 34 Genre: Romance -Urban: Subway Carriage Cost: $47000 Attractiveness: -60 Available In: 1928-1947 (Basic Action Pack) Novelty Value: 30 Genre: Comedy -Urban: Subway Station Cost: $61000 Attractiveness: -60 Available In: 1950-1961 (Intermediate Action 2 Pack) Novelty Value: 21 Genre: Action -Urban: Wall Section Cost: $55555 Attractiveness: -70 Available In: Celebrated Studio Head Achievement Award Novelty Value: 25 Genre: Comedy -War: Battlefield Cost: $5000 Attractiveness: -60 Available In: 1923 Novelty Value: 32 Genre: Action -War: Bombed Street Cost: $74000 Attractiveness: -55 Available In: 1928-1939 (Intermediate War Pack) Novelty Value: 24 Genre: Action -Wild West: Bank Cost: $16000 Attractiveness: -40 Available In: 1925 (Basic Wild West Pack) Novelty Value: 30 Genre: Comedy -Wild West: Desert Cost: $7000 Attractiveness: -40 Available In: 1920 Novelty Value: 38 Genre: Action -Wild West: Jail Cost: $23000 Attractiveness: -60 Available In: 1928-1931 (Intermediate Wild West Pack) Novelty Value: 35 Genre: Action -Wild West: Saloon Cost: $8000 Attractiveness: -55 Available In: 1920 Novelty Value: 34 Genre: Romance -Wild West: Street Cost: $80000 Attractiveness: -40 Available In: 1928-1950 (Advanced Wild West Pack) Novelty Value: 25 Genre: Action Ornaments ---------- Right, now that the sets are out of the way I can tell you about ornaments. These objects have the ability to increase your Lot Prestige by raising your Attractiveness and Ornament ratings. There are also a number of ornaments that have special abilities, like giving stars benefits when they interact with them. With most ornaments you can pick up a star and place him or her onto the interaction icon to have them use that particular ornament. There is a limit to how many you can use, though. For instance, each ornament has an Overuse Limit. This means that when you place one ornament, all subsequent copies of that same ornament will have slightly lower positive effects on your Attractiveness rating. Each drop is small, put if you overdo it and hit the Overuse Limit be prepared to take a massive hit to your rating. There are some ornaments with high Overuse Limits, allowing you to place more of the same ornament without any negative effects, so make sure you take note of each one's limit. There are three ways that your ornaments add to your Attractiveness rating. The first is the total Attractiveness of all of your ornaments. This is pretty much scaled directly to the size of your lot. There is also a factor that deals with the number of employees you have. If you have a lot you'll need a higher number and more attractive ornaments to keep your Ornament Rating high. The last factor is Trailer Prestige. If you place ornaments in the yard of a star's trailer, those ornaments will have the same two above ratings as well as one relating to the prestige of the trailer. Having a high Trailer prestige is good because it boosts the owner's Mood and Star Rating. Placing ornaments with a low Overuse Limit in a trailer yard adds more to the prestige as opposed to one with a high limit. -1924 Chrysler Six Cost: $1050 Attractiveness: 34 Available In: 1920 Interaction: Boredom -5 Overuse Limit: 3 -1934 Chrysler Airflow Cost: $1200 Attractiveness: 36 Available In: Laboratory Facility Research Pack Interaction: Boredom -5 Overuse Limit: 3 -1940s Jeep Cost: $1300 Attractiveness: 32 Available In: Intermediate War Research Pack Interaction: Boredom -5 Overuse Limit: 3 -1948 Chrysler Town and Country Cost: $1800 Attractiveness: 38 Available In: Basic Action Research Pack Interaction: Boredom -5 Overuse Limit: 3 -1957 Chrysler 300C Cost: $2125 Attractiveness: 36 Available In: Intermediate Action Research Pack Interaction: Boredom -5 Overuse Limit: 3 -1960 Chrysler 300F Cost: $2200 Attractiveness: 41 Available In: Intermediate Action Research Pack Interaction: Boredom -5 Overuse Limit: 3 -1960s Sports Car Cost: $2500 Attractiveness: 36 Available In: Advanced Action Research Pack Interaction: Boredom -5 Overuse Limit: 3 -1970s Black Limo Cost: $3500 Attractiveness: 51 Available In: Ultimate Action Research Pack Interaction: Boredom -5, Shapeliness +5 Overuse Limit: 3 -1970s Pink Limo Cost: $3400 Attractiveness: 50 Available In: Ultimate Action Research Pack Interaction: Boredom -5, Shapeliness +5 Overuse Limit: 3 -1970s White Limo Cost: $3300 Attractiveness: 50 Available In: Ultimate Action Research Pack Interaction: Boredom -5, Shapeliness +5 Overuse Limit: 3 -1976 Chrysler Cordoba Cost: $2875 Attractiveness: 41 Available In: Ultimate Action Research Pack Interaction: Boredom -5 Overuse Limit: 3 -1986 Chrysler leBaron Cost: $3750 Attractiveness: 50 Available In: Ultimate Facilities Research Pack Interaction: Boredom -5 Overuse Limit: 3 -1990s Red Sports Car Cost: $3875 Attractiveness: 54 Available In: Early 1990s Costumes Research Pack Interaction: Boredom -5 Overuse Limit: 3 -2000 Chrysler 300 Cost: $4000 Attractiveness: 59 Available In: Late 1990s Costumes Research Pack Interaction: Boredom -5 Overuse Limit: 3 -2000 Chrysler Crossfire SRT6 Roadster Cost: $5000 Attractiveness: 72 Available In: Late 1990s Costumes Research Pack Interaction:5 Boredom -5 Overuse Limit: 3 -2000 Chrysler Firepower Cost: $6000 Attractiveness: 77 Available In: Late 1990s Costumes Research Pack Interaction: Boredom -5 Overuse Limit: 3 -2000 Chrysler ME 4-12 Cost: $7000 Attractiveness: 81 Available In: Late 1990s Costumes Research Pack Interaction: Boredom -5 Overuse Limit: 3 -2005 Chrysler PT Cruiser Cost: $3750 Attractiveness: 50 Available In: Late 1990s Costumes Research Pack Interaction: Boredom -5 Overuse Limit: 3 -2010 Sports Car Cost: $7500 Attractiveness: 90 Available In: Late 1990s Costumes Research Pack Interaction: Boredom -5 Overuse Limit: 3 -Chrysler Pacifica Cost: $3500 Attractiveness: 72 Available In: Late 1990s Costumes Research Pack Interaction: Boredom -5 Overuse Limit: 3 -Bulbous Alien Shrub Cost: $100 Attractiveness: 6 Available In: Intermediate Sci-Fi Research Pack Overuse Limit: 18 -Circular Fountain Cost: $800 Attractiveness: 17 Available In: Basic Facilities Research Pack Overuse Limit: 6 -Cross-Shaped Gravestone Cost: $190 Attractiveness: 6 Available In: Classic Horror Research Pack Overuse Limit: 18 -Drooping Alien Tree Cost: $150 Attractiveness: 9 Available In: Advanced Sci-Fi Research Pack Overuse Limit: 18 -Flag Cost: $250 Attractiveness: 15 Available In: Basic Facilities Research Pack Interaction: Boredom -5 Overuse Limit: 6 -Gnarled Alien Tree Cost: $200 Attractiveness: 12 Available In: Advanced Sci-Fi Research Pack Overuse Limit: 18 -Jagged Alien Rock Cost: $155 Attractiveness: 9 Available In: Intermediate Sci-Fi Research Pack Interaction: Boredom -5 Overuse Limit: 18 -Lionhead Fountain Cost: $1100 Attractiveness: 17 Available In: Basic Facilities Research Pack Interaction: Stress -1, Drunkenness -25 Overuse Limit: 6 -Modern Art Statue Cost: $2000 Attractiveness: 27 Available In: Advanced Facilities Research Pack Interaction: Stress -1, Boredom -3 Overuse Limit: 6 -Modern Statue Cost: $1500 Attractiveness: 24 Available In: Ultimate Facilities Research Pack Overuse Limit: 6 -Ornate Fountain Cost: $1200 Attractiveness: 23 Available In: Advanced Facilities Research Pack Interaction: Stress -1 Overuse Limit: 6 -Rectangular Statue Cost: $1500 Attractiveness: 24 Available In: Quality Facilities Research Pack Overuse Limit: 6 -Sarcophagus Cost: $240 Attractiveness: 9 Available In: Intermediate Facilities Research Pack Overuse Limit: 9 -Short Streetlamp Cost: $90 Attractiveness: 4 Available In: Intermediate Facilities Research Pack Interaction: Boredom -3 Overuse Limit: 18 -Sleek Fountain Cost: $900 Attractiveness: 15 Available In: Intermediate Facilities Research Pack Interaction: Stress -1, Drunkenness -25 Overuse Limit: 6 -Sleek Statue Cost: $900 Attractiveness: 21 Available In: 1920 Interaction: Stress -1, Boredom -3 Overuse Limit: 6 -Space Alien Rock Cost: $150 Attractiveness: 9 Available In: Intermediate Sci-Fi Research Pack Overuse Limit: 18 -Spiral Alien Rock Cost: $150 Attractiveness: 9 Available In: Intermediate Sci-Fi Research Pack Overuse Limit: 18 -Standard 1900s Car Cost: $500 Attractiveness: 29 Available In: 1920 Interaction: Boredom -5 Overuse Limit: 3 -Standard 1940s Car Cost: $1600 Attractiveness: 34 Available In: Basic Action Research Pack Interaction: Boredom -5 Overuse Limit: 3 -Standard 1950s Car Cost: $1950 Attractiveness: 34 Available In: Intermediate Action Research Pack Interaction: Boredom -5 Overuse Limit: 3 -Standard 1960s Car Cost: $2600 Attractiveness: 36 Available In: Advanced Action Research Pack Interaction: Boredom -5 Overuse Limit: 3 -Standard 1970s Car Cost: $3450 Attractiveness: 41 Available In: Ultimate Action Research Pack Interaction: Boredom -5 Overuse Limit: 3 -Statue Stand Cost: $300 Attractiveness: 8 Available In: Functional Facilities Research Pack Interaction: Boredom -10 Overuse Limit: 12 -Stone Pillars Cost: $8000 Attractiveness: 90 Available In: Intermediate Facilities Research Pack Overuse Limit: 3 -Stumpy Streetlamp Cost: $90 Attractiveness: 4 Available In: Quality Facilities Research Pack Overuse Limit: 18 -Tall Double Streetlamp Cost: $150 Attractiveness: 11 Available In: Functional Facilities Research Pack Overuse Limit: 18 -Tall Streetlamp Cost: $175 Attractiveness: 12 Available In: Quality Facilities Research Pack Interaction: Boredom -5 Overuse Limit: 18 -Tall Thin Streetlamp Cost: $175 Attractiveness: 12 Available In: 1920 Interaction: Boredom -5 Overuse Limit: 18 -Tombstone Cost: $185 Attractiveness: 6 Available In: Classic Horror Research Pack Overuse Limit: 18 -Two-Legged Alien Rock Cost: $140 Attractiveness: 9 Available In: Advanced Sci-Fi Research Pack Interaction: Boredom -5 Overuse Limit: 18 -Veiny Alien Tree Cost: $200 Attractiveness: 12 Available In: Intermediate Sci-Fi Research Pack Overuse Limit: 18 -Water Tower Cost: $10000 Attractiveness: 90 Available In: Quality Facilities Research Pack Interaction: Boredom -15 Overuse Limit: 3 Furniture --------- -Basketball Hoop Cost: $1000 Attractiveness: 14 Available In: 1920 Interaction: Boredom -10, Trimness +3 Overuse Limit: 6 -Bath Cost: $150 Attractiveness: 3 Available In: 1920 Interaction: Drunkenness -10 Overuse Limit: 6 -Beach Ball Cost: $50 Attractiveness: 5 Available In: 1920 Interaction: Stress -1 Overuse Limit: 6 -Bench Press Cost: $650 Attractiveness: 5 Available In: Advanced Facilities Research Pack Interaction: Boredom -5, Shapeliness +5, Trimness +5 Overuse Limit: 6 -Bubblegum Machine Cost: $200 Attractiveness: 6 Available In: 1920 Interaction: Boredom -5 Overuse Limit: 6 -Chin-Up Bar Cost: $500 Attractiveness: 5 Available In: 1920 Interaction: Boredom -5, Shapeliness +1, Trimness +1 Overuse Limit: 6 -Drinks Machine Cost: $225 Attractiveness: 6 Available In: Advanced Facilities Research Pack Interaction: Boredom -5, Drunkenness -5, Stress -1 Overuse Limit: 6 -Dustbin Cost: $110 Attractiveness: -6 Available In: Intermediate Facilities Research Pack Overuse Limit: 18 -Free Weights Cost: $750 Attractiveness: 5 Available In: Quality Facilities Research Pack Interaction: Boredom -5, Shapeliness +4, Trimness +3 Overuse Limit: 6 -Large Parasol Cost: $125 Attractiveness: 9 Available In: Functional Facilities Research Pack Interaction: Stress -1 Overuse Limit: 6 -Mailbox Cost: $135 Attractiveness: 5 Available In: Basic Action Research Pack Overuse Limit: 6 -Metal Bin Cost: $80 Attractiveness: -9 Available In: 1920 Overuse Limit: 18 -park Bench Cost: $100 Attractiveness: 6 Available In: 1920 Interaction: Stress -1 Overuse Limit: 15 -Payphone Cost: $175 Attractiveness: 6 Available In: Intermediate Facilities Research Pack Interaction: Boredom -2 Overuse Limit: 6 -Pinball Table Cost: $1000 Attractiveness: 9 Available In: Advanced Facilities Research Pack Interaction: Boredom -10 Overuse Limit: 6 -Plastic Chair Cost: $60 Attractiveness: 5 Available In: Advanced Facilities Research Pack Interaction: Stress -1 Overuse Limit: 6 -Step Up Cost: $225 Attractiveness: 3 Available In: Ultimate Facilities Research Pack Interaction: Boredom -5, Shapeliness +3, Trimness +1 Overuse Limit: 6 -Sun Lounger Cost: $105 Attractiveness: 6 Available In: Basic Facilities Research Pack Interaction: Stress -1 Overuse Limit: 9 -Swing Bin Cost: $150 Attractiveness: -3 Available In: Advanced Facilities Research Pack Overuse Limit: 18 -Water Fountain Cost: $220 Attractiveness: 6 Available In: 1920 Interaction: Drunkenness -10, Stress -1 Overuse Limit: 18 Plants ------ -Bay Tree Cost: $50 Attractiveness: 3 Available In: Advanced Facilities Research Pack Overuse Limit: 18 -Bush Cost: $90 Attractiveness: 9 Available In: 1920 Overuse Limit: 18 -Bushy Shrub Cost: $100 Attractiveness: 8 Available In: Laboratory Facility Research Pack Overuse Limit: 18 -Cacti Cost: $140 Attractiveness: 6 Available In: Basic Facilities Research Pack Overuse Limit: 18 -Circular Plant Cost: $40 Attractiveness: 3 Available In: Basic Facilities Research Pack Overuse Limit: 18 -Colorful Circular Flowerbed Cost: $120 Attractiveness: 10 Available In: Intermediate Facilities Research Pack Overuse Limit: 18 -Elegant Angled Flowerbed Cost: $150 Attractiveness: 11 Available In: Basic Facilities Research Pack Overuse Limit: 18 -Elegant Kidney-Shaped Flowerbed Cost: $130 Attractiveness: 10 Available In: Advanced Facilities Research Pack Overuse Limit: 18 -Floppy Plant Cost: $40 Attractiveness: 3 Available In: Quality Facilities Research Pack Overuse Limit: 18 -Hedge Cost: $50 Attractiveness: 3 Available In: 1920 Overuse Limit: 42 -Hedge Sculpture Cost: $175 Attractiveness: 14 Available In: Quality Facilities Research Pack Overuse Limit: 12 -Hedge With Stone Cost: $75 Attractiveness: 3 Available In: Laboratory Facility Research Pack Overuse Limit: 42 -Huge Street Palm Tree Cost: $225 Attractiveness: 15 Available In: Functional Facilities Research Pack Overuse Limit: 18 -Large Pine Tree Cost: $200 Attractiveness: 14 Available In: Quality Facilities Research Pack Interaction: Stress -1 Overuse Limit: 18 -Large Street Palm Tree Cost: $235 Attractiveness: 17 Available In: Quality Facilities Research Pack Overuse Limit: 18 -Long Flowerbox Cost: $60 Attractiveness: 5 Available In: Intermediate Facilities Research Pack Overuse Limit: 18 -Long-Stemmed Cactus Cost: $110 Attractiveness: 5 Available In: Laboratory Facilities Research Pack Overuse Limit: 18 -Mangrove Trunk Cost: $100 Attractiveness: 3 Available In: Quality Facilities Research Pack Interaction: Boredom -10 Overuse Limit: 18 -Normal Palm Tree Cost: $280 Attractiveness: 15 Available In: Functional Facilities Research Pack Overuse Limit: 18 -Oval Street Plant Cost: $400 Attractiveness: 18 Available In: Quality Facilities Research Pack Overuse Limit: 18 -Pine Leaf Tree Cost: $160 Attractiveness: 12 Available In: 1920 Interaction: Stress -1 Overuse Limit: 18 -Pine Shrub Cost: $90 Attractiveness: 6 Available In: Laboratory Facility Research Pack Overuse Limit: 18 -Pink Blossom Tree Cost: $250 Attractiveness: 15 Available In: Quality Facilities Research Pack Interaction: Stress -1 Overuse Limit: 18 -Pretty Angled Flowerbed Cost: $150 Attractiveness: 11 Available In: 1920 Overuse Limit: 18 -Pretty Circular Flowerbed Cost: $120 Attractiveness: 10 Available In: 1920 Overuse Limit: 18 -Pretty Kidney-Shaped Flowerbed Cost: $130 Attractiveness: 10 Available In: Advanced Facilities Research Pack Overuse Limit: 18 -Rubber Plant Cost: $50 Attractiveness: 3 Available In: Advanced Facilities Research Pack Overuse Limit: 18 -Short-Stemmed Cactus Cost: $110 Attractiveness: 5 Available In: Functional Facilities Research Pack Overuse Limit: 18 -Silverbark Tree Cost: $280 Attractiveness: 17 Available In: Quality Facilities Research Pack Overuse Limit: 18 -Small Circular Tree Cost: $50 Attractiveness: 2 Available In: Functional Facilities Research Pack Overuse Limit: 18 -Small Palm Tree Cost: $180 Attractiveness: 12 Available In: Quality Facilities Research Pack Interaction: Stress -1 Overuse Limit: 18 -Small Pine Tree Cost: $180 Attractiveness: 12 Available In: Functional Facilities Research Pack Interaction: Stress -1 Overuse Limit: 18 -Small Square Tree Cost: $50 Attractiveness: 2 Available In: Quality Facilities Research Pack Overuse Limit: 18 -Spiky Shrub Cost: $90 Attractiveness: 6 Available In: Basic Facilities Research Pack Overuse Limit: 18 -Square Flowerbox Cost: $60 Attractiveness: 5 Available In: Functional Facilities Research Pack Overuse Limit: 18 -Square Street Plant Cost: $300 Attractiveness: 17 Available In: Functional Facilities Research Pack Interaction: Stress -1 Overuse Limit: 18 -Tall Palm Tree Cost: $350 Attractiveness: 18 Available In: Basic Facilities Research Pack Overuse Limit: 18 -Tiny Palm Tree Cost: $170 Attractiveness: 12 Available In: 1920 Interaction: Stress -1 Overuse Limit: 18 -Yucca Plant Cost: $50 Attractiveness: 4 Available In: Functional Facilities Research Pack Overuse Limit: 18 Landscaping ----------- On top of that massive list of items, there are also ways to make your lot look nicer from the ground up. Not only will it make you Attractiveness go up but a well designed lot will make it easier for employees to get around. -Path Cost: $20 Attractiveness: Variable Speed: 1.4 The thing about these basic units of landscaping is that the narrower the path is, the better it will look. Now just having one-tile wide strips of path won't really boosts your attractiveness by much, but put down multiple two or higher wide strips and you'll notice the detriment. -Grass Cost: $10 Attractiveness: 3 Speed: 1 -Grass (Brown) Attractiveness: -3 Speed: 0.85 -Rock Attractiveness: -6 Speed: 0.7 Grass, just like in real life, deteriorates over time. There a number of things that factor into how fast your grass dies. If the grass is in an area with lots of nice ornaments it will degrade slower. The rate at which it dies also depends on how much people walk over it and how many janitors you have. Once the grass wears down it turns to brown and then later to rock, both with their own negative effects, as listed above. -Sand Cost: $5 Attractiveness: 1 Speed: 0.6 -Tarmac Cost: $5 Attractiveness: -1 Speed: 1.2 MORE TO COME ===============================================================================