.d8888b. d8b .d8888b. d8b 888 d88P Y88b Y8P d88P Y88b Y8P 888 Y88b. 888 888 888 "Y888b. 888 88888b.d88b. 888 888 888888 888 888 "Y88b. 888 888 "888 "88b 888 888 888 888 888 "888 888 888 888 888 888 888 888 888 888 888 Y88b d88P 888 888 888 888 Y88b d88P 888 Y88b. Y88b 888 "Y8888P" 888 888 888 888 "Y8888P" 888 "Y888 "Y88888 888 Y8b d88P "Y88P" .d8888b. .d8888b. .d8888b. .d8888b. d88P Y88b d88P Y88b d88P Y88b d88P Y88b 888 888 888 888 888 888 888 .d88P 888 888 888 888 888 888 .od888P" 888 888 888 888 888 888 d88P" 888 888 888 888 888 888 888" Y88b d88P Y88b d88P Y88b d88P 888888888 "Y8888P" "Y8888P" "Y8888P" Author: Paul Buzbee Name of the Game: SimCity 2000 System: Mainly Mac; game version 1.0a E-Mail: iron_man_is@metal-rules.every1.net *************** I. Introduction A. Basic SimCity stuff B. About/Contacting Me C. Version History D. Rate this FAQ! II. Detailed stuff A. Basic Stuff B. Information Windows a. Budget b. Industry c. Neighbors d. Ordinances e. Map f. Graphs g. Population C. Items/Icons III. Editing a City IV. Starting a City A. A few basic tips B. A Divider V. To make a highly-populated City VI. To make a Very-Well-Running City. VII. How to Increase..... A. Land Value B. Education (EQ) C. Your Money D. Citizen's Health E. Your city's Water F. Your Power supply VIII. How to Get Rid Of.... A. Crime B. Pollution C. The amount of abandoned Buildings D. Traffic IX. Disasters A. The Disasters a. Fire b. Flood c. Riots d. Tornado e. Hurricane f. Air Crash g. Monster h. Earthquake B. How to Fight each Disaster X. Reward List XI. Inventions XII. Scenic Suggestions XIII. Codes for the Macintosh XIV. Hall of Fame XV. FAQs XVI. SimCity 2000 download sites XVII. Legal Stuff XVIII. Special Thanks/ Credits And now, on with the FAQ. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM Basic SimCity stuff: In my opinion, SimCity 2000 is one of the best games ever made for the computer, so long as you know how to play it. It has many challenges, and goes into a lot of detail. And when you're bored, you can just launch an earthquake and blow it all up. This FAQ mainly follows the Macintosh version of the game, but PC users can also follow along with most everything, with the exception of the codes and a few other things. The codes are basically only for version 1.00a (to find out your version number, see the codes), but some might work for other versions as well. Try and see. About/Contacting Me: My e-mail address is: iron_man_is@metal-rules.every1.net 1) E-mail me your best city (if it beats mine. See the Hall of Fame). Compress it with either: StuffIt, Compact Pro, or Binhex. WinZip/ZipIt is okay too. 2) You can E-mail me any major strategies you have or developed. 3) Any blindingly large errors (not misspellings, grammar errors, etc., but errors in the actual information) 4) Any questions you have regarding the game. 5) Anything else you think I should add. 6) If you want this guide on your website. See "Legal Stuff" 7) And if you just want to compliment me (you know, make me feel good. Not like you care :) ). If you E-mail me numbers 1, 2, and 5, give me the name I should list you by in the credits. If you do not give me a name, I will list you as Anonymous1, Anonymous2, etc. When e-mailing me, please make sure that the subject of the email contains the word FAQ. I dont care what else is in there as long as FAQ is in the subject. This will get it past my mail filters safely. If you E-mail me, it may take me months to respond, as I'm very lazy. I also may make no change at all if your submission is not significant enough to matter, so please do not pester me with repeated e-mails because I'm just going to ignore them. Please no angry E-mails. A little criticism is all good and well, but if you cuss me out and insult me, then I'll toss it and boycott E-mail from you. If you have a problem, then write it out in an adult manner (God, I sound like my mom). Also, if you have any sort of questions, you can also use MSN Messenger. I am the_ace_of_spades_is@hotmail.com. Just do not send email to this address as I will never really check it. Oh and if you're a hot girl (or know one) then feel free to E-mail me your phone number, address, and try to attach a picture of yourself. I will always respond to that. And about me? I listen to heavy metal bands like Metallica, Iron Maiden, and Black Sabbath while playing old computer games like SimCity 2000, Dome Wars, and the Exile Trilogy. Version History 1.0.0: Date: 1/27/03 - 11/23/03 Description: The first form of this FAQ. Contains pretty much what you see now. Size: 72k 1.1.0: Date: 12/30/03 Description: Added some information given to me by DragonAtma. See the Credits for more info. Also changed some stuff in the Contacting Me section. Size: 75k 1.1.5: Date: 1/1/04 Description: Added ASCII title art. Added a little bit more stuff from DragonAtma (see credits). Changed Legal Information section. Size: 80k 1.1.6: Date: 1/16/04 Description: Updated the Legal Info to reflect the new year. Size: 80k 1.2.0: Date: 1/17/04 Description: Added an FAQ section and updated some stuff on the "Contacting Me" page. Size: 81k 1.2.2: Date: 1/31/04 Description: Added a few more websites that can post this guide. Size: 81k ______________ Rate this FAQ! Yes, I am asking for your personal feedback regarding this guide. All that you have to do is plug this link into your web browser: http://www.misterpoll.com/18750154.html Just answer the questions. Thank you for your feedback on this guide! SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM Detailed Stuff _______________ Basic Miscellaneous Stuff Well, when writing this FAQ, I assume that you at least know the basics of SimCity, like the controls, and how to use a mouse. I also assume that you have a copy of the game, because I am not going to tell you where you can buy it at, since not even I know. I also hope that you have a fairly high reading level, as I might use some "big" words in this (nothing too nerdy though). Before using this FAQ for a hardcore city, I strongly recommend that you play the game a bit without using this FAQ. This will give you a feel for the game. Other than that, that's about it. Information Windows All of these windows can either be found on the Icon Toolbar, or in the "Windows" menu. Budget: Ah, yes. The fatal (and evil) budget. Nobody escapes its grasp of doom (or else they get a crappy city) without codes. Basically, this just tells the amount of money that goes towards each thing, and allows you to change it to help/hurt the amount of money you've got. In the budget window, you will see a book on the right. This shows how much you spend a month on that particular area, and a few months in advance of that, which the game has predicted (and must have ESP, since it always seems to be correct). Next to that is a little speech balloon. Click on that to get a bit of advice, if any. I will go down the list, and tell what each category tells you. Taxes: Everybody's worst nightmare. This is the amount that your citizens have to pay for their property. By clicking on the book, you can modify how much you pay for residential, industrial, and commercial areas. Ignore the speech balloon for this one. The guy is an annoying fag (even the Sims think so). City Ordinances: This is how much you pay for ordinances. For the book, see "Ordinances", after I describe the "Neighbors" window. The balloon just tells what ordinances to invest in or drop. Bonds: Completely ignore this, unless you have a power plant blow up, or a big loss of money someway else (that needs to be repaired immediately). If so, read on. Bonds are like a loan: You have to pay them back, and with interest. You are allowed 50 bonds, and each one gives you ,000. By clicking on the little book, you come up to a window with three options: Show bonds, repay bond, issue bond. Only the last two matter. Repay bond allows you to repay the amount left of your last bond, if you have enough money to do so. Issue bond allows you to get a bond. When it says "current rates are..." that number is the interest rate. But if you take out a bond, pay it off immediately. Police Departments: This is the amount of money you invest into your police power. By reducing the percentage, you lower the amount of money you spend, but that can increase crime. Be careful with this, and don't lower it anymore than 75%, and don't lower it at all unless your crime rate is higher than 20 (see your graphs). The book does only the basics, and the balloon tells how crime is in your city. Fire Department: This is the exact same as the above, but for fire departments instead of police. Health & Safety: This one, always keep at 100%, unless you really need the money. Ignore everything but the balloon, which tells you whether a new ordinance is needed, or more hospitals, or whether everything is just fine and dandy. Education: This is the amount your city spends on education. I usually keep this around 90% or higher because having a high educational quotient (EQ) will attract better and more industries to your city, which can result in higher revenue. Use the balloon to find out if you need colleges or schools. NOTE: If anyone has every gotten the balloon dude to compliment you better than saying that educational coverage is adequate, tell me what he said, and how high your EQ was. Transit Authority: Always keep this at 100%. If you don't, then things will fall into decay, and they will blow up and you'll have to replace them. Not cool at all. And that's all for the budget. Industry This window tells you three things. 1: The amount of each type of industry in your city. Don't raise the taxes on an industry that has a bar higher than all of the others. It could seriously cripple your city (not permanently, though). To get a description of a category, shift-click its icon. 2: The amount you are taxing each type of industry. Only tax high for two reasons: Either that type of industry has low demand, or it has very high pollution. Option-drag the bars to raise/lower all of the values at once. Don't drag up Electronics because it is a mild polluter, especially if it is in high demand. That would be something a dumb ass would do. 3: The amount of national demand for each type of industry. This is pretty close to the ratios in your own city. Generally, I use this to determine what will come into demand next. Neighbors This window tells you your city's population. It also tells the population of your neighboring cities and the national population. A bit of a note: If one of your neighboring cities has a higher population than your own, or close to it, then build a lot of roads connecting your city to it. Ordinances: This is the amount your city spends/receives from these extra options. Finance 1% Sales Tax, 1% Income Tax: Just methods of raising your total funds. Optional if you need money, but if you have plenty of money to share, then don't select these. Legalized Gambling: DO NOT use this. It will increase crime, and the police stations you build to counteract this will cost more than you earn. Parking Fines: These reduce traffic while raising your funds, but don't get carried away with these since then the people may think twice before moving to your town. Also indirectly lowers pollution, since lower traffic=lower pollution. Education: All of these can in increase your education, or reduce crime. Generally, read the description by shift-clicking on the name of each one. Other: Energy Conservation: The most expensive ordinance. Makes people cut back on power usage. Leave unused unless a power plant blows up, and you need to raise funds to build one. Nuclear Free Zone: If you aren't going to build any normal Nuclear power plants (so a fusion plant is okay), use this, as it's free. I don't think it makes any difference, though. Pollution Controls: This can make your city less polluted, but hurts your industry. It's sort of a gamble. I personally think it helps you far more than it hurts you. Safety & Health: All of the following can make your citizens live longer. Promotional: These can increase local land values. Map Using this, you can view your city different ways. Using the icons on the left, you can change what it is you are looking at. Clicking on the icon in the lower-left hand corner will make the large screen, main picture thingie follow the map. Useful for finding out high crime/traffic areas. By clicking on an icon and holding down, a menu comes up displaying different options for your viewing pleasure. A few ways I use the map: 1. To find out where crime is worst, and place a police station right smack dab in the middle of it, or the same with traffic and bus depots. 2. To find out where my land values are lowest/highest. 3. To find any unpowered/unwatered areas in my city. Graphs One of the most useful tools you have. I will describe each button and what it does. The graph can be viewed in a 1, 10, or 100 year range. Use the 1-year range to find immediate changes, like population drop, crime increase, etc. Use the 10-year chart to see if you are doing an effective job making a change, if you see a trend, or if something is slowly declining. Use the 100-year chart to see if you have improved/gotten worse over time. City Size: The combination of Residents, Commerce, and Industry. Also your city's population. Industry, Commerce, Residents: The amount of each respective type in your city. Sometimes I use this to compare certain factors of my city. Traffic: The amount of traffic in your city. If above 35, consider reducing it. If higher than fifty, definitely reduce it. High traffic also adds to pollution. Pollution: The amount of pollution in your city. If above 40, consider reducing it. Pollution will never go completely away. Value: The value of your city. A really high value is above 200. Land Value maxes out at 256. By having a high land value, you attract more/better businesses to your city. Try to keep around 120, if not higher. Don't bother raising it in industrial areas. Crime: The amount of crime in your city. If you don't have any arcologies, keep this below 30, or else people will start complaining. If you do have arcologies, try to keep it below thirty-five, but people will still complain. Power %, Water %: The percentage of power/water you produce that is not used. Keep this one high, above 60. Since water changes monthly, and those changes can be dramatic (like from 80-23 in one month), try to just keep it above zero as long as you can. Health: The average number of years your citizens in the work force live. By keeping this high, your city seems like a more attractive place to live, so more people will come. Education: The average EQ of your Work Force. Try to keep above 90 once your city will not grow in population any more. Unemployment: The percent of citizens that are unemployed. Keep low. GNP (Gross National Production), Fed Rate: I don't know what these are, their influence on your city, or even if they matter, so I can't describe them. According to DragonAtma, this is what Fed Rate does: "GNP doesn't seem to do anything, but the Fed Rate determines how expensive bonds are. I agree that bonds shouldn't be taken (unless they're necessary), but a low fed rate means that the bonds will be cheaper." National Population: The population of the country your city occupies. Can also be seen in the "Neighbor's" window. A massive city takes up about 1% of its country's population. Population: Shows the percentage of people in each age group. Generally, if most of your people are in the work force or even younger, then your city is growing. If most people are old, then your city is declining in population. The education button shows the educational level of people in each age group. Your goal is to raise everybody's below the end of the Work Force, the higher the better. The health button shows the life expectancy of each group of people. Again, the higher, the better. Items/Icons This section tells what each button in your toolbar does. In case you don't know it, I am going to tell you a little secret that held me back from making a big city when I was younger: You can hold down on the button to bring up a menu, which has other options under that general category. Bulldozer Icon: 1) Demolish/clear: destroys the selected building, road, or other man-made object. Also destroys trees or decorative water. 2) Level Terrain: similar to the editing tool, when you click and hold on one piece of terrain and drag to an area of different elevation, that area adopts the elevation of the first area. 3) Raise Terrain: when you click on a square, the selected terrain will raise in elevation. If you hold and drag the mouse, then more areas will raise. 4) Lower Terrain: The opposite of Raise Terrain. 5) De-zone. Undoes any zoning you may have placed (airport, residential, etc.). Can undo rubble for free if you start on a zoned area. per square Tree/ Water Icon 1) Tree: this adds a tree to the selected square. By clicking on a square multiple times, multiple trees will be placed. Trees can be placed over zone areas. per click. 2) Water: This adds a piece of decorative water. This type of water can be demolished. Something I believe I mentioned elsewhere but forgot to put here (thanks to DragonAtma for pointing this out): if you place water next to a water pump it will boost that pump's efficiency. The more water squares are adjacent to the pump, the more water comes in. Firefighter Icon: This icon only comes into use when there is a disaster taking place. 1) Dispatch Police: Place police officers. 2) Dispatch Firefighters: Place firefighters. 3) Dispatch Military: Place military. Lightning Bolt Icon (Power) 1) Power lines: Necessary if you want to put your power plants to use (which you do). Cheap at per square. When I tell you how to make a good city, I'll tell you a trick that'll save a good amount of money. 2) Power Plants: This is where your city generates power; I'll use now to tell you a little bit about each one. DPM stands for Dollars per Megawatt. The lower it is, the better. Power Type | DPM | Comments ___________|_____|___________________________________________________________ Coal | 20 | Good DPM, but pollutes a lot. Go for oil instead. Hydro | 20 | Handy only if you have waterfalls. If so, use this. Oil | 30 | Bad DPM, but cleaner than coal. Use if you can afford. Gas | 40 | Never use. Period. Too expensive Nuclear | 30 | Like oil, but cleaner. If you have No Disasters on, use. Wind | 25 | Good DPM, but needs a lot of plants to have effect. Ignore. Solar | 26 | Better than gas. Use only if desperate, since unreliable Microwave | 17.5| Use if you have 28000 bucks lying around. Efficient. Fusion | 16 | The best. Save up a lot. Takes only 3 to power a big city. ___________|_____|____________________________________________________________ Some other things about Power Plants: From DragonAtma: "There are two things you forgot to mention about Hydro and Wind power plants. They don't cause ANY pollution, and they NEVER DECAY! So once you have them, you'll never have to replace them ever. As a resault, I have a tendency to go ONLY Hydro plants." Pipe Icon 1) Pipes: Only use if you have it hooked up to a powered pump. Strangely, having your city watered does little more than raise land value (it doesn't kill your citizens). When I tell you how to make a city, I will say how to water your city well. per square 2) Water Pumps: Required if you want a watered city. 0 3) Water Tower: Stores excess water. Place next to pumps. 0 4) Water Treatment: Lowers pollution. Keep around 3 in your city. 0 5) Desalinization: Takes salt out of water. If your city borders a coast, placing these will largely increase your water supply. House Icon (Awards) This icon becomes available everytime you earn an award (see Awards section). Becomes permanent once you earn Arcologies. With the exception of arcologies, every award is free. Road Icon 1) Road: If you don't know what this is, then you need help now. per square. Notes: By dragging tile to edge of map, you can connect to neighbor for 00. Do this if you can spare the money. Also: If you drag to the water, you can build a bridge. The bridge types are Causeway (for all distances), Raising Bridge (for medium distances), and Suspension Bridge (for long distances). The latter two allow bridges to pass underneath. Prices will vary between bridge type and the that distance they cover. 2) Highway: Same as road, but designed to carry people long distances. I usually don't use this. Can build bridges and connect to neighboring cities also. 0 per square. 3) Tunnel: If there are two slanted pieces that are straight across from each other, then you can build a tunnel to connect them both. If you have a hilly city, zone on the hills to maximize land usage. Price varies with the length of the proposed tunnel. 4) Onramp: Connects highway to road. Crucial for your highway system to work. . 5) Bus Depot: One of several ways to reduce traffic. By placing bus depots at busy intersections, you can greatly reduce traffic in your city. Bus depots are the most efficient way of reducing traffic in your city. In one of my cities (which happens to have over 9 million people), I took out all of my bus depots. The amount of traffic went from 15 to 34 in just one month. These are more useful after your city reaches about 50000 people. 0 per depot Train-Track Icon 1) Rail: Similar to roads, but for trains. I usually completely ignore anything to do with rail, as it just wastes space if you already have an efficient road system. It is good for scenic stuff, though. per square 2) Rail Depot: Critical if your rail systems are to work at all. It is fun to watch the trains move around on your screen, and then pause it, and blow the track up between the trains to make a fire. 0 per depot 3) Subway: Identical to rail, but below ground. Meant more for taking sims long distances, so if your city is divided into two sections with mountains or something in between them, then use the subway to connect them. Other than that, subways just waste money. Invest in bus depots instead, as they remove traffic far better. 0 per square 4) Sub Station: Identical to Rail Depot, but 250 dollars cheaper and 3 squares smaller. 5) Sub <--> Rail: A little thing that makes the subways go above ground and connect with rails, or vise-versa. Use if rails and subways are commonly used in your city. 0 Boat/Plane Icon 1) Seaport: This can increase trade and industry in your city. Place next to deep water for this to thrive. Do not put power lines over these; just next to 'em. 0 per square 2) Airport: An airport can help boost your city's commerce a fair bit. Like your seaport, don't power over it. It needs to be at least 2x6 for a runway to be built. I make my airports 4x6-6x6, though. Once you have a runway, a little helicopter will appear. If you center your map on it, it will call out "I'm Hit!" and circle around and fall. It will make a fire, though. Expensive at 0 per square. House Icon (residential) 1) Light Residential: This is where people live. This will be the part that takes up most of your city once it gets going. Light residential is generally where poor people live. See where I talk about making your city to find out how to zone this. per square. 2) Dense Residential: Similar to the above, but builds better looking places, as well as condominiums and apartments. Preferable to light residential since it allows denser zoning which leads to higher populations. If you use codes to get a lot of money, make all of your residential this type. per square Building Icon (commercial) 1) Light Commercial: This is your towns business. Later in your city's life, there will be a boom for this stuff. Commercial areas raise local land values. A lot. Never use light commercial, because it does nothing major for your city. per square 2) Dense Commercial: Identical to the above, but makes bigger and better buildings, like office towers. Again, only use dense commercial. per square Factory Icon (industrial) 1) Light Industrial: Industry is your city's backbone. Industry is what your city demands in its beginning and hardly anywhere else. Light industrial pollutes less then dense, but brings in less business. Your decision. per square. 2) Dense Industrial: See above. This one can make large factories and chemical plants. per square. Some things from DragonAtma about light Residential and Industrial: "You should mention that unless there's no room to grow to 2x2, light residential and industrial zoning should never be used. After all, why spend to get four houses when can get you a hi-rise apartment?" Graduation Cap Icon 1) School: Raises the EQ (educational Quotient) of citizens ages 8-20. I know you probably hate school (like me), but it will help make your city nice and big. 0 2) College: Raises the EQ for citizens ages 15-25, and a little bit for older citizens. 00 3) Library: Raises the EQ for all ages, but to a lesser degree than schools and colleges. I usually knock down churches (meaning nothing against religion) and build libraries in their place. Also has no annual cost. 0 4) Museum: Identical to library, but 500 dollars more, and yet it has a greater effect. 00 Police Badge Icon 1) Police Station: Place in high crime areas to lower crime. 0 2) Fire Station: Fire Stations lower pollution (I think), and should be placed often if you want to prepare for disasters. 0 3) Hospital: Raises the life expectancy for your citizens. It doesn't matter where you place them; just so long as you have them. 0 4) Prison: If crime is high in your city, these will seem hecka handy to you. 00 Balloon Icon 1) Small Park: Raises local land values. 2) Big Park: Same as above, but with a greater effect. 0 3) Zoo: Helps attract people to your city, as well as increasing land values. 00 4) Stadium: I don't know what this or a marina does; I think it just pleases the citizens. 00 5) Marina: 00 And that's it. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM III: Editing a City When you edit a city, which is free of cost, you change the overall look of your city. You could make it a scenic forested and mountainous terrain; you can make it a flat piece of land; or you could just make one big ocean. I'm not going to describe the tools in the editing window, so to find out what they do, just shift-click on the icon. Before I lunge into detail, I might as well say it now: There are two types of cities: 1) High-Population Cities 2) Scenic/Fun Cities Alas, I can only help you edit for the first one. Your imagination should take care of the second one. Just make it the type of place you would want to live in. And here's how to do it. First, start up SimCity. When the dialog box appears, click on Edit City. You will then be given a map that the computer thinks is good. Now, look at the buttons at the top of the toolbar. Make sure Coast is dark and River is light. This will give you a coast. Then, slide the Mountain and Water bars to the bottom. You can do what you like with the trees. Then click Make. You will be presented with your new city. Now, using the Level Terrain tool, level out every part of your city except for the ocean. Once you've done that, find one of the two corners the ocean touches. Count out 8 squares on way and 12 the other way. That will be where land comes up to. Leaving the corner water, make everything else land. Then, using that corner, lay it out like this: L L L L L L L L W W W W L L L L L L L L W W W W L L L L L L L L W W W W L L L L L L L L W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W W L= Land W= Water Then, make sure the land under the water is continually sloping downwards, or at least goes down as far as you can get it to. Click Done when, well, you're done. Now we start building. Heh, heh, heh. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM VI. Starting a City A few basic Tips Feel free to stray from the FAQ and try your own ideas. Experimenting is the best way for you to gain experience and find out successful techniques. I recommend saving on a backup save slot, though, so you don't lose everything you've gained. If you develop a technique that is better than mine, please E-mail it to me. When you start out, you can name your city. Be creative. There's more to naming a place then giving it a label. Also, you can pick your year. I recommend starting out in 2050. And pick your difficulty. Easy starts you out with 20 grand. Medium starts you out with 10 grand, and Hard starts you out with a ,000 bond you have to pay back. Make your choice. When you build a city, the most efficient way to lay it out is like this: RRRRRRRR RZZZZZZR RZZZZZZR RZZZZZZR RZZZZZZR RZZZZZZR WPZZZZZR RWRRRRRR R= Road. Z= Zoned area. P= Powerline over zone. W= Powerline over road. Doing it this way will save you money on power lines, as the Sims will keep growing from there. It will also fill up all of the zoned areas. If you want, sometimes you can place water pumps at the corner of each block. If you fill the entire city with blocks of zoning like this, it will be efficiently laid out. You can also build 2 roads with one square between them, and put rail between the roads. You can make your blocks as long as you want, but the highest width is six. Otherwise, there will be a narrow row of unused zone areas. However, seaports and airports do not have a width limit, as they expand in other ways. Also, when laying out the roads of your city, I recommend placing an outer layer of roads around your city, one square away from the edge. Place light residential areas along the edge to get more people into your city. Make connections to your neighbor if it is in a high traffic area. And again, don't use highways. They only seem to add to traffic. But if you decide to anyway, then I recommend making two highways: One running north and south, the other east and west. And highways will only work with onramps and roads. You can use rail/subway if you want, but I recommend that you don't use rail at all, since it takes up a lot of space and doesn't do much for traffic, and that you only use subway if you have a large mountain/ lake in the center of your city, and your sims need to get over/across. Otherwise, use bus systems. They are more efficiently designed to lower traffic. When building police or fire stations, it sometimes helps to lay them out in a grid across your city. That way all areas are covered. This is expensive, so I don't do this, but the decision is yours. What I do is occasionally place them, and use the fire power/crime rate part of the map to see where there is the biggest gap or the most crime. And a few types of buildings (hospitals, schools, colleges, stadiums, libraries, zoos, museums, prisons, power plants, water treatments, and marinas) do not need to be placed in a specific area. The simulation only checks to see if you have them. So place all of those types of buildings together in one area to save room. When it comes to seaports and airports, sims don't want to build over powerlines. Instead, place the power lines so that they border the airport/seaport. Otherwise you will only have a runway/pier built. When building a seaport, make sure that the land under the water has a good downhill slope (about 3 or 4 squares), or else a pier will not be built. It also helps to place your runway a little ways above ground or away from tall buildings, since the planes will fly into nearby buildings and make a fire. If you place your airport on a hill, then you can place tunnels under it to still have an efficient roadway. Be warned that even if there aren't any surrounding buildings, planes will still crash. When laying out the zoning in your city, it helps to place industry on the edge. Some of the pollution will blow off the edge, helping to lower one annoyance. Also, place residential areas near industrial areas. Apparently, the Sims don't like to drive far to work. So probably the best way to lay out your city is like this: IIIII I= Industrial IRRRI R= Residential IRCRI C= Commercial IRRRI IIIII Of course, you will need more residential and commercial then that, but that's still a basically good layout. Often refer to the icon guide. There I make some recommendations on how to build something, or which choice is the best. Remember to use the information charts, mainly the graphs and map. The graphs can tell you what needs to be improved upon (mainly crime, pollution, and traffic), and the map can tell you where to improve it. The map can show flaws in your city, or tell you which areas are thriving. Use the industry window to find out how your city's industry is laid out, and which kinds should be in it. The more bodies of water next to the pump, the more water the pump generates. If you are making a scenic city, remember that you shouldn't make arcologies, and try to cut back on industry. Place it off to the sides. It looks good to line a coastline with trees then place commercial buildings behind them. If the commerce has a high land value, you will get buildings like office towers and parking lots, which are both 3x3. A good scenic city will have hills, trees, water, and high land value. Basically, just make it a place you would want to live in. Expand your city slowly. The dimensions of your land are 128 squares by 128 squares (128x128). That is a total of 16,384 squares. That may sound like a lot, but it fills up fast when your city is growing rapidly. Those 16,384 squares are all you'll ever get, and the only way to regain them is to destroy something else. 16,384 squares is: 1) ,096,000 (4.096 million) of Airport. 2) enough space to hold 1,024 arcologies. That's: a) 4,800,000 (204.8 million) of Launch Arcologies. b) 2,400,000 (102.4 million) of Plymouth Arcologies. 3) Enough space to build a decent and highly populated city if you use it right. The newspapers are your friends. Use them to find out what's current in your city. I usually use the Courier, as it rates you, and tells about one of your city's major problems. Remember that by shift-clicking on just about anything in the game, it will bring up a description of that item/button. This can give you a description beyond what I give you (but it still won't be as good as mine). Keep taxes around 6-8 percent. If you go higher, people will leave your city in anger, resulting in a decline in income. If you lower it too much, the people that come into your city will not be enough to repay the amount of money you lose. I you use codes, it doesn't matter how low your taxes go, but I keep mine around 3-5 percent so that if there is a slump in my city's growth I can lower my taxes and bring in some more people to it. If you don't want to waste time and money on fighting disasters, then go into the disasters menu and make sure "No Disasters" has a check by it. This will eliminate random disasters such as a microwave. I usually use no disasters as it saves me a lot of trouble and worry. There is a reason behind this: One night, I wanted my city to expand while I ate dinner (by leaving the computer on). I had No Disasters turned off. When I came back, my whole city was in flames, and I could not recover it. That may have been one of my best cities ever. Also remember that there are three types of military protection available: Police, firefighters, and the military. But if you want to challenge yourself, turn off No Disasters. Just make sure you pay attention to the game. Never take out a bond. Well, unless a power plant blows up, or something close to that. But try to repay it as fast as you can. Bonds are major money killers that will drive you closer and closer to bankruptcy. Once you've saved up enough money, go into the bond window and click Repay Bond. This will finish off most of it, before the interest kills you for good. But even still, try and save up enough money beforehand in case something like that happens. Now I know some of you are religious, so please take no offense from the following statement: Churches just get in the way. They do nothing to your city but take up 4 valuable squares of space. Instead, every once in a while, go through your city and destroy all of your churches and replace them with libraries or rezone them with residential. Signs can be very helpful. Use them to mark out your future plans for an area. That way you can manage your city well. You can also use them to name streets if you want to make your city seem more scenic. Don't be afraid to cut back on funding. If you desperately need money, then you have nothing to spend days crying about. It'll help more then hurt (unless you cut back on it too much). Just don't cut back on the wrong thing. See my description of the budget window to find out what you should cut back on, and how much your limits are. Don't be a reckless spender. If you build rapidly, it will take years to regain the money you lose, and that will hurt you in the long run. Instead, take it slow. You can always expand later. Be patient. It takes hundreds, sometimes thousands of years (in the game of course) to make a massive city. Just try and keep your budget balance positive. That's the most important thing to remember if you don't use cheats for money. Don't spend more then you gain (unless you are building a power plant or an arcology). Build parks often. It will raise land value and increase business. Although trees look better, parks will do more or your land value because the park square will actually count, increasing the local area value. It also helps to build roads through forested areas to increase land value. Try not to cheat until you get the feel of the simulation. Not only will you get smarter, you will be able to build better thriving cities. But if you really need a bit of money immediately, use a minor money giving cheat, like the 0 cheat. Building Arcologies is a gamble. Whereas it can greatly increase your population by millions, it can also make your crime level skyrocket. Arcologies are an expensive investment that take years to fill up. Make sure you can afford to spare over 100 grand, and make sure at least one police station is nearby. B. A Divider I'm afraid that now I must split you into 2 groups. If you are building a scenic city (a well running city), then skip the next section. If you are building a high population city, then read on. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM V. How to make a Highly-Populated City A high population city doesn't need to bother with little tiny details, like trees and hills, or water even. A big city needs money and people. If you are trying to make a big city, it often helps to use codes to gain money (see the codes section down further). That way, you don't have to worry about income, and you can build a massive city fast. I am going to assume that you have used codes to get money, so that way I don't have to hassle with telling you how to get your budget balance positive. The main key to a large population city is arcologies. In my biggest city, arcologies hold over 98% of my city's people, amounting to over 8 and a half million people just in my arcologies. Although they increase crime, they still increase your population. Opt for the launch arco over the others, as it holds the most people. I'm afraid I can't baby you into building a perfect city. You will have to know when to expand, and what to place where. I can give you the basics in laying out a city. For those of you who doubt my greatness, then know this: As I tell you what to do, I am building a city that I hope will pass up Paul City for my highest population. Use the map I told you to edit. This is your best layout I know of. Use codes to get a lot of money. I recommend using the code that gives you all awards, inventions, and 500 grand, and you can get and unlimited amount of 500 grand more. I am going to assume you've used this one, also. First place seaport over the area that extends over the water. Then pause the game. Place roads right next to the seaport, and around the city, but make sure there is an empty square next to the edge. Make the roads connect, so that the corners are like this: NNNNNNN NEREEEE NRRRRRR NEREEEE N= Nothingness E= Empty Land R= Road Make sure the roads connect to your neighboring cities. See the that empty land on the sides? Make it all light residential. As time goes along, you will need to destroy some buildings to connect your city with the neighboring cities, but we'll wait on that. Now you have two choices: You can build the arcologies now, or later. If you build them later, then you're on your own. To build the arcologies, you will need a lot of money (at least 30,000,000 dollars), and the Launch Arco needs to have been invented. Here's how I did it: First, I place an entire row of launch arcos on one side of the map. Then, I make another row, this time of police stations. I keep alternating the two until something happens: When you bring up a dialog box on the arcologies, there is no picture. Then, destroy all of the arcologies without a picture, and the police stations next to them. Then, fill up the rest of the row with schools and colleges. Take the next row and place six to eight fusion power plants, and then build some more schools, colleges, hospitals, stadiums, libraries, a couple of prisons, water treatment plants, water towers, and museums. Also make an effective water model (See the water pipe Icon description). This will set up your city. Then take the remaining land and do two things: Set it up into blocks, but first make an airport. Your airport should be about 4x8 to 6x8, in other words, not too big. And make sure that power lines aren't running through it, but still touching the airport zoned land. Once you have divided your city into blocks, then take the outermost blocks and make them industrial. Then take the centermost blocks and make the commercial. Take the blocks in between the industry and commercial and make them residential. Just make sure you don't fill up the whole map. As time goes on, add bus depots, police stations, fire stations, and, if you really need them, schools, libraries, hospitals, etc. Also zone your city by using the demand bars, not your instincts, when you feel it is time to expand your city's zoned areas. And if you just let your city grow, it will get up to around 9 million (which is pretty much as big as New York City or Los Angeles), so long as everything is OK. So what is everything? 1) Make sure crime isn't booming, with the exception of around the arcologies. 2) Keep traffic low by using bus depots at busy intersections (all if you can), and if it still is really bad, try and use Parking Fines to lower it. 3) Pollution should be low. All you really need to do is enact Pollution Controls. Lowering traffic will lower pollution a little bit too. 4) Maintain a high city-wide land value. This will make your city look good as well as help it thrive. 5) Minimize abandoned buildings. 6) Keep commerce flowing by maintaining a high land value. 7) Keep residential areas flowing by placing them near industry. 8) Keep industry flowing by giving them connections to the neighboring areas. If you do all this, you should be able to have an amazing city that you can brag to your friends with. Once your city reaches 9 million, you can enact every expensive ordinance, keep all funding full, and still have a positive income from taxes. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM VI. How to make a Well-Running City Quite the opposite of a city with a high population, a well-running city is the type of city I would be a lot more willing to live in. A well-running city has low pollution, crime, traffic, unemployment rates, and everything else that's bad. Instead, it has high land values, high EQ, and a high life expectancy. A well-running city usually has no arcologies, since those just get in the way. These cities boast their efficiency, not their people. To make a well-running/scenic city, you have to take your time, and hope for the best. Also in this section, I will give you a walkthrough that works if you do not use codes to get money, so listen up! Since the map is your own creation, I can only do so much. But I recommend doing the borders the same way as in a big city. Just leave mountains and lakes the way they are (unless you have something else that's better in mind). I still recommend dividing your city's land into blocks, but for these types of cities it is usually better to expand when it is needed, adding one block at a time. Also, it is sometimes good to have a block of major buildings (police stations, schools, colleges, hospitals, bus depots, etc.), and then build more police stations and fire stations where there is a gap or they are just needed badly. Lower traffic later when you have a solid massive cash flow. But when doing the borders, do it a bit at a time. You only get so much money. First, I recommend building an oil power plant. Oil and nuclear power plants are your best bet, as they are efficient and don't pollute too much (nuclear hardly at all, but only use it if you have No Disasters on). Of course, if you have plenty of money to spare, you will want to build a fusion or microwave power plant instead. In cities that don't use money codes, it saves a lot of money if you don't bother with watering your city, as it won't kill off your Sims. If you decide to water your city, I recommend doing it later on when you have more money to spare. DragonAtma had something to say about watering in your city: "I think that piping in water to your RCI zones is necessary to get the highest population buildings" I agree with this because I think that watering boosts land value, which in turn brings in better buildings. Put your power plant in a block with some industrial. Build a few more blocks of industrial and one of residential. Don't make the blocks extend across your whole city, making them 8x5 or so is good enough. As time goes on, expand more blocks close to the same size by using the demand bars TAKE IT SLOW!!! If you build too much, you will end up losing lots of money. Remember that it is okay to cut back on funding, just make sure it isn't too much or on the wrong thing. Don't enact heavy ordinances until you have a steady positive cash flow. I only use 1% Income Tax and Parking fines to gain money, though. As you build, be saving up money for power plants. Remember, they only have a 50 year life span. Read the newspapers often to find out what your city's problems are. A well-running/scenic city has: 1) High city-wide land values. This keeps demand up for industry, commerce, and residential areas. 2) Reasonable pollution. A well-running city should be clean. 3) Low traffic. Helps keep pollution low, and makes your city effective. Traffic is easy to lower if you have an efficient road system. 4) Low Crime. I wouldn't want to be mugged daily and neither should you. Use Police Stations at high crime areas to lower this. 5) High Educational Quotient (EQ) and Life Expectancy (LE). This makes your city a desirable place to live. 6) A very positive budget flow. You should be making thousands yearly, if not better. 7) Few abandoned buildings. Build zoos, lower taxes, and raise land values for this one. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM VII. How to Increase.... A. Land Value Land Value is the cost that people pay to own an area of land. The higher this is, the bigger and better businesses and other buildings you'll attract. This is crucial, so I'll say how to do it for each zoning type. 1) Industrial: Usually, you don't want industrial areas to have high land values. Use them instead to place fusion power plants, prisons, water treatments, and just about anything else people might hate, there. 2) Commercial: Usually, if you leave commercial areas on their own, and don't place anything by them that would lower the land value (like Industry), your commercial areas will have a high land value; so long as crime, pollution, and traffic aren't booming. Placing parks nearby helps. If you have all of these, it is easy to have a massive flourishing area of commercial buildings, which also looks cool. 3) Residential: Well, residential zones are tougher to raise. Make sure crime and pollution are low, and build zoos and parks. Make sure there are few abandoned buildings, and lower traffic. It helps to build your industry alongside the homes. 4) Your Overall City: Lower crime, pollution, and traffic. Select all the options under Promotional in the City Ordinances window. Water your city. B: Education Education can help attract massive industries to your city. Don't neglect it. 1) Build lots of schools, colleges, libraries, and museums. Also select Pro Reading Campaign. C: Your Money Take note of this. 1) Raise Taxes. You can do this for just industry or commercial. I don't recommend doing it too much for residential. 2) Lower funding to Police & Fire departments. 3) Don't get a bond ever. 4) Cut back on City Ordinances 5) Set Parking Fines or 1% Income Tax. 6) Stop expanding your city. D: Citizens Health This makes more people want to live in your city. 1) Build lots of hospitals. 2) Select Anti-Drug campaign 3) Select everything under Safety & Health 4) Reduce Crime. E: Your City's Water Watering your city raises land value; nothing more. 1) Build pumps next to standing water. This increases how much they put out. Here's my system of doing it. PWPWPWPWPWPWPWPWP PWPWPWPWPWPWPWPWP PLPLPLPLPLPLPLPLP PWPWPWPWPWPWPWPWP PWPWPWPWPWPWPWPWP P= Water Pump W= Water L= Power Line over water 2) Lower your population 3) If you have an ocean, build a Desalinization plant F: Your Power supply 1) Build efficient Power Plants (see where I list them) 2) Select Energy Conservation if you have enough money 3) Kill your Sims (not recommended) SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM How to Get Rid Of... A. Crime 1) Build Police Stations (use the Crime part of your map to find out where to put these). 2) Set Neighborhood Watch 3) Don't legalize gambling 4) Place at least one police station near Arcologies, or better yet, don't build arcos at all. 5) If you still have a lot of crime, building a prison may help. B. Pollution 1) Set Pollution controls. 2) Build less industry 3) Lower pollution-increasing industry 4) Lower traffic C. The amount of abandoned buildings 1) Build a strip of Industry next to Residential 2) Raise land values 3) Only build what the demand bars tell you to 4) Build zoos 5) Lower taxes D. Traffic 1) Build bus depots at high-traffic areas (usually intersections) 2) Set parking fines 3) Build a more efficient road system 4) Don't use highways SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM Disasters A. The disasters So... you've built a massive city. Every square of land has something on it. And now you wanna blow it up as fast as you can. I would too. Here, I'll tell you what each disaster is, and rate how destructive it is (1-10) a. Fire: Sets a random square of land on fire. Sometimes blows up bigger buildings, like police stations. 2 b. Flood: Makes a little bit of water expand to a massive size. Doesn't destroy everything, but close to 60% of the affected area. 6 c. Riots: Weak until they get out of control. Just a bunch of unhappy people, but when they get out of control, they n fill up the whole map. 3 d. Tornado: A giant funnel of wind. Makes a narrow 3-square path of destruction on its quest to the edge of the map. 4 e. Hurricane: Very powerful. One whole edge of your map is wiped out. Such a shame it doesn't spread through the entire city. Destroys about 90% of the affected area. 8 f. Air Crash: A plane spins and falls down. Burns about 3 or 4 squares. 2 g. Monster: Similar to Tornado, but a big alien space ship that uses a laser to fry stuff. 4 h. Earthquake: The "big city killer". This one does a lot of damage to massive cities, but little to smaller ones. It collapses some buildings and explodes others all across the city. Causes a lot of fires. 5 or more earthquakes in a row is sure to ruin your citizens day. 9 Other disasters I've seen: The disasters in the menu aren't the only disasters in this game. If you turn off "No Disasters", then others will occur randomly during the play of game. I consider a disaster different if its name up top is different. Seeing as all of these disasters happen randomly, so I have no control over it at all, I have no effective way of fighting them. Half of them I haven't even seen to tell you about. If anyone has seen more, please e-mail me the name of the disaster and describe it (if you can). 1) Microwave: All I know is that it causes a fire. 2) Crash: When a plane crashes into a building. Causes a fire. Usually only happens when you have a tall building close to a runway. 3) Toxic Spill: Little gas clouds fly around. 4) Nuclear Meltdown (see below): I haven't had this happen to me yet. And, from DragonAtma: "Back when I read the manual (loooong ago), it said something like "Occasionally, the laser misses the Microwave power plant. Oops." -- which would mean that it's a rare side-effect of a microwave power plant. (7) Like in the original SC, there should be nuclear meltdowns (Hello Boston 2047!), but only from nuclear power plants. (duh?)" B. How to fight each disaster So you blew up your city, and realized you accidentally saved your city when it was on fire. So now you want to save your city from utter destruction. Well, you're on your own. Nah, just kidding. Read on. a. Fire: Pause the game, and put firefighters/military around the affected area. It is a good idea to eliminate the areas closest to your expensive/important/big buildings, so they don't blow up and spread the fire. Fire only spreads to the horizontal and vertical sides though, which helps a lot. Not too tough. From DragonAtma: "There's a (relatively) simple solution to fire -- bulldoze every square that they touch, as empty squares and rubble squares can't be burned. Obviously, this'll be most important if you have lots of fires (Hint: LA '06 nostalgia) or are playing the addon scenario with a large fire (which becomes ridiculously easy)." b. Flood: All you can really do is wait it out. Just place police/firefighters/military around your expensive/important buildings to guard them from the raging waters. c. Riots: Surround the affected areas, like fire, but with police instead of firefighters. Riots move fast, so be prepared. d. Tornado: Wait it out. e. Hurricane: See flood. f. Air Crash: Just place firefighters in the area you estimate it'll land in, and put out the fires one by one. g. Monster: See tornado. h. Earthquake: Uh oh. Lots of fires to put out. You could do it the hard way (see fire) or do it my way: Lower the burning land to below sea level! Even if it destroys lots of buildings, it will put out the fires before they cause widespread destruction. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM X. Reward List So you've built a big city, and the city votes to reward you. Congratulations. Here are the awards, the population you get them at, and some tips. All of the awards, with the exception of Arcologies, are free of cost. You can place the rewards to make a scenic view. To hear one of my recommendations on how to make a scenic view, see where I tell you how to make a well-running city further up on the walkthrough. A. Mayors House- 2,000 people must be in your city This is a home for you, the mayor. Place it in a scenic place, or whatever. 2x2 B. City Hall- 10,000 citizens Place wherever. When you bring up its info box, click on analysis to see how much space of your city is taken up by each category. Kinda useful. Most large cities with codes have transportation/arcologies/ health & safety take up most of the space. Cities without codes will not. Instead, they usually have residential take up that space. 3x3 C. Statue- 30,000 residents A 1 square statue. Whoop-de-doo. If you use the All-Awards cheat, you can build multiple statues and make a scenic landscaping effect. D. Military Base Option- 60,000 dudes in your city This is the option to build a military base in your city. This will raise crime a lot in the area the military chooses. I usually say no, but once again, it's up to you. If you say no, then you don't get a base, but also lose the help of the military. If you say yes, you will have the protection of the military during disasters, and the military will pick out a piece of land and build on it. If your city is full, then they will inform you of this. The type of base you get generally depends on the land in your city. 1) Navy Base: you have an open coastline. 2) Army Base: Your open land is bumpy. 3) Air Force Base: Your open land is level. Once the military owns the land, you cannot modify it at all. If you have "No Disasters" on, then the base will do nothing more then add to crime and take up your city's precious land and space. E. Braun Llama Dome- 90,000 brave souls Does this game have an obsession with llamas? Seriously, I think the creators need counseling, or something, about that. Anyway, this is a big Space Needle thingie. Good only for scenery. I like to place it on a high plateau that overlooks the city. 4x4 F. Arcologies- 120,000 people The only truly useful award. Arcologies are big, bad, and (most importantly) very expensive. They are massive structures that hold lots of people, and cost a lot. The game calls them "cities within a city," and I hope that speaks for itself. As time progresses, more will be discovered/invented. Since Arcologies cost lots of money, you will need to save up quite a while. Each one is 4x4. Here's each type of arcology in detail. 1) Forest: Holds 30,000 people for 0,000. Costs 4 bucks per person (which is a lot), yet it is the most efficient (pollution and I think crime-wise) arco. I usually don't use these at all, since you get hardly any bang for your buck. 2) Darco: Holds 45,000 people for 0,000. Costs .33 per person. I hate these things, but they do look cool. Not worth the money since it excels in nothing in particular. 3) Plymouth: Holds 55,000 people for 100,000 dollars, or .80 per person. The most cost efficient arco, but it doesn't hold the most people. Handy if you aren't using codes since you can get a lot of people for a relatively low cost. 4) Launch: Holds 65,000 people for 0,000, which is .07 per person. Expensive, but it's definitely worth it. If you use codes to get money, then this is the way to go. If your city is past 2050 ( I think that's the year) and you have like 300 of these, they will launch into space (but it doesn't work on Mac version 1.0a). In Mac 1.00a, you can only have (I think) 138 arcologies. If you use Plymouth Arcologies instead and build 138 of them instead of 138 Launch Arcos, it will cost you 1,380,000 people, but save you ,800,000. The choice is yours to make. It's money versus people. Money can create people, but within limits... SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM XI. Inventions As time progresses, more things will be developed, giving you more options of how to improve (and in some cases wreck) your city. When something is invented, a newspaper will pop up (if you have a subscription/extra) and describe the invention. For some reason, it seems that each invention has a zone of time in which it is invented between. I'm gonna list the time it was discovered for me. Feel free to e-mail me your invention dates because I am going to try and list a zone of dates. If you see the that your date is between the listed ones, then don't e-mail me, OK? I actually have better things to do with my time then read pointless E-mails like that. Anyways, if you e-mail me, say the invention and the date it was invented (try to include the month). I made my list start in 1900, the earliest year you can get. Bus Depot: March 1916 Subway: January 1920 Highway: March 1925 Airport: April 1927 Water Treatment: November 1929 Gas Power: February 1957 Nuclear Power: September 1962 Wind Power: March 1977 Desalinization: August 1997 Plymouth Arco: March 2010 Microwave Power: May 2034 Forest Arco: January 2048 Fusion Power: January 2066 SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM XII. Scenic Suggestions This is not a strict guideline area. You don't have to use this if you don't want to. I use these because I think these look cool. Here something I do to make my city look cool with commercial buildings and the awards. ZZZZZZZZZZZZZZZZZ The Z's indicate commercially zoned areas. ZZZZZZZZZZZZZZZZZ The R's indicate road. RRRRRRRRRRRRRRRRR The W's indicate water. RWWWWWWWWWWWWWWWR The M's indicate a square of the Mayor's House. RWWWWWWWWWWWWWWWR The B's indicate a square of the Braun Llama Dome. RWWWWWWWWWWWWWWWR The S indicates the Statue. RTBBBBWWWWWWWWWWR The T's indicate trees. RTBBBBWWWWWWWWWWR RTBBBBCCCWWWWWWWR RTBBBBCCCTTTMMWWR RTTTTTCCCTSTMMWWR RRRRRRRRRRRRRRRRR I know the letters look hecka crappy, but when you actually put this into a city, it looks pretty cool. I have a very scenic thing I do that looks cool. You will need a Mayor's House, Statues (the s isn't a typo), City Halls, and a Llama Dome. So the only way to get this is to type in the "porntipsguzzardo" cheat (Read what it does in the codes section before entering this). And this is it: TTTBBBBTTT CCCBBBBCCC CCCBBBBCCC CCCBBBBCCC TTTSMMSTTT TTTSMMSTTT TTTSWWSTTT TTTSWWSTTT Each letter indicates one square on the grid. The 4x4 "B" section indicates the Braun Llama Dome. The 2 3x3 sections indicated with a "C" means that that's where you should put a City Hall. All eight "S"s indicate that's where a statue would go. So you need eight statues. The one 2x2 section labeled "M" means to put the Mayor's House there. The W's mean to put water there, and the trees mean to put trees there. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM XIII. Codes for the Macintosh Cheater. Type in the code EXACTLY as I type it here, or it will not work. If you know any more, please E-mail them to me, and tell me the version number it works for. If it works for PC only, you can still E-mail it to me. a. Basic Cheats: 1. porntipsguzzardo: All awards are open to you, plus you get 0,000. Use multiple times to get awards again (so you can build multiple statues or whatever). Excludes you from a military base. Also unlocks all inventions and newspapers. Very handy if you are going to make a massive city. 2. ardo: If you did the above, gives you five hundred thousand more dollars. If you quit SimCity and restart it, type in the above once more to be able to do this. 3. vers: Tells your version number (mine is 1.00a). 4. joke: tells you a joke. 5. cass: sometimes you get 0, sometimes you get a fire storm (a disaster) 6. fund: bond with low interest. THE FUND TRICK: Use this RIGHT WHEN YOU START A NEW CITY. Don't build anything. This will give you 1.5 million dollars every year, and you can still get that military base you've been wanting. First, type in fund and click yes. Next, type in fund and click yes. Third, go into the budget and issue a bond. The rate should be .%, and click yes. Say hello to 1,500 grand (or ,500,000) every January of the year. Populate Arcologies Fast First, build any arcology of your choice. Don't connect it to any power lines or pipes whatsoever. Make sure it is neither powered or watered. Wait a year (sometimes it takes two), and check it. It should have a full population. The Magic Eraser: This allows you to erase something (usually Arcos) and build over them, but have it still count as being there. To do this, first click on the tree icon. Then click on the area you want to erase. DON'T LET GO! Then, press and hold shift. Then move the mouse over the areas you want to erase. To erase something, every square must be erased. I usually don't bother with this trick. Get Easy Money (from DragonAtma) Thanks to DragonAtma for this information. I'm not sure if this is exactle a cheat, but this is probably the best place for this to go. Because of my busy schedule I have yet to try this, but here it is: "In the netplay edition, money comes from three sources: taxes, ordinances, and stupidity. You've covered the first two, and the key to the third is that sticking a single residential zone in the middle of nowhere, with no ability to develop (but no crime or pollution), becomes a land value of ! So, here's the trick (which you'll probably realize) to turning stupidity into money: * Build a Light Residential zone away from your city. (Your temporary loss: ) * Wait for it to shoot up to (or more). Because of how the game works (presumably to save money), the city is divided into 2x2 squares -- so not only will the zone get rich, but the other three tiles will too! * Keep the residential tile, but sell the other three for a total of 2. (Your profit: 7) * Time to screw the customer (whatever chip you buy and sell land from)! De-zone the residential spot. (Your profit: 6) * Without the zone, the game will consider the tile be about as important as a refrigerator in Siberia, so just wait for the fool's gol- err, land to drop back down to (for whatever reason your unowned land is double price). * Buy the land back, leaving where you started (Your profit: 6 -- not bad for a investment!) * Mock the CPU land trader (okay, this step is optional, but makes you feel good. You can't see me, but I'm laughing as I type this up!) By building 20 seperated zones for a mere 0, you're guaranteed to make ,520 when you're done -- and that's not all! Having them near each other (but not touching, of course) will increase the price, and scenic additions (trees, water, and hills) will increase it even more! My latest nugget of advice: Keep a few separated light residential tiles in the middle of nowhere just in case you have a money problem." "Well when you do, I have one last addition: when selling land, you can sell the unoccupied zoned areas too, as it'll automatically unzone them. Therefore, the profit'll be more ( for selling, minus for buying, plus for not having to dezone), for a total of 1." SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM XIV. Hall of Fame I can never resist a chance to brag. I have a series of my greatest cities: The Paul City Series. In it there are 9 cities. I have made a total of 12, but over time they became ruined or lost. You see, I had a password encryption program, but it got messed up and I can't decrypt my files, and I know the cities I lost were better than some of the ones I put here. Below I have listed one of my favorite cities and one of my biggest cities. Amongst other cities I have made, I have imitated Lake Town (from the book: The Hobbit), and also imitated Los Angeles (you don't want to see the traffic in it). The land value, crime, traffic, education, etc. info I get from the graph window. I also rate how good I feel I did in each category (1-10). Most of these cities (well, actually all) I used codes to get money. The whole point of the Hall of Fame is to give you something you can model off of when you build your city. It provides an example of what is high, and what is low. It can also give you a goal to accomplish, as well as give you an idea of what is good, bad, and impossible. If you have a city that: 1) beats my highest population by over 500,000 2) has a land value over 175 (but with a population that's over 75,000 without arcos or 500,000 with arcos) 3) you think is extremely scenic then compress that city (preferably by using StuffIt, BinHex, or Compact Pro, but WinZip or ZipIt is OK too). Please don't use anything else (you can get Compact Pro at ftp://mirrors.aol.com/) and E-mail it to me. If it is truly one of those 3, I will list everything here. In the comments of E-mailed cities, I will list my own thoughts on the city. Oh, and E-mail me the name too if you can. Paul City7 Created: January 15, 2003 N/A Population: 70,110 5 (OK for a scenic city) Type of City: Scenic N/A Year: 2079 N/A Completed: Yes N/A Largest Neighbor: 4,138 (New Boots) N/A Military Base: No N/A Land Value: 130 6 Crime: 0 10 (well, duh) Pollution: 18 7 Traffic: 9 5 Education: 94 6 Health: 63 5 Total Arcologies: 0 N/A Darcos: 0 N/A Launch: 0 N/A Plymouth: 0 N/A Forest: 0 N/A National Population: 198,458,000 N/A Percent of Nation: 0.03% N/A Comments/ Description: One of my more recent cities. It has low population so that it looks good. Very beautiful. I spent days in the editing window making it look perfect. The mountains are just the right shape and height, the water and coastline is perfectly shaped to make it look fancy. It has a V-shaped valley with lots of trees, and a road running through it. Has a coast line, a large lake, and a bay. Along the bay is a commercial area that hosts lots of big buildings, trees, and parks to add to the scenery. Also, where the bay connects to the ocean, there is a bridge (Gotta imitate the Golden Gate Bridge) Here's a diagram. W= Water. M= Mountain. T= Tree. G= Water on Mountain. := Boundary. Blank areas are my City. Notice the island in the ocean. :::::::::::::::::::::::::::::::::::: :MMMMMMMGGMMMMTTT TTTTMMMMMMMGGMMMM: :MMMMMMMMGMMMTTTT TTTTMMMMMMGGMMMMM: :MMMMMMMMGGTTTTT T TTTTTMMMGGMMMMMM: :MMMMM WWW WWW MMMM: : WWW WWW : : WWWWWWWWWW : : WWWWWWWWWWWW : : WWWWWWWWWW : : WWWWWW : : : : : : WWW : : WWWWWWWWW : : WWWWWWW : : WWWWWWW : :WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW: :WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW: :WWWWWWWWWWWWWWWWWWWWWWWWWWWWMMWWWW: :WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW: :::::::::::::::::::::::::::::::::::: ------------------------------------------------------------------------------ Paul City Created: February 13, 2003 N/A Population: 9,280,119 9 Type of City: high population N/A Year: 2193 N/A Completed: yes N/A Largest Neighbor: 52205 (Little Rouge) N/A Military Base: no N/A Land Value: 123 7 Crime: 26 7 Pollution: 35 4 Traffic: 5 9 Education: 118 5 Health: 80 4 Total Arcologies: 138 N/A Darcos: 0 N/A Launch: 138 N/A Plymouth: 0 N/A Forest: 0 N/A National Population: 1,073,240,000 N/A Percent of Nation: 0.86% N/A Comments/Description: This is the last (meaning most recent) city I built. It also happens to be the biggest I've ever made. Notice that traffic is EXTREMELY low for a city with 9 million people living in it..... Wish LA was like that. Health and Education could be higher, but I'm too lazy to perfect that. Since 138 arcos is my version of the game's limit, I can't get too much higher than this. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM XV. FAQs In case you didn't know, FAQs stands for Frequently Asked Questions. If you have a question regarding the game, feel free to e-mail it to me. Q: Why won't my seaport/airport build up? A: You probably put powerlines directly onto it. Put it next to the zoned area instead. Q: Why can I only build so many arcologies that actually hold people? A: The version of the game that you have probably won't let you. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM XVI. SimCity 2000 Download Sites There are tons of Internet sites where you can download cities. I know of only one that's of TRUE quality, but if you know any more, please e-mail them to me. A good Internet download site has a lot of cities (over ten), and almost all of the cities are of quality (scenic or high population). I have been to lots of sites that say things like: "Joshuaville boasts a population of 53,297 people in the year 2576. There is 09 saved up for you to use! Download Joshuaville to see what a truly great city looks like!" 1. http://www.sc3000.com/sc2000 The SimCity 2000 Resource guide. Has downloadable scenic cities and high-population cities. These are the cities I tried to beat. I still can't beat Millennium 25, and I know I never will because of my version of the game. Also gives more detailed information on the game. SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM XVII. Legal Stuff This document copyright 2003-2004 Paul Buzbee. Although that should tell you everything you need to know, I'll put it into Monkey Terms for you: Ooh ooh aww aww ooh eeh aww (pun intended). Anyway, this means to respect my work. Don't take it and claim it as your own, 'cause if you do, I can sue you and make a few bucks. It will also make a fool out of you. Don't clip off it and/or sell it for profit. I'm not getting money for this, and I was the author of it. But if you wish to post this document on your website, don't expect me to be as lenient as I was with my Dome Wars FAQ. That's because there is more SimCity info on the web than Dome Wars, and with the Dome Wars FAQ I was hoping maybe I could do some indirect advertising and get a few more people interested in a great game (hint, hint). So if you wish to put this FAQ on your website, you must E-mail me the name of the website it'll be on. I will soon E-mail you back with a response. It could be a yes, it could be a no. But if I say no, thank you anyway. These are the websites currently authorized to post this document: http://www.gamefaqs.com/ http://www.neoseeker.com/ http://www.pc.cheats.de/ http://www.cheats-corner.de/ SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000S IMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SI MCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIMCITY2000SIM XVIII. Special Thanks/Credits |||||||/ -CREDITS- /||||||| 1) http://www.sc3000.com/ That's the website I got the codes from. The codes helped me to assemble my line of great cities. 2) DragonAtma Thank you for the following: 1) Telling me that Hydro and Wind power plants don't pollute and never decay 2) Telling me what Fed Rate is 3) Submitting another way to deal with fires 4) Telling me about the Microwave and the Nuclear Meltdown disasters 5) Telling me that Piping is necessary to produce high-population buildings 6) More stuff about light residential and industrial zoning 7) A few comments about watering in RCI zones 8) A trick to get more money in netplay edition 3) the program FIGlet Thank you for the awesome ASCII art in the beginning of the FAQ. WWWWWWWWWWWWWW/ -SpEcIaL ThAnKs- /MMMMMMMMMMMMMM 1) Kyle P. -- All of whom seem to think that they're better than me Brad H. --- (and the whole world) at video games just because they Johnny D. ---> play video games practically all day, which I sure as Kavon N. ---/ hell do not do. I have a life beyond the TV & Computer Andrew M. -/ screen. 2) God This dude (maybe you've heard of him) gave me my skill in writing FAQ's (and bragging). Thanks! 3) Anyone who has sent in helpful E-mails This keeps me from ditching my FAQ projects. Thank you. 4) YOU! Thank you for reading this FAQ! Your support helps. Thanks! 5) The makers of SimCity 2000. Thanks for making such a great game! ------------------------------End of FAQ--------------------------------------
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