These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
This carries over to the Epic Creature in the 2013 game. It heads straight for your garbage dump, destroying any building in its path, but then eats all the refuse in the dump zone, thus removing a burden that can't be removed otherwise without generating pollution.
Broken Base: Certainly, between the launch day disaster, the reduced city size, removal of past game features, poor AI, the introduction of resources, forced multiplayernote though you can just claim an invite only region all to yourself, and the need for a constant internet connection to play the game, the 2013 remake pretty much shattered the fanbase.
Complacent Gaming Syndrome: Try to join public games in the 2013 game, and all you'll see is the Titan Gorge region, though this may also be a search engine bug.
Demonic Spiders: Trucks, especially trailer trucks, in Rush Hour. Running into them is instant death. While the police siren can cause them to move out of the way, trailer trucks leave their trailers behind, and those still kill you.
Fan Nickname: the 2013 always online SimCity is officially simply called SimCity. Fans tacked on the 2013 part to differentiate it from the original.
In the original for the Mac, typing FUND gives you money. There's no limit.
As does"imacheat" in the PC version of SimCity 2000.
The Toll Booth in 4 can be used to generate a mountain of revenue, as described in detail here.
With the Rush Hour expansion, players can constantly repeat a mission that involves catching a robber (assuming they don't unlock the Deluxe Police Station) for easy money.
Plopping a military base at the edge of your city makes it easy to get money in SimCity 4 with the Rush Hour expansion. Simply keep redoing the "drive the tank to the edge of the map" mission for 70,000 simoleons a pop.
The Electronics specialization in the 2013 game is by far the most profitable of the lot once it gets going. It is not uncommon to have cities appear to be running tens of thousands in deficit while making millions off computer and TV sales or even just processors and it makes the commercial and industrial zones obsolete. And unlike Mining or Drilling which rely on finite resources, Electronics can keep going indefinitely on relatively cheap imports alone.
2000 included a joke "cheat" that gave you a 25% APR loan, which is obviously a bad idea, except the game calculates regular loan APR based on the size of your city and outstanding loan APRs, so if you get two 25% loans and ask for a regular loan, the calculation overflows and you get a negative APR loan; your yearly "payments" are in negative dollars, so you gain money. This bug was removed in the Special Edition of 2000.
The"Million-dollar cheat code" from the SNES port is actually a bug. First you spend all your money, including on something that generates expenditures. Next you reduce the tax rate and expenditures on the tax screen to 0%. For some reason, holding the L button prevents you from gaining/losing money from the fiscal budget at the end of the year; when you go back to the tax screen and increase the expenditure rates but keep the tax at 0%, you'll get a net loss. Once you release the L button after the calendar rolls over to January, you'll have a negative bank balance. This is instantly pushed it to the maximum value, which was truncated to $999999.
The L button somehow delays scripted events until you release the button. For example, the scenario where you must deal with a nuclear power plant meltdown can be averted by holding L, bulldozing all of the existing nuclear plants, releasing the button (there will be no meltdown as there's nothing to explode), then building new ones.
Harsher in Hindsight: In the Boston 2010 scenario, there's a scenario which you have to fix a nuclear meltdown during a football championship. One year later... (Granted the nuclear meltdown in the Tohoku earthquake was caused by an earthquake, but ouch.)
Jumping the Shark: EA stated that it was going in a new direction with Societies, which isn't so much city building as theme building, or "social engineering". Apparently the game had gotten too complicated for the general audience, so they want to bring back the original demographic they were shooting for. Sound like jumping the shark?
They did it again with the 2013 reboot of the franchise when they announced that the game would require an internet connection to play... And when it got released, it just went From Bad to Worse, with launch day crashes and people even finding out you can make the game better by debugging the game, which had the side effect of disabling the requirement.
The "zzz" sound you hear when you put down a power line in Sim City 2000.
The "WHUMP-PACHING" sound you got placing a government building in 4.
For the 2013 game, since the background music variety depends on your population, hearing the opening notes of Town and Out signals a milestone, not to mention having three additional (and more pleasant) tracks added to the jukebox.
Nightmare Fuel: The Obliterate City option in 4 allows players to wipe a region free of all traces of civilization, letting them keep hard terraforming work and whatnot in case they make an irrepairable mistake in city design. Invoking said power is no minor affair, though. First, bursts of light emerge in random locations of the city, obliterating small sections of it. Then, the winds begin to howl, the sky begins to flash, the ground begins to tremble and roar, and motes of light begin to rise from the surface of the Earth. The screen finally turns a blinding white, and from within the noise emerges a wail, a scream, of something Sim and yet not. All goes silent, the blinding light subsides, and all traces of Simkind are gone.
Not to mention the radioactivity issues in various instalments, but especially the way they're portrayed in 3000; if a nuclear reactor is destroyed in a disaster or explodes from overuse (one could argue this reflects poorly on the realism with which nuclear power is portrayed, but that's another story) then a large area surrounding the remains of the reactor is littered with these strange radioactivity symbols implying radiation poisoning, in which case the whole area becomes abandoned, and if you zoom in on it you hear an errie high-pitched noise accompanied by the clicking of a geiger counter.
Porting Disaster: Any of the console/handheld ports of 2000, including the DS' SimCity 2000-disguised-as-3000. Poor control response and slow gamesave loading times are to blame.
Also the Mac ports of 3000 and 4. These were not done by Maxis in-house.
The agent system, which is supposed to handle resource distribution throughout your city. Unfortunately, thanks to Artificial Stupidity, none of your resources will actually get to where they'll be needed since the agents will get themselves stuck in traffic, drive around in loops, or just straight up ignore where they're supposed to go.
The significantly smaller map sizes means that it's nearly impossible to make your city self sufficient, so your only chance of getting your city to see the late game is to join a multiplayer region and hope your partners don't up and leave or suffer one of the game's many bugs and has their city deleted.
The online requirement in general. The bane of any SimCity fan who just wanted a sophisticated sandbox game to play in their free time or if they had no internet access.
So Bad, It's Good: SimCopter. The cars look like they were made by kindergartners with construction paper, the "people" were two-faced, gibberish-speaking... things, and the gameplay was simple, repetitive, and full of escort missions. However, the game is still fun - even now. The ability to import cities from SC 2000, have them rendered in 3D, then fly around them, was amazing in its time, and still hasn't been done on that level with any other game.
"Stop Having Fun" Guys: The modding community for 4 takes itself very seriously. Creating a buildings that deviate from real-world structures may result in hard-core designers criticising your designs and ideas.
Sim City Creator's "Global Warming Age" in Challenge Mode. If you didn't set your facilities correctly, you're pretty much screwed. The Moneybags Cheat tends to help though ...
"Dullsville" in the original game; turning a backwater town into a megalopolis in 30 years and with a meager 5.000$ initial budget. A population of 100.000 citizens is hard to achieve even in sandbox mode starting with 20.000$.
They Changed It, Now It Sucks: Societies was substantially less detailed than its predecessors, and not developed by Maxis. Fans and reviewers were not impressed.
Some of the information revealed regarding as 2013's SimCity was upcoming was, to say the least, disconcerting to the fanbase. Some of the complaints include: always online and multiplayer-focused gameplay, pre-built regional transportation networks that predetermine neighbour connections for each city, "dead zones" around each city that make each one look and feel isolated, terraforming limited on a civil scale (i.e. no God Mode world-reshaping) and small map sizes compared to SimCity 4.
The "Always Online" has really bitten EA on the ass as servers have overloaded so badly they were forced to make a patch that removes a number of key features. It got so bad that Amazon had to temporarily stop selling the game, which isn't something that happens every day. Later, EA became so desperate to decrease the pressure on the servers that they have cut out several features (including achievements and the fast forward mode) and have actually asked sites to stop advertising the game.