SimGolf Official Hints and Tips
These are articles taken from the official SimGolf website, specifically the "Help - Hints and Tips" section. I am repeating them here so that the fan community can add to them, those comments will be incorporated directly into the page. Comments in italics represent additions I have made to the official text based on fan inputs. As always, should Electronic Arts, Firaxis, or Maxis object to these items being posted on a non-official site, I will of course remove them.
Quick Jumps:
Frequently Asked Questions as of 1-31-02
Tips for Early Survival
Tips on the Layout and Design of Your Course
Tips From The Testers
- Frequently Asked Questions as of 1-31-02
- Q: How do I raise the Imagination rating of my
holes?
- A: The Imagination rating for holes is based on the
different type of shots that golfers take when playing
your holes. Holes that require your golfers to use any
of the Fade, Draw, High-Backspin, and Low-Punch
shots will inevitably have higher imagination ratings
than those that only require straight shots or those
that rely solely on accuracy.
- Q: My skills seem to be limited depending upon
the course type that I have. How does each
course category affect my maximum points in
skills?
- A:
MC - On a "Municipal Courses" you may have a max skill of 60% in any of your skills
GC - On a "Golf Course" you may have a max skill of 80% in any of your skills
CC - On a "Country Club Course" you may have a max skill of 100% in any of your skills
CC - On a "Championship Course" there is no maximum skill cap, and you may go beyond 100%
- Q: How does the Power Hitter skill affect my
golfer?
- A: For every 10% that you put in the power hitter skill
you gain 4 Yards on all hits.
- Q: How does the Long Driver skill affect my
golfer?
- A: For every 10% that you put into the Long Driver
skill you gain 6 Yards for all drives from the tee.
- Q: How does the driving range affect my
golfers?
- A: The standard Driving Range adds 15 yards to
drives for everyone who visits it, while the upgraded
Driving Range adds 30 yards to those who visit it.
- Q: Why is the Luck skill important, how is it
used?
- A: The Luck skill affects your golfer's chance of
hitting trees as well as increasing your chance to
receive a "lucky bounce" toward the green in a
normally bad shot.
- Q: Why is the Recovery skill important, how is it
used?
- A: The Recovery skill affects your golfers ability to
continue gracefully after a bad shot. For example a
shot hit into the rough that would normally hamper
your golfer's accuracy and distance would not affect
your golfer as much if he/shee possesed the recovery
skill. Meaning, you can occasionally treat bad terrain
as if it were fairway in terms of its modifiers for
accuracy and distance.
- Q: I need to expand, but I.M. Picky hasn't visited
my course quite some time. How do I get him to
appear?
- A: I.M. Picky will visit your coursed based upon your
courses current fun or skill rating. For Easy and
Moderate settings he will appear based upon your
courses' Fun Rating, but for Difficult and Impossible,
he will appear based on your courses' Skill Rating.
- Q: I need to expand, but Ivana Richman hasn't
visited my course quite some time. How do I get
her to appear?
- A: Ivana will visit your coursed based upon your
courses current fun or skill rating. For Easy and
Moderate settings she will appear based upon your
courses' Fun Rating, but for Difficult and Impossible,
she will appear based on your courses' Skill Rating.
- Q: I need more money but J.P. Bigdome hasn't
visited my course quite some time. How do I get
him to appear
- A: J.P Bigdome will visit your course for every 2
holes that you build, so will visit your course a total
of 9 times assuming you eventually build a 18 hole
golf course.
- Q: Why would a course designer want to use
terrain that has a significant amount of bounce
or roll?
- A: If you would like to make a hole "tricky" you could
place firmer terrain (with higher roll and bounce
ratings) in areas that golfers are likely to aim for so
that their balls are redirected and respond in different
ways.
In the screenshot image below for example, there is
a hill that has firm fairway centered on it. If golfer
were to hit their ball to the center of the hill, the ball
would either take an unexpected bounce or roll that
could make it roll back down the hill. This tactic
would indirectly reward those golfers who have the
long driver or power hitter skills since they would be
able to hit it over the hill and possibly benefit from the
ball rolling further if they could make it land on the
other side of the hill.
- Q: My trees and buildings always seem to look
the same when I place them. Is there any way
that I can change their size or the direction they
face?
- A: With the use of the key on your keyboard after
selecting an item from the interface that you would
like to place you can then press the key to rotate
buildings and landmarks, etc. or even adjust its size
in the case of trees.
- Q: I'm stuck, and have no idea how I'm going to
get out of this money pit. Is there any way to
gain some quick cash?
- A: Yes, aside from home sites, which become
available when silver members join; it is also possible
to use a very simple money cheat in the game to
gain some quick cash. Simply press the "Shift" and
"=" ("+") key on your keyboard to gain more money
and access to landmarks. Note that you can
continue to hold it down for some really obscene
amounts of money.
- Tips for Early Survival
- Build only a few holes in the first two years.
Unfortunately, it takes time for new holes to turn a
profit: players must discover the holes, play and like
them, recommend them to their friends, and so forth,
a process which can take months of in-game time
during which you must still pay for upkeep and
maintenance on these under-utilized holes. It is
recommend that you make no more than two or three
holes during the first two years; you can add
additional holes once your course is established and
turning a profit. (To see how each hole is doing
financially and otherwise, check out the Course
Status Report window. [F1])
- Put the tee of your first hole near the clubhouse
If not provided with a pathway to follow, your golfers
won't have a clear route to walk to your golf holes.
They'll get there eventually, but the time that they
spend walking through wild terrain is time they could
be paying you greens fees. Build your first tee near
to the clubhouse and run a pathway between them.
The pathway should then continue alongside the hole
and connect with (but not run over) the hole's
fairways and greens, and from there continue to the
tee of the next hole. You should always have a
pathway that connects each hole and club facility to
the clubhouse
- Give the people what they want. Snacks.
After you've built a couple of holes and are beginning
to pick up members, build a snack bar on your
course. Your players will be hungry and thirsty, and
you can keep them playing if you give them
someplace to eat and drink. And you make a profit
off of each sale, as well! Make sure that you build a
path to connect the snack bar with the clubhouse -
the snack bar cannot operate until you do so. You
can build more snack bars later on as you expand
your course, but you should probably stick to one
during the early game.
- Tips on the Layout and Design of Your Course
- IMPORTANT: Make sure that you have a
pathway connecting each club facility with the
clubhouse!
Club facilities - the snack bar, pro shop, driving
range, etc. - must be connected to the clubhouse by
a pathway. The path can be as long and devious as
all get-out, but if there is no connection your facility
will not operate, your golfers will be disgruntled and
you won't get any cash. (Note that you do not have to
link home sites to the clubhouse.)
- Place the tee of a hole near to the green of the
previous hole.
You don't want your golfers to have to travel a long
distance between holes. It irritates them and they
might decide to leave the course before completing
your course. This can cost you valuable green fees. If
possible, place the tee of the next hole near the
green of the previous one. Note that golfers will play
the course in the order that you built it; however you
can change the order of play at the Routing Map.
- If possible, place two tees near to each other.
If you set up your course with tees near to each
other, you may be able to place marshals and
rangers so that they will cover both areas. This can
save you a bundle.
- Give your golfers a place to sit down.
Your golfers will get tired after a few rounds of play. If
they don't have somewhere to rest, they'll head on
home to their Sim-easy-chair and watch Sim-reality
TV. Make sure that you place benches around your
course.
- Avoid building steep slopes in trafficked areas.
Sim-golfers hate walking up hills. If you've got hills on
your course, run your paths around rather than over
them. If the golfers must ascend the hill, build a
bridge from the bottom of the hill to the top. The
bridge will be less steep than a path would be,
anyway. [how do you build this bridge??]
- Put pretty and/or cool stuff near to difficult holes.
It's important to keep your golfers happy. If you've got
a particularly nasty hole, say with a huge water
hazard, a narrow dogleg fairway, and a tiny green
sloped heavily towards the world's deepest sand trap;
your less-accomplished golfers may become
somewhat irate (if not pig-biting mad). Giving them
something attractive to look at will help to take their
minds off their woes.
- Build a golf cart garage as soon as you can.
Golf carts speed up play dramatically. You should
build one as soon as you are allowed to. It will pay
for itself in an extremely short time.
- Tips From The Testers
Here are some tips from our hero's in the test
department.
- Build Slowly
Don't expect to go from Putt Putt land to a world
class golf resort in a day or two. Build your course
slowly, taking the time to make every hole fun and
profitable. Start with a nice 3 hole course and save
up as much money as possible while slowly adding
on holes as your cash reserves increase.
- Zach Mumbach
- Lead Tester
- Hired Help
Gary Golf cannot be expected to take care of all the
work on the course by himself. A world class golf
resort requires world class employees. Once your
course is starting to grow you want to make sure and
have plenty of groundskeepers, soda vendors,
marshals, and greeters. Nothing can ruin a day of
golf like unsightly weeds or thirst.
- Zach Mumbach
- Lead Tester
- Listen To The Golfers
As the golfers play your course they will make
comments about the layout and difficulty of your
course. Pay attention to these comments and adjust
your course accordingly. The happier your golfers
are, the more money you will make.
- Ed Huey
- Assistant Lead Tester, SimGolf
- Place Landmarks
To keep golfers happy place a lot of landmarks
around your course. Many times golfers will be more
willing to overlook small inconveniences if there is a
scenic landmark nearby. Landmarks keep golfers
happy.
- Ed Huey
- Assistant Lead Tester, SimGolf
- Give I.M.Picky the Royal Treatment
When I.M.Picky is playing your course, pay extra
attention to him. Have employees waiting on his
footsteps to ensure that he'll have a great time.
Check his stats often to see if he's hungry or thirsty
and get rid of those dandelions before he gets there.
When he's happy, you're happy.
- Ed Huey
- Assistant Lead Tester, SimGolf
- Tweak Your Course by Playing on It
The only way to really know your golf course is if you
play on it yourself. Have Gary Golf play a few rounds
and he'll show you how difficult your holes are. At the
same time, you can show off and improve Gary Golf's
skills and help you earn a few extra bucks!
- Ed Huey
- Assistant Lead Tester, SimGolf
- Plan Ahead
There is a limited space you will be able to use when
building a course. Take that into consideration as
you're building your course. If you want to have an
18-hole course make sure you are going to have
enough space available.
- Shari Tague
- Tester, SimGolf
- Scenic trees
I recommend the Scenic trees over scenic flowers.
They might cost quite a bit more, but require little
upkeep and generally look nicer. This way your
employees can spend that valuable time tending
things other than weed-stricken flowers.
- Shari Tague
- Tester, SimGolf