SimCity 2013 Electronics Specialization Guide – Consumer Electronics and Electronics HQ

By   /   Mar 8, 2013

If you want your city to be a symbol of technology, one that thrives not on oil and coal but on the modern consumer electronics that drive the current world, then you need to focus on the Electronics Specialization.

However, unlike the oil extraction and mining, electronics is an extremely advanced field, and cannot be initiated quickly. In fact, you will need to build your city specifically for this purpose, focusing heavily on education and methods of importing or creating Alloys and Plastics.

In short, making electronics will require you to have access to advanced oil specialization, advanced mining specialization, and a highly progressed educational structure in your city.

You will need highly educated workers to run your electronics factories, so setting up a University with the School of Science is an essentiality.

Another thing to keep in mind is that the factories themselves are extremely expensive. This can make Electronics a very demanding specialization – one that a city should look forward to if it already has a very well established infrastructure and secure earnings.

For more help on SimCity, read our Trade Specialization, Power, Water, Sewage and Zoning Guide.

SimCity Electronics Specialization

In order to initiate your work as a high-tech city, you’ll need to start off with the Processor Factory.

Processor Factory

  • Production rate: 2,400 crates/day
  • Cost: 160,000
  • Upkeep:  700/hr

Requirements to unlock: 5 medium-tech Industrial buildings, working power, worker water supply

If you’ve focused on education and cleanliness, then you are well on your way to unlocking the Processor Factory. For this factory, you will need a properly working supply of power and water, alongside 5 medium-tech clean industrial buildings (tech level 2).

It’s not like it’s impossible to work the factory without educated workers, but the efficiency will be less, and its likely that the factory will not progress. Thus, it’s extremely important that you have a University and established educational system in order to hire skilled workers for the factory.

If you have a Smelting Factory and an Oil Refinery factory in your city, then you should be well on your way to making fortunes from this heavy investment. However, if you haven’t advanced to such a level, consider opening up trades with your neighboring cities, or buying Alloys and Plastics (the building blocks of all electronics) from the Global Market. The latter is a more expensive approach, but it’s good enough to kick-start your factory if your city lacks the capability to produce its own material.

Another important thing to remember is that like other facilities your Processor Factory will seize function if its storage reaches full capacity. It is thus important to further invest in Delivery Truck Garages for more delivery trucks and Processor Assembly lines for faster production rates.

Delivery Truck Garages

  • Cost: 10,000
  • Operational Cost: 50 per hour
  • Truck Capacity: 20,000 crates
  • Maximum Modules: 4

Processor Assembly Line

  • Cost: 50,000
  • Operational Cost: 350 per hour
  • Production Rate: 360,000 processors/day
  • Maximum Modules: 4

Electronics HQ

  • Cost: 37,500
  • Operational Cost: 450 per hour

Prerequisites:Manufacture 500,000 processors in a day

The Electronics Headquarters is an impressive skyscraper with fancy glass work and glorious architecture. It stands as a beacon of your progress as an electronics-dominant city. The number of stories of the building will grow as you make more and more successful processor sales.

Not only does this towering building serve an aesthetic purpose, but also aids in creating a Consumer Electronics Factory with the help of the Consumer Electronics Division module.

The Electronics HQ should be built in a place with lots of land. Be sure to leave a good amount for the module-based smaller buildings that can be constructed in the HQ’s vicinity. The Electronics HQ gives you the possibility of vastly improving your trade system as well, with the available Commerce Division module.

Consumer Electronics Division

  • Cost: 20,000
  • Operational Cost: 400 per hour
  • Local Access Granted: Consumer Electronics Factory
  • Maximum Modules: 1

Commerce Division

  • Cost: 20,000
  • Operational Cost: 400 per hour
  • Local Access Granted: Processor, Alloy, and Plastic Storage Lots at the Trade Port
  • Maximum Modules: 1

Consumer Electronics Factory

  • Cost: 360,000
  • Operational Cost: 1,200 per hour
  • Production Rate: 360,000 crates/day

Prerequisites: Consumer Electronics Division at Electronics HQ

This factory is the heart and ultimate achievement of an electronics specialized city. Sure, you’ve been creating some pretty advanced processors. But why not use these processors in some high-tech consumer electronics?

The Consumer Electronics Factory is unlocked once you have bought the Consumer Electronics Division Module in the Electronics HQ.

The main problem with the Consumer Electronics Factory is that it is one of the most expensive buildings in the entire game. If you aren’t financially and academically ready to deal with this beast of a factory, then prepare your treasure and reserves to be leeched away.

You will need a highly skilled and educated workforce to run the factory. Make sure you have a high supply of such workers from the Community College or University. Next, make sure you have an ample supply of alloys and plastics, as this factory will consume it like a hungry monster.

If you think you have adequate resources, then you should start this factory. The factory has some valuable modules that alloy you to make lots of TVs and Computers, which are both essentials for Great Works such as Arcology and the Space Station. These items will sell for a lot in the global market, earning you fortunes and giving you loads of profits provided you have done your homework with the workforce and material requirement.

Like the other factories, make sure that you have adequate trucks so that production doesn’t stop when reaching full capacity. For that, consider improving the Delivery Truck modules.

Delivery Truck Garage:

  • Cost: 10,000
  • Operational Cost: 50 per hour
  • Truck Capacity: 20,000 crates
  • Maximum Modules: 4

TV Assembly Line:

  • Cost: 100,000
  • Operational Cost: 750 per hour
  • Production Rate: 360,000 crates/day
  • Maximum Modules: 3

Computer Assembly Line:

  • Cost: 200,000
  • Operational Cost: 850 per hour
  • Production Rate: 360,000 crates/day
  • Maximum Modules: 3

How To Manage Electronics Facilities

The electronics facilities aren’t like your oil and mining ones. The first and foremost important requirement for running such a high-tech facility is education. Make sure that you plan in the start to develop a good educational system in your city.

Sadly, schools generate little to no income, which makes them huge burdens on your budget. If your taxes aren’t doing enough, then make sure that you engage in oil and/or mining work (and perhaps also trade), ensuring that you have sufficient time and money to build up a University and/or Community College (if you have a University, you might want to consider bulldozing the college to save money). Make sure that the industries are close by the college, as proximity appears to make a difference.

Your dirty industries will soon turn into cleaner tier 2 industries, which will allow you to eventually go for the Processor Plants and the rest of the electronics facilities.

As mentioned earlier, alloys and plastics are the building blocks of electronics. You should try your best to build a self-sufficient environment so that you can supply your own material.

This will not only aid in feeding your electronic facilities, but also help you attain considerable profits and ensure that you can sustain the University, which in turn will encourage growth and progress in the technological field.