SimCity 4 > Civic Services > Health & Education
Health and most education services have two monthly costs, which determine the reach of the service and the number of people working for that service. Some education services have a fixed reach, and their monthly cost decides their effectiveness only.
A clinic improves the health of sims and extends their lives. This not only enhances the quality of the city but also bolsters the sims' education (older sims are around longer to pass on their knowledge). Sims will ask for a clinic where the population reaches about 1000 or a city is about five years old, whichever comes first.
Funding for clinics proper decides the number of doctors in them, and thus how many patients the clinic can serve. If you exceed a clinic's capacity, the doctors will strike. A clinic's reach is related to how much its ambulance service is funded.
When your city reaches 10,000 sims and you have the money, set up a hospital, which can handle six times the patients and has a medium-city reach.
The only health reward for young cities is the farmer's market, which provides sims with fresh-grown fruits, vegetables and grains. For this your city must have 3000 sims, out of which at least 600 are engaged in farming.
Item | Initial | Monthly | Capacity | |
---|---|---|---|---|
Clinic | §400 | §400 | 500 patients. | |
Hospital | §1100 | §1200 | 3000 patients. | |
Farmer's Market | §4900 | §30 |
If your city is to grow beyond its poor industrial beginnings, you will need to teach your sims and help them retain their knowledge and skills.
You can assume that your sims will bring kids with them, so when you found your city include an elementary school. For a tiny village you can start off with a single teacher and no busing for §20 a month. Then you grow both as your village expands into a city.
When your city reaches 1500 sims, plant a high school. When it hits the 3000-sims mark, it's time for a college.
School funding decides the number of teachers in them, and thus how many students can be taught. If you exceed a school's capacity, the teachers will strike. The reach of elementary and high schools is related to how much their busing services are funded. A college covers a whole city and has no busing.
A library lets sims retain their knowledge (and regales them with Harry Potter books and steamy detective novels). Funding determines the number of books in a library, whose reach is fixed but relatively wide. Add a library when your city reaches 1000 sims.
A museum blesses your sims with exhibits in art and history, enhancing their education. Funding determines how many exhibits are on display and how many visitors the museum can handle. This is for cities with at least 3000 sims, some of which should be wealthy and adult. For you advanced planners, use the Residential Average Age data map to look for blue areas where the old folks are, and plant a museum somewhere in there.
A private school is your reward if your city has at least 750 wealthy sims. This school costs nothing to start and keep.
The pinnacle of your education efforts is the university. This serves up to 10,000 students and beneficiently effects your whole city. You win this 12 × 10 edifice with a population of 15,000, excellent schools and mayoral rating, and §12,000 in cash. And no, it does not have an athletic program.
Item | Initial | Monthly | Capacity | |
---|---|---|---|---|
Elementary school | §300 | §400 | 500 students. | |
High school | §1050 | §750 | 750 students. | |
City college | §3000 | §1000 | 7000 students. | |
Library | §1000 | §250 | 30000 books. | |
Museum | §1500 | §450 | 900 exhibits. | |
University | §12000 | §1500 | 10000 students. |