Simmiland

Simmiland

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General Guide: Beginner Tips, Biomes, Weather, and More
By aub
This guide contains tips for new players, the basic numbers behind sun, rain, and wind, the causes of biomes, and end-game tips.
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Spoiler Note, Beginner Tips and Common Mistakes
The fun of Simmiland is figuring out how to progress. Consequently, I encourage players to try to figure things out on their own before using this guide. The most spoiler-heavy information is in the endgame section.

I think the one piece of information that players are unlikely to be able to figure out on their own is that UFOs must be taken down with Thunder in order to get the best ending. Otherwise, the rest of the game can be finished by reading the compendium and experimenting in endless mode.

If you're still struggling, here are some common mistakes and bits of advice for new players:


  • If your Faith goes over 1000 too early in the game, humans will build a church which gives you infinite faith but caps your IQ at 120, preventing further progress. Faith goes up when you fulfill wishes, so if you have too much, stop fulfilling wishes and start spending as much faith as you can manage to avoid going over 1000. In the event that you accidentally allow a church to be built, you can take it out with a meteor card, resetting your Faith to 0.


  • Human nature determines how humans treat animals, several researches, and several endgame factors. If the nature meter hits 0%, humans will become permanently evil, and if it hits 100%, they will become permanently peaceful. Their nature goes up when you fulfill their wishes, and it goes down when their wishes are unfulfilled or you commit a violent act (e.g. thunder, quake, meteor, fire). Fires count as violent acts even if they're not started by the player. As a result, creating a volcano too early will generally cause humans to become very violent unless law is researched.


  • Humans are fairly inefficient and can only do one thing at once. If you give them too much to do too early on, they'll stall. I recommend you focus on getting sustainable food running early in the game (check to make sure all your humans are consistently at moderate-to-high hunger levels and food is not running out). After that, start researching some of the later-game things that tend to take up a lot of time, like smelting. If you're in the mid-to-late game and humans are spending most of their time gathering or trying to replenish their food supply, you likely did too much too quickly.


  • You can open the compendium from the menu to get hints about how to progress. Read up on things you've already seen that you don't understand. The researches page contains hints about how to find new things. Any research you've completed in your current game is highlighted in yellow, so be sure to check the compendium every once in a while to ensure you don't forget anything.


  • If you're struggling with biomes, there's a section in this guide that details how to create each biome. Temperature and humidity levels will never change naturally unless a volcano causes fires to spread, so you need only create each biome once. One tricky biome is the tropic, but a good way to create it is three sun followed by one rain on the same space, in that order.


  • Be sure to get the following food-related researches and items early on:

  • Fire (a good way to get this is to place a tree on sand or desert and use a sun card on it, which will let you avoid wasting a thunder card)
  • Fishing rod, fish (play critter on sea)
  • Seaweed (play plant on sea)
  • Market (discover currency before a sky tower has been built. Markets produce rice, which creates sushi when combined with seaweed and fish. Sushi is one of the best food items, it's produced in batches of eight and restores hunger by 75%)
  • Domestication
  • Knife (preferably after domestication and while your humans are peaceful, to ensure they
    don't kill all your animals)
  • Chickens, sheep, and polar bears (play sample on a dead polar bear for a considerable
    amount of meat)
  • Farms (this research must be made after humans have seen wheat. Place a plant on the plains biome)
  • Cooking pot, oven, charcoal, windmill (when researching the cooking pot, note that water is an item that appears when using rain on dry ground, and is independent from the sea and deep sea biomes)


  • If a school of fish is placed on one of the tiles adjacent to seaweed, then it will regenerate over time, so be sure to place fish next to seaweed in order to have a renewable source of sushi
Starter Cards
The following is a table of the fifty cards the player starts with before purchasing cards from the card shop. Note that the end and mankind both count toward the total.

Card
Quantity
Mankind
1
Tree
6
Mineral
7
Plant
8
Rain
4
Wind
4
Sun
4
Thunder
2
Human
1
Inspect
6
Sample
6
The End
1

These numbers were determined by manual count, and it is assumed that these numbers are consistent between games and not randomized. If other numbers are observed, please let me know.
Tile Info and Biomes
Click the dotted-outline square icon at the top of the screen to open the Tile Info window, then mouse over a tile to see more information about it.



The word in white is the name of the biome the tile belongs to. The value in green is the temperature. The value in blue is the humidity.

Temperature is capped at -20 C, but it may be reduced to lower values by using Wind (likely a glitch). It may be raised to a maxium of 40 C by normal means, but will stay at roughly 1000 C in the Volcano biome. Humidity strictly ranges from 0-100%.

The following are the requirements for specific biomes, as I have observed:

Biome
Heat (C)
Humidity (%)
Wasteland
0-25
0-20
Plains/Woods
0-25
20-50
Swamp
0-25
50-100
Desert
25-40
0-40
Tropic
25-40
40-100
Tundra
Below 0
0-30
Snowfield
Below 0
30-100

Causes of other biomes not affected by temperature and humidity:

Biome
Cause
Sea
Generated at start or by meteor
Deep Sea
Generated at start or by meteor
Sand
Generated at start or by meteor
Mountain
Generated by quake or meteor
Volcano
Generated by quake on mountain biome
Oil Reservoir
Generated by quake on desert biome
Woods
Spreads between trees on plains, or around apple trees (can spread into Wastelands)
Temperature and humidity requirements similar to plains
Sun, Rain and Wind
Sun and rain are effective in the pattern pictured, with a radius of five:



The X is the center where the card is deployed, the desert tiles represent those affected by the card. Each numbered band is a different distance from the center.


These card's effects are estimated as follows (note that displayed values are truncated in-game):

Sun
Distance from Center
Change in Temperature (C)*
Change in Humidity (%)
0
+7.33
-27
1
+6.66
-22.5
2
+6.33
-18
3
+6
-13.5
4
+5.33
-9
5
+5
-4.5
*ᵀʰᵉˢᵉ ᵛᵃˡᵘᵉˢ ᵃʳᵉ ᵖᵒˢˢᶦᵇˡʸ ʷᵉᵃᵏ ᵉˢᵗᶦᵐᵃᵗᵉˢ

Rain
Distance from Center
Change in Temperature (C)
Change in Humidity (%)
0
-9
+66
1
-8
+55
2
-7.5
+44
3
-7
+33
4
-6.5
+22
5
-6
+11


Note that three sun followed by one rain in the same spot is an effective way to create a patch of tropic.


Wind has an elongated hitbox with a greater variety of temperature changes, but does not affect humidity.

Wind blows from the source to the base (where Mankind was placed at the game's start). The following chart shows the temperature decrease per tile, in C, with the tile B representing the base, the arrow showing direction, and the red tile being where Wind is deployed.



Note that wind also blows loose objects and boats in its direction and speeds up windmills, but the hitbox for those effects is different. As far as I can tell, that hitbox takes up all or most of the map.
Endgame Notes
  • Batteries are needed to create cars. Batteries can be obtained be striking a lightning rod with thunder, and a lightning rod can be crafted from 1 metal after striking a human with thunder.

  • Activating a thunder card on a lightning rod does not cause any fires.

  • UFOs begin to appear after a telescope is built. UFOs are passive objects that fly around the screen for a while and then disappear. A thunder card activated below a UFO within a range of about 2-14 tiles will cause it to crash without starting any fires, but the UFO will start fires when it crashes.

  • Only seven thunder cards will appear per game, assuming you've purchased them from the card shop. Use them wisely, you will need them to progress to the endgame as described above.

  • Aliens spawn from crashed UFOs. Aliens drop plutonium, which is required to build a portal. Humans, if not 100% peaceful, will kill aliens, preventing the building of a portal.

  • Playing the end while a rocket or portal is active in the world causes an additional animation to play of all the humans running to the rocket or portal before the game ends. An achievement is earned for each.

  • The rocket and portal are not mutually exclusive. If both are in the world, both achievements will trigger when the end is played, though humans will only run to one (the portal is preferred).

  • "The Good Life" achievement triggers when the end is played at any point if 50% or more of all food eaten was processed.

  • Fish will regenerate over time if placed on one of the eight tiles adjacent to seaweed.
Conclusion
Thanks for reading! I hope this guide was helpful. If you have any clarifying points, further observations, or want to correct something, please comment. Best of luck!
21 Comments
Lexstasy 21 Jul, 2023 @ 3:40pm 
UFOs need lightning rod.
Hammer_wizrd 6 Jun, 2022 @ 11:10pm 
if you drop two sun cards to create a desert and then follow it with a single rain card (all on the same tile) you can create a jungle biome every time, keep in mind it will be surrounded by desert!
aub  [author] 17 Jan, 2022 @ 11:18am 
Try to get as many food researches as you possibly can early in the game, especially sushi (place a school of fish next to seaweed for a replenishable source). You can prolong the game by waiting to place the end card, giving your humans more time to exceed 50% processed food eaten. Hope this helps.
Aidan0152 17 Jan, 2022 @ 9:17am 
Amy tips on getting the achievement for eating 50% processed food?
Jim 15 May, 2020 @ 6:23am 
What are the requirements for a factory?
zyzz 19 Mar, 2019 @ 6:47pm 
Personally what I'm wondering is if it's possible to use meteors to develop real land out of water. Based on the guide it seems like not, but there's an achievement to have them colonize 3 islands and most of the maps I get only have 1 or 2.
zyzz 19 Mar, 2019 @ 6:43pm 
@Arotoluna I think you need 120+ IQ, plus an herb, a coral and a venom (from killing a snake) in storage. Not lying around your base -- it has to actually be in storage. Once they've developed the vaccine (actually a cure) they'll need 1 coral and 1 herb per sick person to cure everyone. Once someone is sick they're no longer immune to the disease so this can be easier with a smaller population, but if you don't have a vaccine then people will continue to get sick even after the vaccine is developed (I got down to 1 population and they were healthy, but got infected by passing through a modern house).
Aratoluna 10 Jan, 2019 @ 12:40pm 
Thank you
aub  [author] 10 Jan, 2019 @ 12:18pm 
I believe you have to have around 120 IQ or more, advanced medication researched, and at least one coral and one venom in storage. I'll verify and add that to the guide in a bit.
Aratoluna 10 Jan, 2019 @ 9:22am 
How to beat the plague?