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YMMV sinkhole


** Another method is the "Perfect Sim" method, which makes a sim max out their personality stats [[YourMilageMayVary which may or may not be useful depending on who you ask]]. To do it, you need to have Livin' Large to have a chemistry set, and make a sim who has no points to any of his personality and a lot with at least the chemistry set inside it. Make the sim keep using the chemistry set until he gets a yellow potion, then have him drink it so he'll reverse his personality, maxing them out. A similar method can be done for pre-existing sims who already have some points in personality, which require them to have a yellow potion handy, and have at least two sims in their lot. The sim who will have maxed out personality must be close to the other and must be killed while the other pleads for their life (which [[SaveScumming may]] [[TrialAndErrorGameplay take]] [[LuckBasedMission awhile]]) until the dead sim is revived as a zombie. Because zombies have no personality, it will empty the personality points the sim already had, and they can then drink the yellow potion to max their personality out.

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** Another method is the "Perfect Sim" method, which makes a sim max out their personality stats [[YourMilageMayVary which may or may not be useful depending on who you ask]].ask. To do it, you need to have Livin' Large to have a chemistry set, and make a sim who has no points to any of his personality and a lot with at least the chemistry set inside it. Make the sim keep using the chemistry set until he gets a yellow potion, then have him drink it so he'll reverse his personality, maxing them out. A similar method can be done for pre-existing sims who already have some points in personality, which require them to have a yellow potion handy, and have at least two sims in their lot. The sim who will have maxed out personality must be close to the other and must be killed while the other pleads for their life (which [[SaveScumming may]] [[TrialAndErrorGameplay take]] [[LuckBasedMission awhile]]) until the dead sim is revived as a zombie. Because zombies have no personality, it will empty the personality points the sim already had, and they can then drink the yellow potion to max their personality out.
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* In many ''HarvestMoon'' games (especially the Mineral Town based ones), growing Pineapples in a greenhouse or other indoor growing space. Pineapples take a long time to grow, so grown normally, there's only time for one harvest before the season changes. But in a greenhouse, you have time to let the plants resprout, and they do so VERY quickly (every 3-4 days, depending on the game). Since they ship for upwards of 1000g per pineapple, a field full of them can earn you millions in just a couple of months. You can pull a similar trick with fast-growing reharvestables like yams.
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* ''[[VideoGame/{{X}} X3: Terran Conflict]]'s'' most blatant game breaker is the ATF Skirnir, a [[MacrossMissileMassacre missile frigate]] that, due to a typo in the data for the Shadow missile, could dish out eight launchers' worth of [[SciFiWritersHaveNoSenseOfScale 650 MJ]] per warhead [[RecursiveAmmo on an eight-warhead missile]]. The toughest ship in the vanilla game has [[SciFiWritersHaveNoSenseOfScale 12 GJ]] of shielding. Do the math.
** The typo was thankfully fixed in ''X3: Albion Prelude'', but lesser game breakers abound. [[YMMV/{{X}} YMMV.X]] has the full list.
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** The ''Generations'' expansion pack gives us the Motive Mobile lifetime reward. By traveling in this car, your sims will have all their motives filled up. Every single one. And it doesn't work for your current household. Any sim who travels in the car will have his or her motives refilled. Got a date? Go out with the Motive Mobile. Your date will be [[IncrediblyLamePun fulfilled]].

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** The ''Generations'' expansion pack gives us the Motive Mobile lifetime reward. By traveling in this car, your sims will have all their motives filled up. Every single one. And it doesn't only work for your current household. Any sim who travels in the car will have his or her motives refilled. Got a date? Go out with the Motive Mobile. Your date will be [[IncrediblyLamePun fulfilled]].
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** The ''Generations'' expansion pack gives us the Motive Mobile lifetime reward. By traveling in this car, your sims will have all their motives filled up. Every single one. And it doesn't work for your current household. Any sim who travels in the car will have his or her motives refilled. Got a date? Go out with the Motive Mobile. Your date will be [[IncrediblyLamePun fulfilled]].
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** And a sure-fire way to kickstart a region while making ridiculous amounts of money is to zone lots of high-density residential on one side of the map, lots of high-density industrial on the other side, three coal power plants, one water pump, a landfill, connect the areas with rail, or if the Rush Hour expansion is installed, build connecting roads with toll booths. Not only you will make ridiculous amounts of money from transit fares, but since impoverished Residential demand is always skyrockets unless taxes are higher than 12% (which is already ''a lot''), you can fill a large town with almost ''half a million people in two hours or less'' and roll up §500,000,000 given enough time. Best part? Impoverished zones are almost maintenance-free -- which is even justified, considering poor people cannot afford to be picky about their dwelling -- so if you put your power, water and waste facilities in a neighboring town, you can actually leave the simulation running ''completely unattended'' and return 6 hours later for massive cash. ''Plus'', this will leave you with a base of inhabitants on whom you can later invest in education and healthcare to make them rich.

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** And a sure-fire way to kickstart a region while making ridiculous amounts of money is to zone lots of high-density residential on one side of the map, lots of high-density industrial on the other side, three coal power plants, one water pump, a landfill, connect the areas with rail, or if the Rush Hour expansion is installed, build connecting roads with toll booths. Not only you will make ridiculous amounts of money from transit fares, but since impoverished Residential demand is always skyrockets unless taxes are higher than 12% (which is already ''a lot''), you can fill a large town with almost ''half a million people in two hours or less'' and roll up §500,000,000 given enough time. Best part? Impoverished zones are almost maintenance-free -- which is even justified, considering poor people cannot afford to be picky about their dwelling -- so if you put your power, water and waste facilities in a neighboring town, you can actually leave the simulation running ''completely unattended'' and return 6 hours later for massive cash. ''Plus'', this will leave you with a base of inhabitants on whom you can later invest in education and healthcare to make them rich.
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all the favorite fruit does is cause the islander to spew money one fruit earlier. which is helpful, but hardly a game breaker. also the gc release was not original but that is just me nitpicking here.


* The original GameCube release of AnimalCrossing had the island minigame. With a GBA and a link cable, the player could go to an island and meet an animal not usually seen on the mainland, and on their way back, the island is uploaded to the GBA where the player can make the islander do various things depending on what the player leaves behind. By dropping fruits on the island, the islander will reward the player with bags of money. The problem is that the bags in question are randomized between the game's four types of money bags: it could be either 100, 1000, 10000, or 30000 Bells in any given bag, when native fruit normally sells for 100 and non-native fruit for 500. And each islander has a favorite fruit which nearly guarantees a return of 10000 or 30000. And you could carry up to 25 fruits to the island in one trip. What is this "debt" you speak of, again?

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* The original GameCube release of AnimalCrossing had the island minigame. With a GBA and a link cable, the player could go to an island and meet an animal not usually seen on the mainland, and on their way back, the island is uploaded to the GBA where the player can make the islander do various things depending on what the player leaves behind. By dropping fruits on the island, the islander will reward the player with bags of money. The problem is that the bags in question are randomized between the game's four types of money bags: it could be either 100, 1000, 10000, or 30000 Bells in any given bag, when native fruit normally sells for 100 and non-native fruit for 500. And each islander has a favorite fruit which nearly guarantees a return of 10000 or 30000.There is no weighting on that, by the way -- 30000 is exactly as likely as 100. And you could carry up to 25 fruits to the island in one trip. What is this "debt" you speak of, again?
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Do not use This Troper


** The Moodlet Manager, a Lifetime Reward, removes any bad moodlets on you, and for all intents in purposes, it makes it an all-you-can-eat, bed, toilet, telephone, bath and games device all in one. When any one of your bars hits the point it gives you a bad moodlet, the Moodlet Manager will heal it, and give you the polar opposite to it (Smelly becomes Squeaky Clean, Strained becomes Having a Blast and so on) instantly. The only downside is that it can sometimes backfire and shunt your energy level down to 0. However, just re-using it instantly cures this. [[{{Rossmallo}} This Troper]]'s sim has not slept in 4 ingame months, and doesn't need to eat more than once a week, and even then that's only due to wanting the Ambrosia buff.

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** The Moodlet Manager, a Lifetime Reward, removes any bad moodlets on you, and for all intents in purposes, it makes it an all-you-can-eat, bed, toilet, telephone, bath and games device all in one. When any one of your bars hits the point it gives you a bad moodlet, the Moodlet Manager will heal it, and give you the polar opposite to it (Smelly becomes Squeaky Clean, Strained becomes Having a Blast and so on) instantly. The only downside is that it can sometimes backfire and shunt your energy level down to 0. However, just re-using it instantly cures this. [[{{Rossmallo}} This Troper]]'s Taken to the extremes, a sim has not slept in 4 ingame months, can stay awake for months and doesn't need to eat more than once a week, and even then that's only due to wanting if you want the Ambrosia buff.
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* ''TheUrbz'', a console exclusive Sims game set on a [[RecycledInSpace big city]], have a recliner chair at one area that refills all your energy in ''two seconds''.
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** The troper writing this sees your [[DoomyDoomsOfDoom battleship of doom]] and raises you a frigate from hell. It can hold 10 system slots (ammo assembler plus 9 more systems of your choice), has enough room to house ASROC, Anti-Air and High Explosive Missiles, as well as pulse lasers, AGS cannons, and a [[WaveMotionGun magnetic pulse gun]]. It has as much firepower as a battleship but comes with higher speed and maneuverability, making catching up to defense targets no problem. True, the Magnetic Pulse Gun isn't as strong as the massive wave gun, but hey, when you can spam those shots to full effect, it doesn't really matter in the long run.
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** There's also the pink flamingo lawn ornaments which cost under 20 simoleans and can be kicked repeatedly to rapidly fill up a Sim's Fun motive.
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** After the combat overhaul, lashers suddenly became walking death. Whips are tagged as a bludgeoning weapon, which makes the damage it does increases with greater size, smaller contact area, higher velocity, and greater material density. However, while whips are only a fourth the size of a warhammer, they strike five times faster and have a tenth the contact area, which basically gives them the stopping power of a .50 caliber bullet.

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** After the combat overhaul, lashers suddenly became walking death. Whips See, whips are tagged as a bludgeoning weapon, which makes the damage it does increases with greater size, smaller contact area, higher velocity, and greater material density. However, while whips are only a fourth the size of a warhammer, they strike five times faster and have a tenth the contact area, which basically gives them the stopping power of a .50 caliber bullet.
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** After the combat overhaul, lashers suddenly became walking death. The reason for this is that whips are tagged as a ''bludgeoning weapon'' for some reason, which means they strike with all the momentum and weight of a warhammer while retaining the insanely high velocity and tiny contact area of a whip.

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** After the combat overhaul, lashers suddenly became walking death. The reason for this is that whips Whips are tagged as a ''bludgeoning weapon'' for some reason, bludgeoning weapon, which means makes the damage it does increases with greater size, smaller contact area, higher velocity, and greater material density. However, while whips are only a fourth the size of a warhammer, they strike with all five times faster and have a tenth the momentum and weight of a warhammer while retaining the insanely high velocity and tiny contact area area, which basically gives them the stopping power of a whip.a .50 caliber bullet.
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** After the combat overhaul, goblin lashers suddenly became walking death. The reason for this is that whips are tagged as a ''bludgeoning weapon'' for some reason, which means they strike with all the momentum and weight of a warhammer while retaining the insanely high velocity and tiny contact area of a whip.

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** After the combat overhaul, goblin lashers suddenly became walking death. The reason for this is that whips are tagged as a ''bludgeoning weapon'' for some reason, which means they strike with all the momentum and weight of a warhammer while retaining the insanely high velocity and tiny contact area of a whip.
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** After the combat overhaul, goblin lashers suddenly became walking death. The reason for this is that whips are tagged as a ''bludgeoning weapon'' for some reason, which means it strikes with all the momentum and weight of a warhammer while retaining the insanely high velocity and tiny contact area of a whip.

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** After the combat overhaul, goblin lashers suddenly became walking death. The reason for this is that whips are tagged as a ''bludgeoning weapon'' for some reason, which means it strikes they strike with all the momentum and weight of a warhammer while retaining the insanely high velocity and tiny contact area of a whip.
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** After the combat overhaul, goblin suddenly became walking death. The reason for this is that whips are tagged as a ''bludgeoning weapon'' for some reason, which means it strikes with all the momentum and weight of a warhammer while retaining the insanely high velocity and tiny contact area of a whip.

to:

** After the combat overhaul, goblin lashers suddenly became walking death. The reason for this is that whips are tagged as a ''bludgeoning weapon'' for some reason, which means it strikes with all the momentum and weight of a warhammer while retaining the insanely high velocity and tiny contact area of a whip.
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** After the combat overhaul, goblin suddenly became walking death. The reason for this is that whips are tagged as a ''bludgeoning weapon'' for some reason, which means it strikes with all the momentum and weight of a warhammer while retaining the insanely high velocity and tiny contact area of a whip.
Is there an issue? Send a MessageReason:
None

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* The original GameCube release of AnimalCrossing had the island minigame. With a GBA and a link cable, the player could go to an island and meet an animal not usually seen on the mainland, and on their way back, the island is uploaded to the GBA where the player can make the islander do various things depending on what the player leaves behind. By dropping fruits on the island, the islander will reward the player with bags of money. The problem is that the bags in question are randomized between the game's four types of money bags: it could be either 100, 1000, 10000, or 30000 Bells in any given bag, when native fruit normally sells for 100 and non-native fruit for 500. And each islander has a favorite fruit which nearly guarantees a return of 10000 or 30000. And you could carry up to 25 fruits to the island in one trip. What is this "debt" you speak of, again?

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Combined the entries into one.


** Another method is the "Perfect Sim" method, which makes a sim max out their personality stats [[YourMilageMayVary which may or may not be useful depending on who you ask]]. To do it, you need to have Livin' Large to have a chemistry set, and make a sim who has no points to any of his personality and a lot with at least the chemistry set inside it. Make the sim keep using the chemistry set until he gets a yellow potion, then have him drink it so he'll reverse his personality, maxing them out. A similar method can be done for pre-existing sims who already have some points in personality, which require them to have a yellow potion handy, and have at least two sims in their lot. The sim who will have maxed out personality must be close to the other and must be killed while the other pleads for their life (which [[SaveScumming may]] [[TrialAndErrorGameplay take]] [[LuckBasedMission awhile]]) until the dead sim is revived as a zombie. Because zombies have no personality, it will empty the personality points the sim already had, and they can then drink the yellow potion to max their personality out.



*** A much lighter example in the original sims can be found in the first game that gives zombified sims max stats in their personality, simply by having the Livin' Large expansion pack. With it, you'll be able to bargain with the grim reaper and gain the chemisty set, both of which are needed. The idea is that you must have at least two sims and stockpile chemistry sets until they get a yellow potion, which will reverse their personality points if consumed but requires a lot of patience to get ([[YourMilageMayVary or not, depending on your game]]). Next one of the sims must also die in any manner but drowning and have the other plead with the grim reaper until the sim loses the game but gains the reaper's sympathies (which [[SaveScumming also]] [[TrialAndErrorGameplay takes]] [[LuckBasedMission patience]]) so the dead sim will be a zombie. Finally, the zombie must drink the yellow potion. Because zombies are entirely void of personality points, the potion will cause it to be reverse (maxing it out). [[YourMilageMayVary How useful this gamebreakage is would depend on the player]].
**** You can just give them zero stats to begin with, and not bother with the zombie.
**** That's an overcomplication of the "perfect Sim" trick. Just make a Sim with no personality and have him keep making potions until he or she gets a yellow one. No need to kill off Sims or bargain with Death to do this.
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** [[TheDevTeamThinksOfEverything The dev team REALLY didn't think of]] just how exploitable some of the game features are. A vampire can run a business and bite all his employees so they can work happily all night, or a witch can craft some thrones, convert her employees to witches and they can work FOREVER. A vampire can make a killing with the wrecked car from Free Time, by spending all night fixing one, selling it for 5,200 simoleons and then only needing a shower and maybe a coffee after he's finished. Vampires also have the easiest pregnancies ever thanks to their lack of motive decay at night.
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** Plus, if you own the first two RCT games, you can import fully finished rides into it, meaning that you can get coasters you can't have anyway.

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Added to Sims 3


* Unfortunately, TheSims 3 has already hit [[{{Buffyspeak}} Gamebreakingness]] incarnate with one lifetime reward: the Moodlet Manager. This handheld device removes any bad moodlets on you, and for all intents in purposes, it makes it an all-you-can-eat, bed, toilet, telephone, bath and games device all in one. When any one of your bars hits the point it gives you a bad moodlet, the Moodlet Manager will heal it, and give you the polar opposite to it (Smelly becomes Squeaky Clean, Strained becomes Having a Blast and so on) instantly. The only downside is that it can sometimes backfire and shunt your energy level down to 0. However, just re-using it instantly cures this. [[{{Rossmallo}} This Troper]]'s sim has not slept in 4 ingame months, and doesn't need to eat more than once a week, and even then that's only due to wanting the Ambrosia buff.

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* Unfortunately, TheSims 3 has already hit is [[{{Buffyspeak}} Gamebreakingness]] incarnate incarnate.
** Some Lifetime Wants have gamebreakers. The monetary ones can be fulfilled by adding more Sims, who come
with $16,500 Simoleons, to the household. When a Sim leaves the household, he comes with $16,500, so you can also move him in and out of the same household to generate cash. The Surrounded By Family Lifetime Want is fulfilled when the Sim has five teenage children raised from babies. This Want can be fulfilled in less than one lifetime reward: day by adopting five babies and aging them up prematurely with the Birthday Cake. As an ''option'' in the game (it was a cheat in Sims 2), you can turn Aging off, effectively giving you infinite time to fulfill a Lifetime Want.
** The
Moodlet Manager. This handheld device Manager, a Lifetime Reward, removes any bad moodlets on you, and for all intents in purposes, it makes it an all-you-can-eat, bed, toilet, telephone, bath and games device all in one. When any one of your bars hits the point it gives you a bad moodlet, the Moodlet Manager will heal it, and give you the polar opposite to it (Smelly becomes Squeaky Clean, Strained becomes Having a Blast and so on) instantly. The only downside is that it can sometimes backfire and shunt your energy level down to 0. However, just re-using it instantly cures this. [[{{Rossmallo}} This Troper]]'s sim has not slept in 4 ingame months, and doesn't need to eat more than once a week, and even then that's only due to wanting the Ambrosia buff.
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**** You can just give them zero stats to begin with, and not bother with the zombie.
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* You can do this in ''SimCity 4'': build one single tile of road, pass the Legalized Gambling ordinance, leave the game running overnight, and you'll end with a ridiculously huge amount of cash in your coffers.

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* You can do this in ''SimCity 4'': build one single tile of road, pass the Legalized Gambling ordinance, leave the game running overnight, and you'll end with a ridiculously huge large amount of cash in your coffers.coffers (Aproximately 250.000$ an hour).
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*** Prior to the combat over hall release, wrestling directly influenced the damage a dwarf would do with unconventional weapons (like shields or thongs), the odds of them breaking wrestling locks, how well they dodged, and would make sparring almost completely safe. Giving 4 or so migrants from your second wave of immigrants nothing but wooden shields and assigning them to train constantly would allow you to have 4 virtually immortal dwarfs by the end of your second year, well before even ambushes would normally start. These dwarfs would use their shields as maces (which they would use to great effect thanks to their legendary wrestling skills), would be immune to wrestling locks by larger creatures, would be able to block or dodge virtually every attack, and (thanks to being naked besides a shield) would be several times faster than anything they fought. By the 6th year mark, a single dwarf trained in this manor would be more than capable of fighting off anything, of any quantity, besides one very specific type of enemy.

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*** Prior to the combat over hall overhaul release, wrestling directly influenced the damage a dwarf would do with unconventional weapons (like shields or thongs), the odds of them breaking wrestling locks, how well they dodged, and would make sparring almost completely safe. Giving 4 or so migrants from your second wave of immigrants nothing but wooden shields and assigning them to train constantly would allow you to have 4 virtually immortal dwarfs by the end of your second year, well before even ambushes would normally start. These dwarfs would use their shields as maces (which they would use to great effect thanks to their legendary wrestling skills), would be immune to wrestling locks by larger creatures, would be able to block or dodge virtually every attack, and (thanks to being naked besides a shield) would be several times faster than anything they fought. By the 6th year mark, a single dwarf trained in this manor manner would be more than capable of fighting off anything, of any quantity, besides one very specific type of enemy.

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*** Completely financially gamebreaking in the original SimCity: (Easiest at the beginning of a game) Spend all of your money on fire stations, police stations, and roads/rails (anything upon which taxes must be paid), until you are broke, and make sure "Auto Tax" option is deactivated in settings. When the screen pops up, hold L+R, close the screen. While still holding L+R, manually open the tax screen, drop tax rate to 0%, ramp up tax support to 100% for all services, close the screen, and finally release L+R. Presto! Full cash meter. Bulldoze your police state and start fresh with unlimited funds. Operates, near as could be determined so far, due to a glitch: when L+R are held, the game can still be operated, but ''time'' does not pass. When the screen is brought up by default, you cannot raise support costs to higher than tax income (sensibly). "Pausing" the game in this screen, then bringing up the screen manually, allows you to create a debt - which the game can't handle, and converts to $999,999.

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*** Completely financially gamebreaking in the original SimCity: SimCity on the SNES: (Easiest at the beginning of a game) Spend all of your money on fire stations, police stations, and roads/rails (anything upon which taxes must be paid), until you are broke, and make sure "Auto Tax" option is deactivated in settings. When the screen pops up, hold L+R, L or R, close the screen. While still holding L+R, L/R, manually open the tax screen, drop tax rate to 0%, ramp up tax support to 100% for all services, close the screen, and finally release L+R.L/R. Presto! Full cash meter. Bulldoze your police state and start fresh with unlimited funds. Operates, near as could be determined so far, due to a glitch: when L+R L/R are held, the game can still be operated, but ''time'' does not pass. When the screen is brought up by default, you cannot raise support costs to higher than tax income (sensibly). "Pausing" the game in this screen, then bringing up the screen manually, allows you to create a debt - which the game can't handle, and converts to $999,999.$999,999.
**** However, it sometimes resulted in an instant loss instead.
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**** That's an overcomplication of the "perfect Sim" trick. Just make a Sim with no personality and have him keep making potions until he or she gets a yellow one. No need to kill off Sims or bargain with Death to do this.

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Added an example for Sims 2


** ''Appartment Life'' adds magic into the game by allowing sims to become witches/warlocks. Not only are some of their abilities/spells ridiculously overpowered (instant teleportation, timestop), but once they reach maximum skill and alignment they gain the ability to craft a throne for themselves. This special chair replenishes all their needs very much like the Energizer aspiration reward item, but unlike that can be used an unlimited number of times with no chance of failure (as long as the witch/warlock doesn't switch to the opposite alignment), completely negating the need for any other items or activities.

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** ''Open for Business'' also allows you to make flower arrangements. The highest tier flower arrangement you can make is the Snapdragon, which occasionally releases a cloud of perfume that fills all of a Sim's requirement bars except energy. Spread clusters of them them around your house, and you'll never need to do anything but sleep and fulfill aspirations.
** ''Bon Voyage'' added massage tables. Two of the massages fill Fun and Comfort which is nice but not game breaking. The third massage, Acupressure, fills Energy and does so faster than sleeping - so a pair of Sims who know how to perform an Acupressure massage can keep each other going indefinitely without ever sleeping, needing only a massage table and some snapdragons.
** ''Appartment Life'' adds magic into the game by allowing sims to become witches/warlocks. Not only are some of their abilities/spells ridiculously overpowered (instant teleportation, teleportation (though this was already available in Bon Voyage), timestop), but once they reach maximum skill and alignment they gain the ability to craft a throne for themselves. This special chair replenishes all their needs very much like the Energizer aspiration reward item, but unlike that can be used an unlimited number of times with no chance of failure (as long as the witch/warlock doesn't switch to the opposite alignment), completely negating the need for any other items or activities.
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* Although not quite as {{egregious}} as examples in the sequels, the woodworking table in the original ''TheSims'' qualifies. Using this object, a Sim crafts a lawn gnome which can be sold for a tidy profit. A Sim with a perfect mechanical skill that starts the day in a good mood can make about twenty gnomes in a standard eight-hour day. Each gnome sells for $100 each, resulting in a $2,000 daily profit, which is significantly more than the highest-paying career. The best part? As opposed to the normal career paths, you can set your own hours, work as little or as much as you want, don't have to worry about raising other skills, and don't have to worry about making and maintaining friendships. The only downside is that working on the table is taxing on your sim's fun and energy levels. However, since you'll be able to afford all the best mood-raising items and equipment, this downside is easily mitigated.

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* Although not quite as {{egregious}} as examples in the sequels, the woodworking table in the original ''TheSims'' qualifies. Using this object, a Sim crafts a lawn gnome which can be sold for a tidy profit. A Sim with a perfect mechanical skill that starts the day in a good mood can make about twenty gnomes in a standard eight-hour day. Each gnome sells for $100 each, resulting in a $2,000 daily profit, which is significantly more than the highest-paying career.career (which leads to a bit of FridgeLogic when you realize that a gnome craftsman can make more money than a business tycoon or an A-list movie star). The best part? As opposed to the normal career paths, you can set your own hours, work as little or as much as you want, don't have to worry about raising other skills, and don't have to worry about making and maintaining friendships. The only downside is that working on the table is taxing on your sim's fun and energy levels. However, since you'll be able to afford all the best mood-raising items and equipment, this downside is easily mitigated.
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***Prior to the combat over hall release, wrestling directly influenced the damage a dwarf would do with unconventional weapons (like shields or thongs) and would make sparring almost completely safe. Giving 4 or so migrants from your second wave of immigrants nothing but wooden shields and assigning them to train constantly would allow you to have 4 virtually immortal dwarfs by the end of your second year, well before even ambushes would normally start. These dwarfs would use their shields as maces (which they would use to great effect thanks to their legendary wrestling skills), would be immune to wrestling locks by larger creatures, would be able to block or dodge virtually every attack, and (thanks to being naked besides a shield) would be several times faster than anything they fought. By the 6th year mark, a single dwarf trained in this manor would be more than capable of fighting off anything, of any quantity, besides one very specific type of enemy.

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***Prior to the combat over hall release, wrestling directly influenced the damage a dwarf would do with unconventional weapons (like shields or thongs) thongs), the odds of them breaking wrestling locks, how well they dodged, and would make sparring almost completely safe. Giving 4 or so migrants from your second wave of immigrants nothing but wooden shields and assigning them to train constantly would allow you to have 4 virtually immortal dwarfs by the end of your second year, well before even ambushes would normally start. These dwarfs would use their shields as maces (which they would use to great effect thanks to their legendary wrestling skills), would be immune to wrestling locks by larger creatures, would be able to block or dodge virtually every attack, and (thanks to being naked besides a shield) would be several times faster than anything they fought. By the 6th year mark, a single dwarf trained in this manor would be more than capable of fighting off anything, of any quantity, besides one very specific type of enemy.

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