Welcome to the SimCityPlanningGuide and Blog
Inside you'll find: 
  • Photos of all the SimCity maps
  • Photos of all the resources
  • Design guides
  • Tips from the combined experiences of the SimNation Guild membership.
Use the navigation buttons at the top of the page to find your way around or continue reading below for all of my blog posts.

I'd like to thank everyone in the grooviest Sim City guild around, The SimNation Guild on Facebook for coming up with many of the tips found here through many hours of gameplay, discussion, and sharing. Many of the tips were written by various members and I've been trying to document them all here for everyone's benefit.

Did you find a bad link, error or omission? Do you have a question?

You can email me at randy @ simcityplanningguide.com

I hope you find this website helpful and it makes the game more enjoyable for you!

Site Index |

The Space Center Great Work-Around!

One of the biggest complaints I see for SimCity is that the Space Center Great Work is bugged on certain maps. You can pull a permit, but the 300 workers needed to construct it never arrive to the construction site.

This is where it normally gets stuck. No matter how many unemployed workers you have, they just don't make it to the construction site.

Alas, a work-around for the bug has been discovered!  It was originally found by someone on a Japanese SimCity messageboard and then later described on a Japanese SimCity wiki site.

The Space Center Great Work Bug -- Solved!

The reason that the workers never arrive to the great work construction site is that the road from the space center to the regional freeway does not connect properly. In order to get the intersection properly connected, you can use Skye's Regional Freeway Mod to create a 4th leg to the intersection. There's only a small amount of space to do this because the railroad is in the way, but you can place a short dead-end segment between the intersection and the tracks. (Editor's note: Not every map has a railroad across the street. Just build a 4th leg. It doesn't matter how long it is. Regional freeways can cross regional railways too, so you can build past the railroad tracks if you like.)

Once you place the 4th leg to the intersection, the 300 workers necessary to build will start arriving. If it doesn't register the workers arriving right away, and you're a little impatient, you can close and restart your game. In the video demonstration below, I exited to the main menu and jumped back to the city three times before it worked. If you're not impatient, you can just let it sit and it should eventually build. Both methods work.

The best part about this fix is that it works in both online and offline games. Special thanks goes to Mark Norris from the SimNation Guild who brought this to my attention, tested it out on multiple maps and found that it worked every time. He also found that you can delete the segment after your workers are done building the great work. You can read Mark's comments on the fix below the video.

For a video explanation, you can watch the video below.

What You Need:

If you're in a city that's far away from the great work site, you'll need to be using "CamModB1" (Download here) so that you can see what you're doing. The normal camera mode makes it difficult to see this location.

You'll also need "Skye's Regional Freeway Mod" (Download here).

If you're not sure how to install mods, read my Mod Installation Guide.

Mark's Tips:
By Mark Norris

Which Cities will you need to do this?

The following is a list of Great Work Plots that either work, or can be made to work, for the Space Center. This list is by no means complete, and only represents the plots that I have personally verified. I'll point out that most of these were done in Online Sandbox mode, and I'm 99.9% sure that it doesn't matter (Discovery Delta - East was done in both Sandbox and non-Sandbox, with the same result).

GW Plots that work 'out of the box':
Discovery Delta - North, South, West
Verdant Jungle - North, South
Serenity Key - East
Titan Gorge - North

GW Plots that are bugged, but the workaround works:
Discovery Delta - East
Serenity Key - West
Reflection Atoll
Viridian Woods - North, South, East, West
Titan Gorge - South, East, West
Whitewater Valley *

* Reported by others

GW Plots that are bugged, but the workaround doesn't work:

When to place and remove the stub

First, if you are seeing workers going to the GW site (by looking at the population overlay) while you are sending resources, you're golden. It's not bugged.

For me, the optimal time to add the freeway stub is when you are about 80% done sending resources. This does two things--1) allows 80% of your resources to flow to the GW with ZERO traffic. 2) allows enough workers to get to the GW before phase 2 starts so that there is very little delay for construction to start.

You should be able to delete the stub after construction has begun. If it stalls again (it shouldn't), just re-add the stub to get it started.

Why remove the stub? If you are concerned that using the Freeway Mod might cause rollbacks or processing issues, you can remove it (and disable the mod). Otherwise, just leave the stub.

Did it work for you?
We hope this helps you out! Did it work or did you run into problems? Leave a comment below so we can learn from each other's experiences and confirm whether or not it's working on every map.

A Guide to Manufacturing Farms

A Guide to Manufacturing Farms
by Randy Roberts

First of all, I need to thank Peter van Valderen, Mark Norris and the rest of the SimNation Guild's "SN™ Money Domination" region players who've shared tricks and strategies with me along the way. It's through all of our combined experience that I've been able to write this guide.

A typical PC/Processor farm is shown with an alloy farm off in the distance.
If you've taken a look at any of the North America server leaderboards, you may find a "SN™ Money Domination" region at the top of the simoleon leaderboard. You also might find one of my Uncivil cities in the top 10 of the trading, electronic, or metal leaderboards.  As I've participated in these leaderboard regions I've been building a lot of manufacturing farms: Consumer Electronic Farms, Processor Farms, Alloy Smelting Farms, or Trade Port Farms. In this post I'm going to talk about how I set up these cities to maximize their money making potential.

A smelting farm can be incredibly fun to build, and profitable!
Overall Layout
Although every city is different based on wind direction, city entrance and terrain, I've found the ideal layout to be something like what is shown in the photo below. The residential is squeezed into one corner, the trade ports are along one side and the majority of the map is factories. You can use either traditional housing or megatowers. I'm not a big fan of megatowers so I usually use traditional housing, but I've seen others have great success with them.

It's important to have the streets run perpendicular to the trade ports because it allows for good distribution of trade truck traffic from the ports to the factories. The goal is to have as many factories as possible, so I suggest having sewer, water and power all provided by an adjacent support city. It should be noted that smelting farms require a lot more sewer and water than processor, TV or PC farms. If your city is manufacturing PCs,  you'll also need to have an Electronics Headquarter with Consumer Electronics Division.

EXAMPLE OF BAD DESIGN: This electronic farm had traffic issues due to the streets not being perpendicular to the side with the trade ports. Learned my lesson the hard way.
City Entrance Design
One of the keys to maximizing the output of a manufacturing farm is to have excellent traffic flow.

One way to accomplish this is to separate trade truck traffic from regular traffic at the city entrance. This can be done through creative use of oil well service roads which trade trucks can use, but regular traffic will stay away from (as mentioned in Tip #1 on the Trade Secrets page).  If you don't have it, download the Oil Well Service Road Mod. I like to have an oil well service road tee off of the main entrance near the edge of the map and then have the regular traffic tunnel across the map to the other side. This allows for the trade trucks to enter and exit the city quickly while forcing any traffic backup to occur underground.

Another method which works well is to build an additional entrance with Skye's Regional Freeway mod and have it connect to your road network with only an oil well service road. This makes it a "Trade Truck Only" entrance. Both scenarios work well.

12/9/14 Update: The more I've built these cities, the less I've been using the oil well service road. These days I've just been using Skye's Regional Freeway mod to add additional entrances on each side of the map. Some have questioned the use of mods, but I can assure you that the regional freeway mod is available for use in online games and won't cause any rollbacks or crashes.

Every city entrance I do tends to be different than the last. It's really up to you as the designer to find something that works well with the terrain and layout that you're given. Finding an entrance that works is one of the biggest challenges for this type of city.

Utilizing Skye's Regional Freeway Mod with an oil well service road, a Trade Truck Only route is created (lower left)
12/10/14 Update
Regional Freeway Mod Tip: There is usually a traffic spawn point at the entrance to each neighboring city. Sometimes your trade trucks will get stuck behind the traffic being spawned. One trick that I discovered is to connect a regional freeway just behind the neighboring city's entrance. The trade trucks will backtrack down the highway and then make the turn and come back towards your city, while the regular traffic being spawned will head down the main highway.

Trade Port Layout
In order to maximize the amount of trade ports that you can line up, I recommend extending a railroad along one side of the map. Then fill this side of the map with trade ports. You'll need to use a little trial and error to find the correct spacing of the first road. You'll want a little bit more depth than what would be required for two trade port storage lots. That's because the trade port's rail connection will require a little big more extra depth.

I utilize a 6-pack layout on the storage lots, and place the rail connection in the lower right corner.

When placing the second trade port, move three ticks over from the first trade port. This should leave enough room for the rail connection.

Place the storage lots first and the rail connection last. If all goes well it should look like the trade port below.

Repeat multiple times until you have a full row of trade ports across the map. I like to build each trade port with only one material. That way you can visually see if the storage lots are getting empty.  If you don't see the materials in your trade ports, you may need to increase your graphics settings.

SimNation Guild member Redwazza reported that trade ports with mixed materials tends to get bugged more often than ones with a single material. I have had good success with mixed materials on my export trade ports (TVs-PCs or PCs-alloy) so I suspect that it's the import trade ports that have more difficulty with mixed storage lots. Either way, the general consensus is to stick with only one material in each trade port.

8/17/14 Update: Mark Norris discovered that a 50% import / 50% export split works well in the trade ports. I've tried this out and agree that it's a good way to go. On a PC farm I used 3-Alloy, 3-PC or 3-Processor, 3-PC.  One of the benefits is that every train will have a chance to take exported items with them, thus you'll see a more stable stream of income.

12/9/14 Update: When you ship materials via rail, you may occasionally see your exports selling for $2/rail car. This is a bug, and there's no way to avoid it. One way to minimize it's effect is to build rail trade ports with only one export. Recently I've been using a setup that has 3 imports, 1 export. That way, the times you do get a bugged export, it only costs you the amount of one rail car instead of 2 or 3. I also like the 3/1 setup because you end up with more trade ports/map which in turn means more trade truck garages (and more rail connections) to move materials. The increased number of trade trucks really helps keep the goods flowing.

Processor Factory Layout
The processor factories fit well when placed in an "L" shaped layout. Place the first factory 7 ticks over from the adjacent road.

When complete, it should look like this.

The next road should be placed $440 dirt road spacing over from the first. (Note that this is the same amount as typical High Density back to back spacing.) If you have an avenue like in the photo below, you'll need an extra $25, so it would be $465. If you get a red box like in the photo below, you'll need to move over one tick. Sometimes you can place it on the first tick, other times it needs to go on the second.

Place all four processor units in a "L" shaped formation. When complete, the two processor factories will look like a well fitting Tetris layout.

Consumer Electronic Factory Layout
The consumer electronic factory uses the exact same layout as the processor factories.

Use $440 dirt road spacing

Place the factory seven ticks over from the adjacent road.

Place in an "L" shaped layout.

You may need to shift over one tick to place the second factory.


Smelting Plants
Smelting is the unsung hero of the manufacturing farm game. While most people are building PC manufacturing plants, you can make just as much, if not more money, by smelting. Sure it's dirty, pollutes like crazy and uses an insane amount of sewer and water, but when it comes to making money and controlling the alloy market, smelting is the way to go. Smelting farms are important because if you want to take full advantage of an electronic farm, you'll need favorable pricing, and one way to get that is to flood the market with alloy, thus pushing the alloy price back down.

The easiest layout to do with smelting plants is to simply line them up back to back with four alloy furnaces in a row. This design uses $567 in dirt road costs between roads.

Another way to do smelting plants is to lay them out with two furnaces on each side. This design uses $675 in dirt road costs between roads.  I tend to go with the layout shown above, just because it's easier to do.

Oil Refineries
To be honest, refining oil to plastic is just not very profitable in comparison to the other farm types. For this reason, I usually don't make oil refining farms.

The Consumer Electronic Farm: PCs, TVs or Both?
PCs require alloy and processors to be built. TVs require plastic and processors to be built. The sell price for TVs generally hangs around $126,500 and PCs are $147,500. Both of these prices don't move much so we can say that PCs sell for $20,000 more than TVs. Whether it makes more sense to build all PCs or all TVs depends on the comparison in price between alloy and plastic. If alloy is more than $20,000 higher in price compared to plastic, build TVs. If the difference in price is less than $20,000, build PCs.

While you could build both, I've found that it becomes increasingly difficult to supply and distribute both plastic and alloy at the same time, so I'd stick with either PCs or TVs.

When building a TV or PC factory, make sure to turn off the supply of the material you don't need. If you don't turn it off, you'll be wasting money on supplies that just sit unwanted in a factory.

  • Turn off the alloy suppy in TV Factories.
  • Turn off the plastic supply in PC Factories
Plastic (shown in yellow) sits unused in PC factories. Remember to turn off the unused material when you build the factory or you'll be wasting money.

If you don't need the material, uncheck the box to the right of the supply bar.
Shortages of Material
For many, the first instinct when you get a material shortage is to automatically assume the game is bugged, then demolish the trade port garages and rebuild them. What I've found in these farm cities is that this process usually isn't needed.  The key to keeping your factories stocked is keeping traffic clear and having enough trade trucks to move the goods around the map.  If you get a shortage, build more trade ports. Eventually you'll hit the correct number of trade ports and shortages won't occur again. It's only on a rare occasion that I get a city that has trade ports that are truly bugged. When that occurs I go to the old standby of demolishing and rebuilding the trade port garages. This should be a rare occasion though.

Resident Population and Worker Shortages (PC/TV/Smelting farms)
Worker shortages are pretty much unavoidable in manufacturing farms**. I like to have a resident population of around 90,000-100,000. I usually aim to have all low wealth, high density residential areas. This means you can cram them into the smallest amount of space possible. Even though you have enough workers, you will occasionally get worker shortages. I believe this is somewhat random, but with a population of 100,000 the worker shortages are kept to a minimum.

** For some reason, processor farms don't get the worker shortages that you see in electronic farms. I had  one processor farm that worked perfectly fine with a population of only 2500.

Update (8/28/14): If you keep getting closures due to worker shortages, try closing some factories. Things may run smoother and be more profitable with fewer factories.

Worker shortages in 1-4 factories is typical. If you have this many, something is seriously wrong!
Increasing the Tech Level to Maximize Profits
A typical output from a TV or PC factory is 4,800 units/day. Factories that are close to Tech producing buildings will increase their output up to 9,600 units/day. If you download the Purple Line Industrial Tech Map Mod you can visually see how this works. As seen below, a factory that has the purple circles is receiving extra tech and the output on the factory is increased.

The buildings that increase Tech Level are:
Mark Norris of the SimNation Guild did some tests and found that it didn't make much sense to build multiple universities. The space wasted could be more effectively used by building more factories. That being said, if you have some nooks and crannies in your map where a factory won't fit, but a University will, add the university. I usually build one or two universities in order to keep my education levels as high as possible. I also like to use the School of Medicine for it's benefit of decreasing the chances of sims getting sick.

Boosting Tech with the Vu Tower
The Vu Tower produces tech but comes at a price. In addition to tech, it produces criminals. The criminals are unleashed one at a time when the tower capacity reaches the maximum or all at once when you click on the "Unleash Henchmen" button. Once your henchmen collect $6,000 in stolen money ("loot") you can build the Vu Lab add-on to further increase your tech. Make sure you leave some room for this add-on because you don't want to  move Vu Tower. Once you delete it, you have to re-earn the $6,000 in loot.

Unlocking the Vu Lab is easiest when you don't have any education or police. Your crime rate will soar, but just gut it out and plop a precinct when you've finally unlocked the Vu Lab. Keep in mind you may produce regional criminals so you should inform others what you're doing, or better yet do it in a quadrant where you're the only person. It's also easier when you have a large population.

There's another add-on for the Vu Tower called the VuMobile Garage.  Don't build it. It's just a waste of time.

I work on my Vu "Loot" while my population is still large.
Since the Vu Tower will constantly be releasing criminals, you'll want to have a fully maxed out precinct with detective wings and a good education system when you're done. Eventually your crime rate will drop to normal levels.

For the ultimate tech loaded city, build both the Vu Tower/Lab and the Space Port Great Work. Note that the Space Port is bugged on certain maps, so it should not be attempted on certain maps. See which maps you can (allegedly) build the Space Port Great Work on.  If in doubt, try building the space port in a sandbox region first to verify.

Vu Tower + Vu Lab + Space Port = Lots of Tech for factories

Take advantage of the global market
If you build a manufacturing farm, you will have an effect on the global markets. If you build a consumer electronic farm (PC/TV), you will discover that the processor and alloy price will go up the more you play. Depending on the activity of the server you're playing on this movement can be quite drastic. Prices can rise until your manufacturing farm becomes unprofitable. I've seen processor prices as high as $120,000 from a PC farm that ran too long. In order to combat this, you should play both sides of the coin. In a perfect world, I would build an alloy farm, processor farm and consumer electronic farm.  That way you can toggle between the cities to take advantage of the highs and lows of the market. When the processor price goes high, jump to your processor farm. When alloy price is high, play the alloy farm.

The effect of your gameplay will be evident when checking the price history in the global market. In the photo below, I started playing an alloy farm at Point A. When I switched to a PC farm (Point B) the alloy price began to rise back up. At point C I switched back to the alloy farm, and again the price began to decline.

Keeping the processor price down
If you don't have a processor farm that you can switch to, I recommend you manufacture about 50% of your own processors and import the rest. By doing this, you'll delay the rise in processor price.  Keep in mind that you will get 2 TVs or PCs for every processor you manufacture, so you won't need that many processor factories to accomplish this. If the processor price gets up to around $95,000 it's probably time to switch to a smelting farm and wait for the processor price to drop back down. If you do have your own processor farm, it would make more sense to go 100% TVs or PCs.

Trade Cities
Another way to take advantage of the swings in price due to your farming is to build a city that has nothing but trade ports and simply buys low and sells high. I've found that alloy is the material that is easiest to control through supply (a smelting farm) and demand (consumer electronic and/or processor farm). I've included a table below of typical prices. The prices don't normally get into the Super High or Super Low territory unless there is some serious farming going on.  On my alloy trades, I generally like to buy around $34,000 range and sell at $60,000.

A Trade Farm stands waiting to buy up alloy when the price is right.
Track the Global Market While You Play
I recommend you download the Trend Pack Mod by schaefjw. It modifies the leaderboard menu to give you access to the global marketplace history without having to exit your city. It's a handy mod that gets my stamp of approval!

Planned right, you can take advantage of the swings in the market (which you are causing)!
Force An Update to the Trade Prices
Occasionally, the trade prices in your city differ from what is reported by SimCityWorld. If you play long enough, the prices will eventually update. If you're in a hurry and the price isn't updating, exit to the main menu and jump back into your city. The trade price should update right away.

The 0 population city - Using an Arcology Great Work
If you build an arcology, you can remove all of the residential zoning from your city. The arcology will supply all the workers needed to keep an entire map's worth of factories busy.  If you do this, I recommend you build a good bus system that has stops in front of each factory. I also recommend you build a lot of park-and-rides, especially near the city entrance.  In addition, I like to build a train station.

There's a couple of weird things that happen with a 0 population city. If you have no residential, commercial, or industrial buildings, you won't have any fires. Another unusual effect is that sick workers will return to the arcology or home city (if commuting) for any treatment. Thirdly, if you don't have any local residents, you don't need to worry about crime. Thus:
  • You can delete your fire station
  • You can delete your hospitals and clinics
  • You can delete your police station
The exception would be if you have a Vu Tower. In that case you'd probably want to have a police station to keep the criminals from becoming regional criminals.

Having a 0 population city is undoubtedly cool. I love seeing them in action and it is the most effective way to take the #1 spot on an electronic, metal, or gambling leaderboard. Unfortunately, the arcology has a major downside.
  • No matter what you do, the arcology will eventually get bugged. 
If you don't intend on playing very long (0-15 years), this probably doesn't matter to you. But if you're attempting to max out your treasury for the simoleon leaderboard, you may want to stay away from the arcology. In every instance, the arcology traffic eventually gets gummed up at the arcology exit. This may happen in year 15 or year 45, but every time we built an arcology in our SN™MoneyDomination regions, the arcology traffic routing went haywire and things got messy. Once that happens you'll see frequent worker shortages. If this does happen to you, the fix is to add residential back into your city.

All that being said, I still recommend you try a 0 population city out at least once. It is just so dang cool!. Plus you'll be amazed at how much money you'll make when doing it. 

Don't Go Over the Maximum Amount of Money!
The maximum amount of money you can make in the game is $2,147,483,647. If you go over this number, your leaderboard number will show up as negative.  If you go over, gift out some money to another city or try exiting and reentering the map several times until your number registers as a positive.

The highest Electronic Leaderboard number I've ever seen was by Mark Norris (mcn97) who had just over $100M.  Generally, the top spot will range from $40-$85 Million.  My personal best is $72.6 Million.

My personal high on the metals leaderboard from a smelting city is $40 Million.

I was surprised to see that a trading city that buys alloy low and sells high, also shows up on the metals leaderboard. I would have expected that to show up on the trading leaderboard instead. My personal best on that type of city was $58.8 Million.

Got a tip? 
Do you have another way of doing things that works for you? Have a tip or trick to share? Leave a comment below to share.

I hope this guide gives you the encouragement to try a new type of city you haven't tried before. It's not the most pretty city, but I find it to be an interesting challenge.

Battle of the Badlands 2 - a SimNation Guild Event


Team Uncivil took the title for Battle of the Badlands 2. Join the SimNation Guild to keep an eye out for future events. You can click on the scorecard below to see how everyone did.


Interested in taking part in a competitive team-based SimCity event? 

Join the "Battle of the Badlands 2" which starts this Friday. You can read the details below, but to take part you need to join the SimNation Guild at https://www.facebook.com/groups/SimNationGuild/


  • This will take place ONLINE and in the Rambling Badlands. server NAE1.
  • This event WILL start on Friday the 13th of June 2014.

Look for teams looking for members and post in the event thread if interested

Host: Monte

Regions will be created by designated team leaders.
2 teams will compete in each Rambling Badland region however all teams are competing against each other.

For ease of recording and livestreaming the event I will ask that all regions be on the same server.

RULES AND REGULATIONS - Gotta have rules or its not a challenge. For those who don't want rules go back to the sandbox

MODS:Only Visual Mods

No outside game programs such as mouse clickers are to be used.

Building restrictions in each city:
The 5 Factory limit rule (limit 5 of each of the following in each city) - OMEGA, CONSUMER, SMELTING, OIL REFINERY, PROCESSOR.

Each casino type is limited to 2 in each city. (total casino buildings in each city is 10)

Limitation is per city. So no OMEGA COWS OR COMPUTER CITIES! Sorry that is just to easy. TEAM PLAY IS KEY to this event. Not one or 2 players making all the money. :P

How do I win????
Each team will be working to have more simoleons then any other team. Here is the catch. I will also be including bonuses and subtractions.

Bonus (Percentage of team cash total at event end)

  • Highest Sim population. Bonus: (+20%)
  • Most high wealth: (+20%)
  • Most Freight: (+10%)
  • Most Enrolled students: (+10%)
  • Most Control Net: (+10%)
  • Most Tourists: (+10%)


  • Highest amount of criminals: (- 20%)
  • Most Pollution: (-10%)
  • Homeless: (-10%)

Time frame:  Friday 6pm Eastern US time start and close the event out on Sunday night 9pm Eastern US time. I want to try and make is so most players can join the kickoff and finish. These events are truly global so you will all have to deal with the fact I live on the East coast of the US. :P

A Quick Tour of Uncivil Engineer's Amchitka Mesa

Just finished a new quick tour video. This one features a completed highway system and large interchange. Hope you like it!

Playing Around with UDoN Highways

I've been messing around with the highway and one way road tools in the UDoN (UniDirectional Network)  mod. It's been a blast creating new types of road networks and watching the cars zip around. Here's a video tour from a city I did on the Vastrap Ridge map.

A Taste of New York

SimCity expert builder Yuttho (Kyle Kien) recently took a trip to New York and captured the sights, sounds, tastes and feelings of New York in this beautifully edited video tour. It's worth checking out!

Are you playing Banished?

Are you playing the new Village-Building game "Banished"?

Join the new sister-guild of the SimNationGuild, the BanishedNation Guild.
You can find us at https://www.facebook.com/groups/BanishedNationGuild/

If you'd like to learn more about the game, there's a lot of videos and tutorials that can be found on steam.

Building Dimension Guide

The following table has the building dimensions for every building in SimCity. The dimensions were calculated by user spamspamspambot on the EA forums. I didn't want this massive amount of work to lay unnoticed in the forums so am reproducing it here.  Mad props to spamspamspambot for all the hard work that went into this list. Whoever you are, thank you!

You can see the original EA forum post for this, by clicking here.

The "Nominal" dimensions listed are for the dirt road cost and do not include the road width. If it's adjacent to a road, you need to add 25 for each road or 49 for each avenue. I've already done this additional calculation for you and added it as additional columns.

Example: Omega HQ is listed as 390 x 390. Suppose you want to surround it by roads. Then you would add 25 for each road so 390 + 25 + 25 = 440. Construct a 440 Simolean long dirt road and you will have the proper length. Similarly, if you want to surround it with avenues you would add 49 for each side so 390 + 49 + 49 = 488.

Road and Rail
Service Roads
  Wind Service Road13
  Garbage Dump Service Road13
  Oil Well Service Road13
  University Pedestrian Walkway13
  Dirt Road25
  Low Density Road25
  Medium Density Road25
  High Density Road25
  Medium Density Avenues49
  High Density Avenues49
  High Density Avenues with Streetcar Tracks49
  Railroad Tracks25
  Streetcar Tracks25
NominalWith RoadsWith Avenues
Zoned BuildingsWidthDepthWidthDepthWidthDepth
High Density Residential Building195195245245293293
High Density Commercial Building195195245245293293
High Density Industrial Building384195434245482293
NominalWith RoadsWith Avenues
Power - DirtyWidthDepthWidthDepthWidthDepth
Coal Power Plant
  4 Dirty Stacks231192281242329290
  4 Advanced Stacks298216348266396314
  4 Clean Stacks290214340264388312
Oil Power Plant210194260244308292
  4 Conventional Stacks250208300258348306
  4 Combustion Stacks256208306258354306
  4 Clean Stacks269216319266367314
NominalWith RoadsWith Avenues
Power - GreenWidthDepthWidthDepthWidthDepth
    With 23 Vertical Wind Turbines97365010237001071748
    With 24 Vertical Wind Turbines333192038319704312018
    Base only212212262262310310
    Fixed Panel195200245250293298
    Concentrated -  Large Overlap (~32x40) 128133178183226231
    Full 16662344712394760442
Wave Power Plant (1)248150298200346248
  Either Generator100125150175198223
(1) Distance indicated is from the road to the shore
NominalWith RoadsWith Avenues
Power - High TechWidthDepthWidthDepthWidthDepth
     Gen 1241223291273339321
     Gen 2273255323305371353
     Fast Neutron363281413331461379
     3 Reactors450345500395548443
     3 Advanced Reactors544402594452642500
NominalWith RoadsWith Avenues
Other UtilitiesWidthDepthWidthDepthWidthDepth
Water Tower10499154149202197
Hydro Pumping Station10499154149202197
Water: 299x195 299195349245397293
Sewage Outflow Pipe97122147172195220
Sewage Treatment284195334245382293
Sewage Sanitizer274195324245372293
  4 Incinerators 500302550352598400
  4 Incinerators (2 per side)500486550536598584
Recycling Center388362438412486460
  2 Full Centers795496845546893594
Ground Scrubber114101164151212199
NominalWith RoadsWith Avenues
Fire Station (1)8999139149187197
Large Fire Station (5)285195335245383293
     Garage, Hazmat & Drone - overlaps 13311783167131215
  Fire Marshal - overlaps 2 (2)50117100167148215
Clinic (3)12798177148225196
Hospital (5)285195335245383293
     Wellness - 25 overlap10084150134198182
     Emergency Room85115135165183213
Police Station (4)151147201197249245
French Police Station (4)151147201197249245
Police Precinct (5)280195330245378293
     Crime Prevention7471124121172169
     Detective Wing11297162147210195
Maxis Man205195255245303293
Vu Tower  167161217211265259
Vu Tower with Tower Upgrade262161312211360259
Progressive Building195195245245293293
(1) Fire station has no overlap 
(2) Demolish original garage, to place 2 Garages in the same space 
(3) 1st clinic on the side overlaps most of the base 
(4) Besides the jail ground floor, modules take up no space 
(5) if placed intelligently the Large Fire station, Police Precinct
and Hospital can fit many of their extensions within 390x195~ 
NominalWith RoadsWith Avenues
Grade School201162251212299260
     Upgraded Grade School w/ both placed on right side 272178322228370276
High School202195252245300293
     Upgraded *Gym is the only thing that takes extra space 330195380245428293
Community College249195299245347293
University (1)313429363479411527
  Law School313195363245411293
(1) All upgrades except for 1 dorm can be made fit within 689x605 
NominalWith RoadsWith Avenues
City Hall208291258341306389
     Fully Upgraded390450440500488548
Mayor's House131101181151229199
     Fully Upgraded315259365309413357
NominalWith RoadsWith Avenues
Bus Depot162209212259260307
Park and Ride10398153148201196
Regional Bus Terminal390195440245488293
Double-Decker Bus Terminal390195440245488293
Street-Car Depot327245377295425343
Train Depot205211255261303309
German Train314211364261412309
Ferry Terminal (1)248150298200346248
Airship (Blimp) Hangar423288473338521386
      With Passenger Airship518290568340616388
  Airport with two runways105128811013381149386
  Airport with three runways105135211014021149450
  Airport with four runways105141611014661149514
(1) Distance indicated is from the road to the shore
NominalWith RoadsWith Avenues
Mining and Drilling BuildingsWidthDepthWidthDepthWidthDepth
Coal Mine271194321244369292
Advanced Coal Mine329258379308427356
Ore Mine342194392244440292
Oil Well242484292534340582
NominalWith RoadsWith Avenues
Factories (Smelting, Refining, Electronics)WidthDepthWidthDepthWidthDepth
Smelting Factory393259443309491357
  Full Upgraded Smelting Factory552271602321650369
Oil Refinery401329451379499427
  Oil Refinery without plastic module242329292379340427
  Fully Upgraded Fuel Refinery401520451570499618
  Fuel Refinery x2415762465812513860
Processor Factory386194436244484292
     Full x2476568526618574666
Consumer Electronics Factory465198515248563296
     Full (Watch Skye's video to see how this is done)787198837248885296
NominalWith RoadsWith Avenues
Trade Depot293194343244391292
  Trade Depot with No Freight 258194308244356292
  Trade Depot with four storage lots318288368338416386
Trade Port326250376300424348
  Trade Port with No Freight214194264244312292
  Full - Including everything but dock509456559506607554
  Ship Dock (From the building to the shore)199175249225297273
NominalWith RoadsWith Avenues
Gambling House160160210210258258
     Cheap Room: +56 or 95 for cheap room on back, 
     Cheap Room: +48 or 87 for cheap room on side
Cheap Room (1) (2)
Sci-fi Casino405259455309503357
Sci-fi Casino with rooms:405368455418503466
     Disco Club175195225245273293
     Celebrity Stage127146177196225244
Sleek Casino335258385308433356
Sleek Casino rooms +73 per side
Sleek Casino rooms: +126 on back
     Poker Parlor111114161164209212
     Craps Parlor11198161148209196
Roman Luck Casino365195415245463293
     Baccarat Room128130178180226228
     Concert Hall255195305245353293
Elegant Casino391258441308489356
Elegant Casino Room: +61 for rooms on back
Elegant Casino Rooms: +42 for rooms on the side
     Roulette House145145195195243243
     Exclusive Club145195195245243293
(1) Optimal positioning may be difficult, if cheap rooms are placed on the side. 
(2) Marquee only overlaps on either side of the Gambling House 
NominalWith RoadsWith Avenues
Headquarter BuildingsWidthDepthWidthDepthWidthDepth
Metals HQ280280330330378378
Petroleum HQ272195322245370293
Electronics HQ288195338245386293
     Consumer Electronics271195321245369293
Trading HQ303195353245401293
Gambling HQ287195337245385293
     Gaming 223146273196321244
NominalWith RoadsWith Avenues
Cities of TomorrowWidthDepthWidthDepthWidthDepth
     Controlnet Facility175195225245273293
Omega Co326195376245424293
Omega HQ390390440440488488
Megatower - Standard450450500500548548
Megatower - Elite450450500500548548
Note on Parks: Using the Edit function will cause overlapping, allowing for greater density than suggested by dimensions. 
Thus any equivalencies stated below are only true when adding multiple parks via edit function. 
NominalWith RoadsWith Avenues
Small Parks
     $ Basic:     Blacktop6350113100161148
     $ Basic:     Swings6350113100161148
     $ Basic:     Rides6350113100161148
     $ Basic:     BBQ Pit6350113100161148
     $$ Nature: Pond 6350113100161148
Small Rectangular Parks
     $$ Sports: Volleyball Court 9863148113196161
     $$ Nature: Wavy Path Park9863148113196161
     $$ Nature: Straight Path Park9863148113196161
     $$ Nature: Colorful Path Park 9863148113196161
     $$$ Plaza: Flower Plaza9863148113196161
     $$$ Plaza: Small Sculpture Garden 9863148113196161
     $$$ Formal: Fountain Plaza9863148113196161
     $$$ Formal: Fenced Fountain Plaza 9863148113196161
     *2 Small parks = 1 Small rectangular park (1)
     $$ Sports Tennis Court11150161100209148
     $$ Sports Basketball Court 11150161100209148
Medium Park 
     $ Basic: The Excitorium11198161148209196
     $ Basic: BBQ Pavilion11198161148209196
     $ Basic: Water park11198161148209196
     $ Basic: Small Field 11198161148209196
     $$ Sports: Athletics AR Center11198161148209196
     $$ Sports: Medium Skate Park 11198161148209196
     $$ Nature: Medium Path Park 11198161148209196
     $$$ Plaza: Medium Sculpture Garden 11198161148209196
     $$$ Formal: Small Fountain Park 11198161148209196
     *2 Small Rectangular Parks = 1 Medium Park 
Oblong Parks
     $$ Nature Tall Tree Row3219582245130293
     $$ Short Tree Row 3219582245130293
Thin 63195113245161293
     $$ Nature: Tree Lined Walkway63195113245161293
     $$ Nature: Wavy Tree Lined Walkway 63195113245161293
     $$$ Plaza: Double Walkway63195113245161293
     $$$ Plaza: Simple Walkway 63195113245161293
     *3 Thinnest parks = 1 Thin park 63195113245161293
     *2 Small Rectangular Parks = 1 Thin park 63195113245161293
Medium Rectangular Parks 
     $$ Sports: Large Skate Park 111195161245209293
     $$$ Plaza: Large Sculpture Garden111195161245209293
     $$$ Plaza: Large Urban Sculpture Garden111195161245209293
     $$$ Plaza: Urban Greenspace111195161245209293
     $$$ Plaza: Tiered Urban Greenspace 111195161245209293
     $$$ Formal: Reflecting Pool Park111195161245209293
     $$$ Formal: Large Fountain Park 111195161245209293
     *2 Thin Parks = 1 Medium Rectangular Park 111195161245209293
     *2 Medium Park = 1 Medium Rectangular Park 111195161245209293
Large Parks
     $ Basic: Medium Field /w Parking 210195260245308293
     $$ Sports: Soccer Field 210195260245308293
     $$ Nature: Large Path Park210195260245308293
     $$ Nature: City Park210195260245308293
     $$ Nature: Community Park 210195260245308293
     $$$ Plaza: Millennium Plaza210195260245308293
     $$$ Plaza: Plumbob Park 210195260245308293
     $$$ Formal: Amphitheatre 210195260245308293
     *2 Medium Rectangular Park = 1 Large Park 210195260245308293
Largest Parks
Large Rectangular Park (2)272195322245370293
     $ Basic: Large Field /w Parking 272195322245370293
     $$ Sports: Baseball Field 272195322245370293
Balloon Park257195307245355293
     $$ Sports: Hot Air Balloon Park 257195307245355293
     $$$ Formal: Urban Hot Air Balloon Park 257195307245355293
     *1 Large Park + 1 Thin park = Balloon Park 257195307245355293
Miscellaneous Park 
     $ Basic: Small Field /w Parking 14398193148241196
(1)  Not Tennis or Basketball court
(2) 1 Large Park + 1 Thin park + 1 Thinnest park = Large Rectangular Park 
*Low Tourist Attraction = $ 
*Medium Tourist Attraction = $$ 
*High Tourist Attraction = $$$ 
NominalWith RoadsWith Avenues
Small Landmarks
     $$ Dutch Windmill 130130180180228228
     $$$ Leaning Tower of Pisa 130130180180228228
     $$ Washington Monument 185185235235283283
     $$ Rundetarn 160195210245258293
     $$ Giralda 195195245245293293
     $$ Willis Tower 195195245245293293
     $$$ Arc De Triomphe 195195245245293293
     $$$ Big Ben 195195245245293293
     $$$ Globe Theatre 195195245245293293
     $$$ Statue of Liberty 195195245245293293
Medium Rectangular Landmarks
     $$$ Empire State Building 195304245354293402
     $$$ Brandenburg Gate 195320245370293418
     $$ Stockholm City Hall 195390245440293488
     $$ Edificio Copan 195450245500293548
Medium Landmarks
     $$ Cinquantenaire Arch 240240290290338338
     $$ Tokyo Tower 255255305305353353
     $$ * Basil's Cathederal 335390385440433488
     $$$ Eiffel Tower 390390440440488488
Large Landmarks
     $$ Kolner Dom 575390625440673488
     $$$ Zamek Krolewski W Warszawie 575390625440673488
     $$$ Sydney Opera House 730390780440828488
     $$ Oslo Opera House 390768440818488866
Stadiums (1) (2)WidthDepth
EXPO Center on street450390
EXPO Center on avenue450414
PRO Stadium on street756495
PRO Stadium on avenue756519
(1) Stadiums come with their own roads that surround the sides and back with high density streets
(2) You should not surround them with an additional layer of roads. Do NOT add road or avenue lengths
when calculating placement
NominalWith RoadsWith Avenues
Crest DLC AttractionsWidthDepthWidthDepthWidthDepth
Giant Garden Gnome195195245245293293
Larry the Llama195195245245293293
Maxis Man195195245245293293
World's Largest Ball of Twine195195245245293293
Dolly the Dinosaur255195305245353293
NominalWith RoadsWith Avenues
Houses of WorshipWidthDepthWidthDepthWidthDepth
All places of worship224195274245322293