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Cash and Energy fuel every action. Know how to earn, spend, and pace them.
Energy
- Pool: 0–100; regen +2 per hour (server time); cap at 100.
- Costs: Songs 10, Gigs 20, Rallies 20, Fundraisers 50, Practice 5, Found company 20, Create asset 30, Court investors 50.
- Plan: Spend before hitting cap; batch high-cost actions after regen ticks.
Cash
- Music: Daily song revenue from genre pools (quality + buzz drive share).
- Business: Asset revenue by market share; stock trading gains/losses.
- Politics: Fundraisers generate donations; offices may have stipends (varies by design).
- Starter cash: Unused skill points at creation convert to $1,000 each.
Good ways to spend
- Skill practice: $10,000 + 5 Energy per point; compounds across all careers.
- Song marketing/studio: Improves quality/traction (music).
- Assets: Builds market share (business).
- Ads/rallies: Strengthen campaign reach (politics).
Where to go next
- Energy System – deeper costs and planning.
- Skills & Stats – decide where to invest.
Tips & Tricks
- If cash-poor but with Energy: take revenue/cash actions (gigs, fundraisers, investors) before practicing skills.
- If Energy-poor but cash-rich: plan, read the wiki, queue decisions; Energy regens soon.
- Avoid idle caps: cash has no cap, but Energy does. Spend Energy first when capped.
FAQ
- Is there a cash cap? No cap; hoarding is allowed but inflation/competition can erode relative power.
- Do Energy and cash transfer between characters? No. Each character has separate resources.