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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

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.