Sim City 2000 FAQ

INDEX
         1.0 MISC I (General questions about the game)
         2.0 TOOLS (Zoning, transportation, water, city
                    services)
         3.0 BUDGET + OTHER WINDOWS (Taxes, ordinances, etc.)
         4.0 MISC II (Bugs, rewards, cheats)
         A-1 Appendix 1 (Solving Problems)
         A-2 Appendix 2 (Adjusting Difficulty)
         A-3 Appendix 3 (Mac Technical Problems)
         A-4 Appendix 4 (IBM Technical Problems)
         A-5 Appendix 5 (How to Make a Boot Disk)

1.0 MISC I
1.1 Q: (MAC) Where can I get the v1.1 updater?
1.1 A: The updater is available at the following ftp sites:
        spider.navsses.navy.mil in /Joe 240/pub/game/sc2k
        netcom.com in /pub/maxis
        sumex-aim.stanford.edu
        mac.archive.umich.edu
       If you are unable to ftp, drop me a line (thx@netcom.com)
       and I will mail you a copy.
1.2 Q: (MAC) What does the updater do?
1.2 A: *The budget should work properly now, transit figures 
        should be correct (and stay that way.)
       *The Bulldoze Tool should always default to Bulldoze
        instead of whatever tool was last used. This should
        prevent accidental mass destruction caused by
        forgetting that the last bulldoze tool being used was
        Raise/Lower/Level Terrain.
       *Airports should build correctly now (the ratio of
        towers to runways should be better.)
       *Several problems that show up with more than 7
        stadiums/teams should be gone.
       *Figures in the Analysis window (from the City Hall
        query window) should stay correct.
       *Sometimes, destroying bridges would leave an 
        un-usable shoreline tile. This should be fixed.
       *Querying on certain tiles of the Forest Arcology in
        certain situations would report bare land, this
        should not happen.
       *Arcologies that do not have micro-simulators attached
        should now affect population (populations far greater
        than 9.1 million should be attainable.)
       *There is a new button when using the query tool on a
        library.
       *Placing highway and re-enforced bridges now charges
        the user correctly.
       *Schools should work properly at population levels
        above 60,000.
       *The date should now properly display above 9,999
        years.
       *The power graph should be more accurate.
1.1 Q: (IBM) I'm having trouble installing SC2K.
1.1 A: See Appendix 4 and 5 at the bottom of this file.
1.2 Q: Where's the SimCity2000 ftp site?
1.2 A: (MAC) spider.navsses.navy.mil in /Joe240/pub/game/sc2k
1.2 A: (IBM) andyspc.rh.uchicago.edu in /pub/sc2k
       Logon as anonup with password upload in order to upload.
1.3 Q: Why can't I get onto the spider site?
1.3 A: The proprietor occasionally has things more important 
       than SimCity2000 to occupy his computer's time with.
       I can't imagine what. :)
1.4 Q: How do I get on the Sim mailing list?
1.4 A: There is a digest and non-digest version of the mailing
       list. For the digest, send mail to majordomo@cisco.com
       with the following line in the body of the message:
        subscribe simlist-digest
       For the non-digest, use the following line
        subscribe simlist
1.5 Q: Does Maxis have an E-Mail address?
1.5 A: You can reach e-mail technical support at
        support@maxis.com
1.6 Q: Is there anybody from Maxis on the net?
1.6 A: Yes - Chris Weiss, cweiss@netcom.com
1.7 Q: Where can I get a demo of SimCity2000?
1.7 A: Anonymous ftp to netcom.com. Look in the /pub/maxis
       directory.
       SC2KDEMO.ZIP is a slide show for IBM.
       SC2KDEMO.SEA is a slide show for Mac.
1.8 Q: How do I log on to the Maxis BBS?
1.8 A: The phone number is (510) 254-3869. (8-N-1)
1.9 Q: What's a good price for SimCity2000?
1.9 A: Well, I paid $38.88 (with CUE discount) at Egghead.
1.10 Q: Can I upgrade from the old Sim City?
1.10 A: No, I don't think so. SC2K is, pretty much, a totally
        different product.
1.11 Q: (MAC) Can I run SC2K on my black and white mac?
1.11 A: No. SC2K is specifically designed to run in 256-colors.
1.12 Q: What newsgroups talk about SimCity2000?
1.12 A: comp.sys.mac.games, comp.sys.ibm.pc.games.misc,
        and comp.sys.ibm.pc.games.strategic.
1.13 Q: Is there an upper limit on population?
1.13 A: (MAC v1.0) Yes. Only arcologies that have are 
        represented by a microsimulator contribute to population
        - so, the theoretical maximum is somewhere around 9.1 million.
        (MAC v1.1) Unknown. The updater now allows all arcos,
        to contribute to population.
1.14 Q: Are there any books out about SimCity2000?
1.14 A: Well, I asked Nick Dargahi about his upcoming book:
        "Here's the latest scoop. I am a coauthor of the
        SimCity Power, Politics, and Planning book that
        Prima Publishing is releasing next month, the other
        author is Michael Bremer who, as you know, wrote the
        manual that comes with the software. Our book
        includes information that isn't available anywhere
        else, since we had direct access to the programmers
        and staff at Maxis.
        Our book also includes color pictures of interesting
        cities, including a city which has the world
        population record for a SimCity of 9.3 million
        people.
        Other topics include:
        *The most comprehensive information resource guide
         for all tools, buildings and object types in
         SimCity.
        *The Making of SimCity 2000: Interviews with the
         designers, and background information on how SimCity
         2000 came into being.
        *Greater detail on how the simulation works.
        *How to beat the scenarios: tested methods to win
         each scenario.
        *Tips & Tricks Chapter: Includes how to hex edit your
         city files to add more money or create new scenarios
         of your own design. All Easter Eggs are mentioned.
        *The Economic model. Managing your money, and
         employing different economic strategies.
        *Plus an appendix that teaches you how to install the
         DOS version of SimCity 2000 so that it will run
         under Windows 3.1 (as a DOS application) or under OS/2."
        Nick is also the author of SimCity Strategies and Secrets
        and A-Train - The Official Strategy Guide.
        Johnny L. Wilson is working on The Sim City 2000 Planning
        Commisioners Handbook, probably to be published by McGraw
        Hill.

2.0 TOOLS
2.1 Bulldozer
2.1.1 Q: Should I buldoze abandoned buildings?
2.1.1 A: You can, but it's not necessary. Sims will build over
         abandoned buildings, although, abandoned buildings
         lower property values.
2.1.2 Q: Do I have to buldoze rubble?
2.1.2 A: No. Sims will build over rubble.
2.1.3 Q: Is there any way to bulldoze large areas at a time?
2.1.3 A: No. Although you can destroy a few buildings at a time
         using raise terrain tool.
2.1.4 Q: The sims complain when I try to bulldoze some forest.
         Should I pay any attention to them?
2.1.4 A: I don't think it'll do you any harm to ignore them.
2.2 Landscape
2.2.1 Q: How do I make waterfalls?
2.2.1 A: Place water on a slope.
2.2.2.Q: What's the magic eraser?
2.2.2 A: Select the tree tool. Press the mouse button with 
         the cursor on a blank tile. Keep holding down the
         button and press the shift key. The cursor will
         now erase any type of development. The effect is
         rather odd - when you query the tile that's been
         erased, the old structure appears to still be there.
2.2.3 Q: Can I make a deep river at higher elevations?
2.2.3 A: No, the only way to add water at elevations above
         sea level is to use the water tool - and this only
         makes water that is 50 feet deep.
2.2.4 Q: Does the water tool make fresh water or salt water?
2.2.4 A: (MAC) Fresh water.
2.2.4 A: (IBM) The water tool seems to make fresh water half
         the time and salt water the other half.
2.3 Power
2.3.1 Q: Do undeveloped zones conduct power?
2.3.1 A: No. Only tiles that have immediate contact to 
         power (either next to another building or next 
         to a power line) will be powered.
2.3.2 Q: What type of power plant should I use?
2.3.2 A: If you aren't concerned with money, fusion plants
         are the most efficient, and don't pollute or cause
         disasters - like nuclear and microwave.
         If you are concerned about money, then hydro is
         best. Hydro plants don't pollute and don't need
         to be replaced every 50 years.
2.3.3 Q: Isn't it kind of like cheating to use hydro power?
2.3.3 A: Well, first off, it's just a game, and you can
         do whatever you want with it. The most efficient
         use of hydro would be to use the raise terrain tool
         to make a little bump. Line the bump with waterfalls
         and then place hydro plants on the waterfalls. You
         could even surround the hydro pants with water
         pumps. This is the best, and most unrealistic use
         of hydro plants. A more realistic approach would 
         be to make a map with a river, then raise the land
         on one end of the river, and draw the river back
         in, having it flow down the raised land. You could
         then build large dams on the slopes.
2.3.4 Q: My power plants seem to last forever.
2.3.4 A: If you have disasters off, your power plants
         will automatically be replaced when they are 50
         years old. Their cost will also be deducted from
         your coffers.
2.3.5 Q: Why don't hydro plants and wind power have to 
         be replaced every 50 years? 
2.3.5 A: Well, you could say that this is bias on the 
         part of Maxis to encourage the use of clean power.
         The real reason has to do with programming
         limitations - they'd have to keep track of the
         age of each plant.
2.3.6 Q: Why should I use wind power?
2.3.6 A: I don't know - appearance, maybe? If you have extra
         space on the top of a mountain, you could put
         windmills there. You could use a couple of wind
         power plants to sustain a small village in the 
         middle of nowhere.
2.3.7 Q: Do I have to use raised wires to run power across water?
2.3.7 A: No, there's a cheat you can use to get around this.
         Chris Weiss writes:
         "There's a little trick you can do to run power across
         water without needing lines. First, you need 3 tiles of
         water between where you'd run the line from and where
         you'd run it to. Build a power line brige across that 3
         tile space and bulldoze the power line between the two
         "on-ramps" for the power bridge. Replace the flat land 
         tiles with water again and Voila! The power flows across
         the no-longer-existent power bridge."
2.4 Water
2.4.1 Q: How effective is a water pump?
2.4.1 A: A water pump (not next to water) will service 
         approximately 24 to 36 tiles, depending on the weather.
         An additional 12 tiles (approx.) will be serviced for
         every water tile that the pump is adjacent to. 
         For example:     W W W
                          L P L
                          L L L
         where W = water, L = land, P = pump
         The above pump is next to 3 water tiles, therefore, it
         will provide 60 to 72 tiles with water. I think that
         each tile requires 600 gallons of water.
2.4.2 Q: Should I build water towers?
2.4.2 A: Each water tower will hold up to 40,000 gallons of
         water. They will only fill up when you have a surplus.
         It's probably easier to just build four more pumps in
         the space that a tower would take.
2.4.3 Q: What good is a water treatment plant?
2.4.3 A: The manual says that water treatment plants will help
         you prevent droughts by cleaning and recycling your
         water. However, the online help says that water
         treatment plants will reduce the overall pollution level
         of your city. Experimentation has revealed that water
         treatment plants do not really have anything to do with
         the water supply. Adding one treatment plant (anywhere
         on the map) will reduce the pollution level of your
         city quite a bit. Additonal treatment plants have no
         effect, though. So, build one, and only one
2.4.4 Q: How effective is a desalination plant?
2.4.4 A: Desalination plants seem to have an effective radius, so
         there effectiveness is rather complicated. They can
         provide water to 200 - 500 tiles each, depending on how
         many seawater tiles are adjacent to the plant.
2.4.5 Q: What types of water will help a water pump?
2.4.5 A: Natural water and artificial water will improve the
         performance of a water pump, while salt water will not.
         Use the query tool to find out whether water is salty or
         fresh. Water pump performance will even be improved by a
         waterfall, or a waterfall with a hydro plant on it.
2.4.6 Q: I've built several pumps on the edge of my city,
         but all the water seems to be going to the center.
2.4.6 A: Well, SC2K figures out how much water you have, then
         it distributes it from the center of your city. The
         only way to keep the water at the edge would be to 
         cut it off from the water system.
2.4.7 Q: Where do I need to build pipes?
2.4.7 A: Sims will automatically build pipes underneath
         buildings, so, all you need to do, is build pipes
         underneath roads. I like to place pipes underneath
         my power lines. 
2.5 Road + Rail
2.5.1 Q: How much road do I need?
2.5.1 A: A zone (residential, commercial, or industrial) must
         be within 3 tiles (not counting diagonally) of a 
         road in order to start growing. If you're really
         strapped for cash (say you start on the hard level) 
         then you can get away with discontinuous roads. 
         Just drop down 1 tile sections of road and build 
         different zones around it:
         For example:    R R R
                       R R R R R
                       R R r I I
                       C C I I I
                         C I I 
         where r = road R = residential, C = commercial,
               I = industrial
         Actually you don't really need any roads at all. If you
         want, you can rely totally on mass transit. You won't
         have any traffic, but growth will be less and
         larger(3X3) buildings won't develop.
         For example, sims will build given the following setup:
                R               I
              R R R           I I I
            R R R R R       I I I I I
          R R R s R R R   I I I s I I I
            R R R R R       I I I I I
              R R R           I I I
                R               I
         where R = residential, I =industrial, 
               s = sub stations - connected underground by subway
2.5.2 Q: Why should I use rail instead of a subway?
2.5.2 A: Rail is cheaper, and, supposedly, has a greater
         positive impact on heavy industry.
2.5.3 Q: How do bus stations work?
2.5.3 A: Place bus stations at busy intersections to 
         reduce traffic at that intersection.
2.5.4 Q: How do you build a reinforced girder bridge?
2.5.4 A: You will be asked if you want to build a reinforced
         bridge if you place a highway tile halfway over
         water:
         before:  L L L W W W    after L L L W W W
                  L L L W W W          L L H H W W
                  L L L W W W          L L H H W W
                  L L L W W W          L L L W W W
         where L = land, W = water, H = highway tile
2.5.5 Q: What's the difference between a highway bridge and a 
         reinforced bridge?
2.5.5 A: Highway bridges don't allow ships to pass, but are 
         cheaper.
2.5.6 Q: What's the difference between causeways, raising
         bridges, and suspension bridges?
2.5.6 A: Causeways do not allow ships to pass. Raising 
         bridges and suspension bridges both allow ships 
         to pass. Raising bridges are cheaper than 
         suspension bridges, but can only be a maximum of 
         eleven tiles long.
2.5.7 Q: How does my transportation system affect growth?
2.5.7 A: Residential zones must be properly connected to a
         commercial or industrial zone in order to start 
         growing. Industrial or commercial zones must be 
         connected to a residential zone in order to start
         growing. This connection can either be made by road
         rail, or subway, however, growth will be best with
         roads.
2.5.8 Q: Is there an annual charge for bus depots? 
2.5.8 A: Yes, in fact, there are transportation charges for lots
         of things. The chart below shows the various things that 
         have maintenance charges. The first column shows the 
         building cost. The other columns show how much is
         charged, per year for each item in each category. 
         (Some items, like Sub/Rail, have split charges.)
                      Build    Road  Hwy   Brid  Rail  Sub   Tun
     Road              $10     0.10   --    --    --    --   --
     Causeway          $25      --    --   0.22   --    --   --
     Raising Bridge    $50      --    --   0.22   --    --   --
     Suspension Bridge $75      --    --   0.22   --    --   --
     Highway           $100     --   0.80   --    --    --   --
     Highway Bridge    $200     --   0.80   --    --    --   --
     Reinforced Bridge $300     --   0.80  1.00   --    --   --
     Tunnel            $150     --    --    --    --    --   0.10
     Tunnel Entrance   $150    0.10   --    --    --    --   --
     Onramp            $25     0.10   --    --    --    --   --
     Bus Depot         $250   25.00   --    --    --    --   --
     Rail              $25      --    --    --   0.40   --   --
     Rail Bridge       $75      --    --   0.22   --    --   --
     Subway            $100     --    --    --    --   0.40  --
     Rail Depot        $500     --    --    --   1.60   --   --
     Sub Station       $250     --    --    --    --   0.76  --
     Sub/Rail          $250     --    --    --   0.40  0.40  --
     Power Lines       $2       --    --    --    --    --   --
     Raised Wires      $10      --    --   0.20   --    --   --
2.5.9 Q: Will sims walk to a road, then drive to a sub station,
         take the subway, drive from the sub station, and walk
         from the road to work?
2.5.9 A: Well, I said yes before, but actually, work has to be
         next to the road. (See next question.)
2.5.10 Q: Why do some zones develop away from a road, and others
          don't?
2.5.10 A: terry@laue.biochem.ubc.ca writes:
          "I recently posted my theory about the trip generator
          by proposing four schemes. The question came up because
          I was trying to explain how you can have properties
          develop which are not connected to the road. The
          schemes are as follows:
          A. R  =  I
          B. R  =I
          C.   R=  I
          D.   R=I
          Well, I finally ran this experiment. Previously, I just
          ran A and D. A did not develop but D did. Now, by
          running all four, I have figured out how the trip
          generator works. Again, A does not develop. Both
          properties in D do develop. The R in B and the I
          in C develop, but the I in B and the R in C stay empty
          Therefore: the trip generator works by starting at a
          square. It finds the nearest transportation link to the
          building, which can be up to three tiles away. It then
          finds paths to the nearest zones (ie: from an R square,
          the generator looks for I and C zones). However, and
          this is IMPORTANT, the zones must TOUCH THE ROAD! If it
          cannot find zones touching the road, the originating
          square will not develop!"
2.5.10 Q: Do I need 2 or 4 onramps at each road-highway
          intersection?
2.5.10 A: Well, really, you only need one. The only reason to
          have more would be for realism, or to shorten some
          trip distances.
2.5.11 Q: Why can't I put highways where I want them?
2.5.11 A: I assume that they only allow highways to placed on
          every other tile, just so that there won't ever by a
          time when highways mismatch:
                          H H
                          H H H H
                              H H
2.6 Ports + Connections
2.6.1 Q: I've zoned a port - why do they keep complaining?
2.6.1 A: They won't stop complaining until either a runway 
         or pier has been built.
2.6.2 Q: What is the smallest size of zone for an airport?
2.6.2 A: An airport must be at least 1 X 5 tiles, in order
         for a runway to be built.
2.6.3 Q: Why won't my airport grow?
2.6.3 A: I don't know. Results seem to vary from person to
         person. Runways won't be built if you have an air
         force base. Just keep trying to zone more airport 
         tiles. Sometimes Sims have difficulty building over
         airport tiles that have power lines on them.
2.6.4 Q: Does my airport need to be connected to water pipes or
         transportation in order to grow?
2.6.4 A: No. An airport only needs connection to power.
2.6.5 Q: Does my city have to be a certain size before an
         airport can be built?
2.6.5 A: No. You could build a successful airport, even before
         anybody moves into your city (of course, you won't have
         any money left, but...)
2.6.6 Q: Why do I keep having air crashes?
2.6.6 A: You'll have air crashes if you have tall buildings
         in the immediate flight path. Generally, it's best
         to put your airport out of the way - perhaps on an
         island or plateau.
2.6.7 Q: I've zoned a seaport, why won't piers develop?
2.6.7 A: Well, I think that a pier needs to be able to extend out
         over water that's at least 150 feet deep.
2.6.8 Q: Exactly what effect do seaports and airports have,
         anyway?
2.6.8 A: Unknown. They stop the sim's complaints. Airports
         promote commerce and seaports promote industry. Beyond
         that, who knows? It's a very hard factor to isolate. 
2.6.9 Q: What does it mean when connections are requested?
2.6.9 A: You must build connections to your neighbors. Run a
         road, rail, or highway to the edge of the map, and 
         you will be asked if you want to build a connection
         to your neighbor.
2.6.10 Q: What does the number on the connection sign mean?
2.6.10 A: That's the distance to your neighbor.
2.6.11 Q: Why is it possible to build a connection to the
          ocean?
2.6.11 A: I don't know.
2.6.12 Q: I've built plenty of connections, but they keep asking
          for more.
2.6.12 A: They may want you to build highway or rail connections.
2.6.13 Q: Just how useful are connections, anyway?
2.6.13 A: A connection acts as a stimulus point. Normally,
          residential zones are stimulated by being connected to
          job zones, and vice versa. A connection will act as a 
          stimulus to both residential and 
commercial/industrial.
2.7 Residential Zones
2.7.1 Q: What kinds of residential zones are there?
2.7.1 A: Name                size  population
         Abandoned building  1 X 1      0
         Construction        1 X 1      0
         Lower Class Homes   1 X 1     10
         Middle Class Homes  1 X 1     10
         Luxury Homes        1 X 1     10
         Abandoned building  2 X 2      0
         Construction        2 X 2      0
         Church              2 X 2      0 (dezones when built)
         Cheap Apartments    2 X 2     80
         Apartments          2 X 2     80
         Nice Apartments     2 X 2     80
         Condominium         2 X 2    120
         Abandoned building  3 X 3      0
         Construction        3 X 3      0
         Condominium         3 X 3    360
         Large Apt. Bldg     3 X 3    450
2.7.2 Q: What's the difference between light residential
         heavy residential?
2.7.2 A: Light residential is cheaper and will only allow
         1 X 1 buildings.
2.7.2 Q: Why should I use light residential? 
2.7.2 A: Aesthetics? Not everyone can live in high rise
         apartment buildings. Light residential requires
         less police protection than heavy residential. If
         your zoning an oddly shaped piece of land that 
         wouldn't be able to form into a 2X2 or 3X3 building,
         you might want to use light instead of heavy.
2.7.3 Q: Why should I use heavy residential?
2.7.3 A: You will need to use heavy if you want your
         city to have a large population. The blank map looks
         large at the beginning, but you will quickly run out
         of space if you rely on light zoning. The larger
         buildings use the same amount of power, therefore,
         you use less power per person. In addition, you 
         will get more tax revenue, for the same amount of
         space.
2.7.4 Q: How do I encourage my sims to build 3 X 3 buildings?
2.7.5 A: First the property values have to be pretty good. 
         Second, a 3 X 3 piece of land must be adjacent to
         an intersection:    R R R r C C C I I I C C C r
                             R R R r C C C I I I C C C r
                             R R R r C C C I I I C C C r
                             r r r r r r r r r r r r r r
         where R = res, C = com, I = ind, r = road
         In the above example, the residential and commercial
         zones may become 3 X 3 buildings, however, the 
         industrial zone will not.
2.7.6 Q: Can I get rid of all these churches?
2.7.6 A: Dave Chaloux  writes:
         "You can't really get rid of the churchs but it can
         be worthwhile moving them. Zone a 2x2 residential
         where you want the church. Blow up the church
         and do not rezone. The church will often move to the
         2x2 you made for it. Then and only then rezone as
         residential where the church was. The reason this is
         worth it is because if you zoned for a 3x3, you are
         only getting 50 pop around the church (5 1x1s). The 3x3
         will give you 360."
         Pat Traynor  writes:
         "Hmmm...  I wonder if you could build an industry
         block 8x8, and leave the center 2x2 area empty.
         Demolish a church in the main residential section
         and then quickly zone the center of the industrial
         section for residential.  Perhaps the church would
         pop up there."
         This will work, but you have to build a road out to 
         the center:
                 r r r r r r r r r r
                 r I I I I r I I I r
                 r I I I I r I I I r
                 r I I I I r I I I r
                 r I I I R R I I I r
                 r I I I R R I I I r
                 r I I I I I I I I r
                 r I I I I I I I I r
                 r I I I I I I I I r
                 r r r r r r r r r r
         where R = residential, I = industrial, r = road
         Then, once you coerce the church into the middle, you
         can bulldoze the road into the middle and replace it
         with industrial.
2.8 Commercial Zones
2.8.1 Q: What kinds of commercial zones are there?
2.8.1 A: Name                size  population
         Abandoned building  1 X 1      0
         Construction        1 X 1      0
         Cassidy's Toy Store 1 X 1     10
         Bed & Breakfast Inn 1 X 1     10
         Gas Station         1 X 1     10
         Small Office Bldg   1 X 1     10
         Convenience Store   1 X 1     10
         Office Building     1 X 1     10
         Warehouse           1 X 1     10
         Abandoned building  2 X 2      0
         Construction        2 X 2      0
         Office Building     2 X 2     80
         Resort Hotel        2 X 2     80
         Grocery Store       2 X 2     80
         Shopping Center     2 X 2     80
         Office Building     2 X 2    120
         Office/Retail       2 X 2    120
         Abandoned building  3 X 3      0
         Construction        3 X 3      0
         Theatre Square      3 X 3    360
         Corporate HQ        3 X 3    360
         Parking Lot         3 X 3    360
         Drive-In Theater    3 X 3    360
         Office Tower        3 X 3    450
         Office Park         3 X 3     ??
         Historic Office Bldg3 X 3     ??
         Mini Mall           3 X 3     ??
2.9 Industrial Zones
2.9.1 Q: What kinds of industrial zones are there?
2.9.1 A: Name                size  population
         Abandoned building  1 X 1      0
         Construction        1 X 1      0
         Chemical Storage    1 X 1     10
         Ind. Substation     1 X 1     10
         Warehouse           1 X 1     10
         Abandoned building  2 X 2      0
         Construction        2 X 2      0
         Factory             2 X 2     80
         Factory             2 X 2    120
         Abandoned building  3 X 3      0
         Construction        3 X 3      0
         Chemical Processing 3 X 3    360
         Factory             3 X 3    360
         Large Factory       3 X 3     ??
         Warehouse           3 X 3    360
         Large Warehouse     3 X 3    360
         Ind. Thingamajig    3 X 3    360
2.10 Education Zones
2.10.1 Q: What are the relative effects of education zones?
2.10.1 A: The manual implies that you need 1 school for every
          15,000 people in order to increase EQ to 90. This 
          does not seem right, however. Schools lose their A+
          rating when student to teacher ratio goes above 
12.75.
          In other words, a half-full school gets about an A
          and a full school gets an F. 
          Colleges have a capacity of 50,000, but, as with 
          schools, grade goes down as the number of students
          approaches capacity.
          Libraries and museums increase the EQ of all ages.
          Museums are more effective than libraries.
2.10.2 Q: Does it matter where I put educational zones?
2.10.2.A: No, educational zones do not need proper access 
          to transportation to be effective. Educational
          zones do increase land value, though.
2.10.3 Q: What EQ is average?
2.10.3 A: The SimNation EQ average is 100. Although, the average
          age of sims that move into your city is around 83.
2.10.4 Q: My EQ doesn't seem to ever go above 100.
2.10.4 A: High EQ seems to require more than top notch schools,
          colleges, libraries, and museums. I've built a small
          city with excessive amounts of all these items. Over a
          span of 400 years, EQ never got above 100. I think the
          other factor must be industry - there's probably some
          sort of feedback effect from the high EQ industries.
          (Petro, auto, aero, electronics, etc.)
2.10.5 Q: I just put in a school but it still says 0 student,
          and 0 teachers. Why don't they use the school?
2.10.5 A: There seems to be quite a long lag time (maybe a year)
          before students will shuffle around to new schools.
          Chris Weiss writes:
          "Micro-simulators do all their calculations in
          January (well, most of them anyway). So if you
          place one in June, then query on it in July,
          everything will be zeros (or incorrect, at any
          rate). Wait until after January, then things should
          look A-OK."
2.11 Health and Safety Zones
2.11.1 Q: Do police stations and fire stations need to be
          placed next to roads?
2.11.1 A: No, apparently, police and fire power is not 
          effected by proximity to transportation.
2.11.2 Q: Do I need prisons?
2.11.2 A: Prisons increase police performance. If you still have 
          crime, even though you've just built a police station,
          build a prison next to the police station to improve
          the effectiveness of the police station at close range.
2.11.3 Q: Should I worry about the number of escapes from my 
          prison?
2.11.3 A: I believe that this is a symptom of overcrowding (high
          inmate to guard ratio.) I would suspect that crime
          might go up slightly around the prison.
2.11.4 Q: How many policemen or firefighters should I be able 
          to dispatch?
2.11.4 A: You should be able to dispatch 1 police icon for every 
          police station and 1 firefighter icon for every fire
          station. The maximum number of emergency units you may
          dispatch (including military) is 33.
2.11.5 Q: Do hospitals need road access?
2.11.5 A: I don't think they do.
2.11.6 Q: How many hospitals do I need?
2.11.6 A: The capacity of each hospital is 25,000, although, they
          will have a higher grade at half capacity.
2.12 Recreation Zones
2.12.1 Q: What are all these things for?
2.12.1 A: Small parks and Large parks increase land value.
          Zoos, stadiums, and marinas increase residential
          demand and improve tourism.
2.12.2 Q: Can I build a marina in the middle of land?
2.12.2 A: Sure, just place a drop of water, then build 
          the marina on top of it. The boats'll  have
          trouble leaving though...
2.12.3 Q: Why do my sports teams always lose?
2.12.3 Q: Hmmm, bad coaching?

3.0 BUDGET + OTHER WINDOWS
3.1 Property Taxes
3.1.1 Q: How much should I set property taxes at?
3.1.1 A: Well, 7% is pretty much standard. If you lower
         it, that will stimulate growth. If you raise it,
         that will stifle growth.
3.1.2 Q: How is property tax revenue figured?
3.1.2 A: Use the following formula:
         Population * Propert tax rate * 1.29 = Tax Revenue
          or, if you are taxing zones at different rates:
         Rpop * Rtax * 1.29 + Cpop * Ctax * 1.29 + Ipop * Itax * 1.29
         where Rpop = residential population
               Rtax = residential tax rate(in decimal, i.e. 0.07)
               Cpop, Ipop = commercial, industrial population
               Ctax, Itax = commercial, industrial tax rate
3.1.3 Q: Does property value have anything to do with tax
         revenue?
3.1.3 A: No, not directly. High property values encourage
         growth and higher densities. A piece of land will 
         have more tax revenue if it is of a higher density.
3.2 City Ordinances
3.2.1 Q: Why do ordinances get passed when I'm not looking?
3.2.1 A: Ordinances will get passed at random if you do not
         have disasters turned off. Actually, the help says:
         "If you've been doing very well, the city counsellors
         sometimes take it into their heads to begin beneficial
         programs using public funds."
3.3 Bond Payments
3.3.1 Q: I'm running out of money. Should I take out a bond?
3.3.1 A: Not if you can help it. If you can afford to spend 
         $300-$700/year for interest, you can probably do 
         without a bond. The only exception I can see is if
         a disaster destroys your only power plant.
3.3.2 Q: How many outstanding bonds can I have?
3.3.2 A: There is a maximum of 50.
3.3.3 Q: What determines the interest rate of the bond?
3.3.3 A: The bond rate is determined by adding a percentage
         to the current fed rate. The percentages are as follows:
            Rating    Added Percentage
              AAA         +1%
               AA         +2%
                A         +3%
                B         +4%
                C         +5%
                D         +6%
                F         +7%
3.3.4 Q: What determines my credit rating?
3.3.4 A: I believe that it's a combination of city value and
         outstanding debt.
3.4 Map 
3.5 Graphs
3.5.1 Q: How is traffic measured?
3.5.1 A: The number on the traffic graph is the average number
         of cars/minute on all roads, highways, bridges. This
         means that you can artificially lower your traffic
         level by building lots of roads out in the middle of
         nowhere.
3.5.2 Q: How is pollution measured?
3.5.2 A: In parts per million. Several different types of
         buildings, most notably industrial and power plants,
         give off a certain level of pollution. The pollution
         value is a sum of all the pollution levels divided
         by the amount of tiles occupied by development. Thus,
         adding zones that don't pollute, such as a zoo, will
         lower the value given in the pollution graph.
3.5.3 Q: What do the power% and water% numbers mean?
3.5.3 A: This is an inverse percentage of usage - the amount
         of power or water that you have surplus.
3.5.4 Q: How is unemployment figured?
3.5.4 A: The level of unemployment seems to be directly related
         to declines in R, C, or I levels. Growth in these areas
         will lower unemployment.
3.6 Population
3.7 City Industry
3.7.1 Q: Can I change all of the tax rates at once?
3.7.1 A: In the city industry window, you can change all of the
         taxes rates at once by holding down the option key.
3.7.2 Q: Which industries need high EQ?
3.7.2 A: Very High EQ - Aerospace
                        Electronics
              High EQ - Petrochemicals
                        Automotive
              Good EQ - Finance
                        Media
3.7.3 Q: Which industries pollute?
3.7.3 A: Heavy Pollution - Steel/Mining
                           Textiles
                           Petrochemicals
                           Automotive
          Mild Pollution - Food
                           Electronics
                           Tourism
3.8 Neighbors
3.8.1 Q: Can I change the names of my neighbors?
3.8.1 A: Not easily, if at all. You would probably have to alter
         your copy of SC2K with ResEdit.
3.8.2 Q: What other names are possible?
3.8.2 A: Oak Creek, Denmont, Fort Verdegris, Schwinton, Mill
         Valley, Petaluma, PortVille, Ashland, Eubanks, Aurac,
         Tent Pegs, Cherryton, Blake, Pioneers, Fortune,
         Phippsville, Jeromi, Harpersville, Washers Grove,
         Stars County, Villa, Serviland, Newton, Avon, Dexter,
         Sinistrel, Jenna, Yestonia, New Boots, Hoek Creek,
         Stimpleton, Little Rogue, Krighton, Cats Corner,
         Rimmer, Lister.

4.0 MISC
4.1 Bugs
4.1.1 Q: What known bugs exist?
4.1.1 A: Well, I've only heard of a few.
         (MAC v1.0) Airport bug - your airport will not make
         runways anymore once you've got an air force base.
         (I don't know if the same thing holds true for
         piers and naval bases.)
         (MAC v1.0) Budget bug - various budget items increase to
         an enormous level.
         (MAC v1.0) Newspaper bug - newspaper stories are screwed
         up. Try switching to 256 colors before starting SC2K.
4.1.2 Q: What's being done about the bugs?
4.1.2 A: There is currently an updater for the mac version that
         fixes the above bugs.
4.1.3 Q: Why do some of my police stations tell me how many
         arrests have been made, while others don't?
4.1.3 A: Well, this is the microsimulation limit. Certain
         zones, like police stations, power plants, schools,
         etc., are called microsimulations, and each one 
         has it's own data. There is a limit to these of 150.
4.2 Terrain Editor
4.2.1 Q: How do I get rid of trees?
4.2.1 A: With the tree or forest tool selected, press shift.
4.3 Military Bases
4.3.1 Q: When should I get a military base?
4.3.1 A: When your population reaches 60,000
4.3.2 Q: My population is more than 60,000, why haven't I
         been asked for a military base?
4.3.2 A: (MAC) You won't be asked for a base if you use the ptga
         cheat.
4.3.3 Q: Why should I have a military base?
4.3.3 A: It provides customers and jobs. Certain bases
         may deter the monster. You may be able to deploy 
         troops during an emergency. Military bases will 
         increase crime and traffic, though.
4.3.4 Q: How big is a military base?
4.3.4 A: Air force and army bases are 8 X 8 tiles.
         (I don't know for sure whether or not the others
          are this size.)
4.3.5 Q: Why does the military say they can't find a suitable
         site for a base?
4.3.5 A: Probably because there isn't an empty piece of land that
         is large enough. There may be some randomness in this,
         however. Try saving your game before you get to 60,000, 
         and then restart from your save point if they don't
         find a suitable site.
4.3.6 Q: Will the military ever ask me to grant land for a
         base again?
4.3.6 A: No. Only once.
4.3.7 Q: How do I get rid of a military base?
4.3.7 A: You'll either have to use the raise terrain or lower
         terrain tool.
4.3.8 Q: Why does the air force dispatch tanks to disasters?
4.3.8 A: There's only one icon (a tank) for all military.
4.4 Disasters
4.4.1 Q: How do I put out fires?
4.4.1 A: Use dispatch firefighters tool to place a
         firefighter icon next to a patch of fire. If there's
         a lot of fire, you can also build a fire station on
         top of it to put it out (you'll have to experiment
         with this.)
4.4.2 Q: How do I make the monster go away?
4.4.2 A: I don't think you can.
4.4.3 Q: What other disasters are there?
4.4.3 A: Meltdown, Microwave Oops, Pollution, Fire Storm,
         Mass Riots, Major Floods, Toxic Spill, Volcano.
4.4.4 Q: Hey, why is the monster making wind generators?
4.4.4 A: Chris Weiss writes:
         "The Monster is not neccisarily bad. He's an
         elemental kind of guy. 50% of the time, he'll place
         something bad (fire). The other 50%, he'll place
         something good. If it's something good, there's a
         33% chance of it being Windmills, Water, or Trees."
4.4.5 Q: What do I do about floods?
4.4.5 A: Besides dispatching emergency units, you can prepare
         ahead be building dikes on your coastlines - use the
         raise terrain tool to increase the land on the coast
         one level. 
4.5 Cheats, Bonuses, and other Secrets
4.5.1 Q: How do I get more money?
4.5.1 A: (MAC v1.0) Well, the easiest way is to type
         porntipsguzzardo. This will give you $500,000 and allow
         all technologies and rewards to become available. It 
         will also prevent the military from building a base.
         Once you've typed porntipsguzzardo, you can type
         ardo by itself to get additional $500,000s.
4.5.1 A: (IBM) Porntipsguzzardo does NOT work on the IBM version.
         There is a cheat, but it has not, as of yet, been
         discovered.
4.5.2 Q: (MAC) Does porntipsguzzardo still work in version 1.1?
4.5.2 A: No. Chriss Weiss writes:
         (on comp.sys.ibm.pc.games.strategic)
         "Okokok, the cheat IS in the DOS version, it's just much
         harder to find. And don't worry about them mac folk, the
         cheat'll be just as hard for the 1.1 version of SimCity
         2000 Mac. I don't know exactly what it is, but I do know
         it involves more than just typing stuff. You have to
         click places too."
4.5.3 Q: Are there any other secret words?
4.5.3.A: FUND, CASS, JOKE, VERS. Typing cass, will give you $250
         at the end of the month. If you type more than once
         during a month, you will incite a fire storm.
4.5.4 Q: Is there any other ways to get lots of money?
4.5.4 A: If you have the old Sim City, you can import an old
         city into Sim City 2000. One city (Big City) that 
         came with the old Sim City has a large sum of money. 
         You can use the old terrain editor to clear this map
         and then import it into SC2K.
         MartinL@ozonline.apana.org.au writes:
         "You will need a calculator/program that can convert 
         Decimal to Hex, and Hex to Decimal and a code editor
         like Norton.
         *****Before you start this you should make a copy of
         your game, just in case you make a mistake******
         1. Save your game and note how many funds you have. If
            you have less than 4095 then I recomend taking out a
            bond, the reason will become clear later.
         2. Open the game with your code editor
         3. Convert the ammount of funds you have into Hex, 
            eg. 9379 = 24A3.
         4. Now search for this number in the code, using a find.
         5. When you have found it, change all the numbers into
            "F"'s eg. 24A3 becomes FFFF. This is why you should
            have more funds than 4095, otherwise there will only
            be 3 digits in Hex, above that figure you will have 4
            digits to change.
         6. Quit the editor and remember save.
         7. Open it with SC again and you should, if you changed
            4 digits into FFFF, have 65535 funds.
         8. Now, go take out a bond and quit & save again.
         9. Open it with the editor again and change the new
            number that's there (1270F) to...yep, you guessed it,
            FFFFF. That should give you $1048575 funds! Now if
            you are still more greedy you can repeat it from step
            7."
4.5.5 Q: What is the Launch Arco secret?
4.5.5 A: Apparently, there is no secret. You can build as
         many launch arcos as you want, and nothing will
         happen. Reports are that it was nothing more than
         a bad joke.
4.5.6 Q: What are the city bonuses, and when do I get them?
4.5.6 A: Mayor's House      2,000
         City Hall         10,000
         Statue            30,000
         Military Base     60,000
         Braun Llama Dome  90,000
         Arcologies       120,000
4.5.7 Q: There's something flying around my city, and it's 
         not a helicopter or an airplane.
4.5.7 A: That's Captain Hero! He/She/It appears to take care 
         of disasters (sometimes) if you don't have an other
         capacity for dealing with it.
4.5.8 Q: There's something swimming around in my ocean!
4.5.8 A: Well, that's a Nessie.
4.5.9 Q: How do I shoot down the traffic helicopter?
4.5.9 A: Click on it with the centering tool.
4.5.10 Q: What's with all the llamas?
4.5.10 A: Maxis is obsessed with many things. Llamas don't
          have copyright lawyers.
4.5.11 Q: Where can I get my picture taken on a llama?
4.5.11 A: At the Yakima Mall - Yakima, WA.
4.5.12 Q: Why are the number of bungee jumps and weddings the
          same at the Braun Llama Dome?
4.5.12 A: Chriss Weiss writes:
          "Uhm, sure. See, the chapel at the Llama Dome is owned
          by the brother-in-law of the guy who runs the Bungee
          jump center. Newlyweds get a cupon for a free jump as a
          special gift from the chapel. In addition, those who
          Bungee get a coupon for a free wedding! (I seem to
          remember the top of the coupon reading 'You've taken
          the plunge, now take the plunge!' :)"
4.6 Arcologies
4.6.1 Q: The newspaper just reported that some other city has
         built an arcology. Why can't I?
4.6.1 A: Once arcologies have been invented, you must have a
         population of 120,000 in order to build them.
4.6.2 Q: What do I need to do to improve the conditions of my
         arcologies?
4.6.2 A: Place some parks nearby to increase property value,
         build a police station, add water and power. This 
         ought to give you an A+ rating.
4.6.3 Q: Do I need to add water and power to launch arcos too?
4.6.3 A: Well, the online help says that they are self-contained,
         however, this does not seem to be the case. I think it
         may still work, but conditions will be D+ at best.
4.6.4 Q: What do conditions have to do with anything, anyway?
4.6.4 A: I would assume that arcos that have a higher grade
         will grow faster.
4.6.5 Q: What do people do in these arcologies?
4.6.5 A: Well, look at the population of the arco. Half that
         goes towards residential, 1/4 towards commercial, and 
         1/4 towards industrial. This is true for all arcos.
4.7 Weather
4.7.1 Q: Why should I care about the weather?
4.7.1 A: Weather affects the output of water pumps, solar 
         plants, wind power, and influences the likelihood
         of riots and fires.
4.7.1 Q: The weather icon shows a tornado. Should I be
         worried?
4.7.1 A: The tornado shown on the weather icon is different
         than the tornado on the disaster menu. When the
         icon is showing a tornado, you can pretty much 
         ignore it.
4.8 Scenarios
4.8.1 Q: How do I beat these scenarios?
4.8.1 A: From the March 94 issue of Electronic Entertainment:
         "Charleston - Pause the game. Build water pumps in the
           swamps then rebuild the connections to other cities
           and put more onramps on the freeway system. Then let
           the simulation run, keeping taxes low while you create
           dense zoning in areas damaged by the hurricane.
          Dullsville - Pause the game. Lower taxes to zero until
           the population is big enough to make you money. Then
           build dense using 13-by-6-tile zoning. Take out a bond
           if you have to.
          Flint - Click on the book for property taxes and set
           industrial taxes to zero. Find a good hangout and
           wait.
          Hollywood - Control the fires the monster sets and
           after he leaves, lower the property taxes to zero.
           The go see a movie.
          Oakland - Control the fire using bulldozers to clear a
           fire break and just ignore the Sims' complaints. Then
           set taxes as low as you can and build dense in the
           empty area by Lake Temescal."
4.8.2 Q: How do I get more scenarios?
4.8.2 A: Chriss Weiss writes:
         "A scenario pack is in the works, I think it'll include
         New York, Portland, and San Jose (these are subject to
         change, and there will probbaly be more than just the
         3). I don't know which disasters will be associated with
         which cities."
4.8.3 Q: How do I make my own scenarios?
4.8.3 A: (IBM) There doesn't seem to be any easy way to create
         scenarios for the IBM version.
4.8.3 A: (MAC) Well, first, you'll need a copy of ResEdit.
         (which can be located at ftp.apple.com in
         /dts/mac/tools/resedit)
         Then, you'll have to learn how to use it. :) 
         (not very hard)
         1. Build a city to the point that you want the
            scenario to start at.
         2. Make a copy of your city and use ResEdit to 
            open it.
         3. ResEdit will ask if you want to make a resource
            fork - say yes.
         4. Use ResEdit to open one of the scenario files
            that came with SC2K.
         5. Copy and paste each resource from the scenario
            file to your city. (There should be four - PICT,
            SCEN, TEXT, and TMPL)
         6. Once you've got a copy of each resource in your
            city, you can edit them.
            PICT - This is the picture that goes with the
                   Scenario selection screen. Delete the old
                   picture and use a graphics program to make
                   your own picture and paste it in. The PICT 
                   should have an ID=128.
            TMPL - You don't need to mess with this one.
            TEXT - There are two TEXT ID's
                   128 - This text describes the scenario on 
                         the Scenario selection screen.
                   129 - This text is used for the extended
                         description that pops up just before
                         the city begins.
            SCEN - This resource has all of the goal details.
                   Disaster type - There are 16 different
                         disasters. A 0 means no disasters.
                   Disaster Xloc, ylox - these are the origin 
                         coordiantes - I'm not exactly sure
                         how to make use of these.
                   Time limit (months) - you must reach goal 
                         before this many months pass.
                   City size, Ind, Res, Com Goal - build
                         population to this size
                   Cash Funds-Bonds - raise this much money.
                   Land Value Goal - increase land value to
                         this level.
                   Pollution, Crime, Traffic limit - I 
                         haven't experimented with these yet.
                   There are 4 more goals that I don't know 
                   what to do with.
         7. Once you've edited the resources, you need to 
            change the file type. Use Get Info to change the 
            file type from CITY to SCEN.
         8. Now just make sure that the city is in the same 
            folder as SC2K and everything should work out.
            You might have to play with the PICT to make it
            fit right. and you will probably need to
            experiment with the goals to make your scenarios
            challenging, yet reachable.
         9. The disasters are numbered as follows:
            1 fire          9 meltdown
            2 flood        10 microwave
            3 riots        11 volcano
            4 pollution    12 firestorm
            5 air crash    13 mass riots
            6 earthquake   14 major floods
            7 tornado      15 chemical spill
            8 monster      16 hurricane

A-1 Appendix 1 (Solving Problems)
Growth
* Lower taxes
* Improve roads/transportation system
* Improve water system
* Intersperse zones
* Improve land values
* Build airports (Commercial)
* Build seaports (Industrial)
* Build connections
* Lower pollution/crime/traffic
* Improve education/health
* Pass Legalized Gambling ordinance (Commercial)
* Pass Tourist Advertising ordinance (Commercial)
* Pass Business Advertising ordinance (Industrial)
* Pass City Beautification ordinance (Tourism)
* Pass Annual Carnival ordinance (Tourism, Commercial)
* Pass Nuclear Free Zone ordinance (Residential)
* Remove Nuclear Free Zone ordinance (Industrial)
* Remove Parking Fines ordinance (Residential)
* Remove 1% Income Tax ordinance (Residential)
* Remove 1% Sales Tax ordinance (Commercial)
Land Value
* Build parks, trees, water
* Build recreational zones
* Build educational zones
* Build police, fire, hospitals
* Pass Pass City Beautification ordinance
* Pass Homeless Shelter ordinance
Pollution
* Pass Pollution Control ordinance
* Increase tax rate on polluting industries
* Build a water treatment plant
* Lower traffic
* Use light industrial instead of heavy industrial
* Use solar, hydro, wind, microwave, fusion power
* Move poluting buildings to edges of map
Traffic
* Build more roads and highways
* Build mass transit
* Pass Parking Fines ordinance
* Intersperse different zones (build R close to I, C)
Crime
* Build police stations
* Pass Anti-Drug Campaign ordinance
* Pass Neighborhood Watch Campaign
* Use more light zoning
* Build prisons
Unemployment
* Zone more industry and commercial zones
* Remove Pollution Control ordinance, if in place
* Lower industrial and commercial tax rates
Education
* Build Schools, Colleges
* Build Libraries, Museums
* Pass Pro-Reading Campaign ordinance
* Give tax breaks to high-EQ industries
Health
* Build hospitals
* Pass Public Smoking Ban ordinance
* Pass Free Clinic ordinance
* Pass Junior Sports ordinance
* Pass CPR Training ordinance

A-2 Appendix 2 (Adjusting Difficulty)
Money cheats
 Using one of the previously mentioned methods for getting
 more money is the simplest way to make things easier. You
 don't have to worry about balancing the budget and you can
 lower taxes to zero.
No disasters
 Disasters can be quite, well, disasterous, for a young city.
 It's not a good a to leave a city running overnight without
 turning the disasters off. For one thing, even if you had
 good fire coverage, you'd probably lose a lot of your city
 to fire. In addition, most power plants need to be replaced
 every 50 years, so, soon, everyone would be out of power.
Starting Level
 Changing the starting difficulty level changes the amount of
 money you start with, the frequency of disasters, and the
 level of external demand for your manufactured products.
Starting Time
 Later starting times are easier because of the increased 
 availability of inventions and the increase in external
 demand.
Terrain Editing
 It's much easier to build a city on flat ground - and you
 can do all the flattening you want, at no cost, in the
 terrain editor. You can also add waterfalls for use with
 hydro power.
Riverless hyrdo plants
 This source of power is not very realistic, however, it does
 not pollute, is fairly efficient, and does not need to be
 replaced every 50 years. Just place a drop of water on any 
 slope, and build a hydro plant there.
Artifically watered pumps
 Water pump efficiency can be artificially improved by
 placing drops of water next to them.
Disconnected roads - roadless city
 By not building full road systems, it is possible to
 keep traffic down, however, it's not very realisitic.
Heavy/Light Density Zoning
 If you're interested in building a city with a large
 population, you need to use mostly heavy zoning. A more
 realistic city (N.Y. and Hong Kong excepted) would 
 have heavy to light zoning in a ratio of from 25/75 to
 50/50.

A-3 Appendix 3 (Mac Technical Problems) from 1.1 Updater
Restart With Extensions Off
 SimCity 2000 has been tested with many, many extensions with
 few or no problems - however, we cannot guarantee that there
 will not be conflicts. It's possible that, if certain
 extensions are loaded in a certain order, or in certain
 configurations, SimCity 2000 might not work correctly. If
 you do have problems running SimCity 2000, we suggest re-
 starting with extensions off. To do this, select Restart
 from the Special menu, and hold down the Shift key until you
 see the "Welcome to Macintosh" screen with the text
 "Extensions Off". When you are finished playing SimCity
 2000, restart your machine again and your extensions will
 load properly.
Make Sure You Are Running In 32-Bit Mode (If Possible)
 In your Control Panel folder, select the Memory control
 panel and make sure that 32-Bit Addressing is enabled. Some
 machines will not have this option available. If this is the
 case, 32-bit addressing is probably not the source of the
 problem.
Upgrade To Sound Manager 3.0
 We also recommend upgrading your system software with the
 Sound Manager 3.0 extension available from many online
 services (including the Maxis Technical Support BBS at 1-
 510-254-3869) or directly from Apple Computer.
Switch To 256 Colors (660av Users Especially)
 SimCity 2000 automatically switches your Macintosh to 256-
 color mode if it is not already set, and returns it to the
 original color depth when exiting. Some Macintoshes display
 erratic behavior when this happens (e.g., the Newspaper
 display draws pixels on the top area of your screen and
 doesn't display newspaper articles when you click on
 newspaper article headings). The solution is to manually
 switch your Macintosh color depth to 256. This is done in
 the Monitors control panel.
Beware Of Screen Savers
 Certain windows in SimCity 2000ยช may not re-draw after some
 screen savers have cleared the screen. This will leave you with
 a white window and no idea what to do with it. The buttons in
 these windows are still active; just keep clicking around until
 you hit something. In some situations, Delrina's Bill'n'Opus
 screen saver may conflict. We recommend disabling the screen
 saver while SimCity 2000 is running.

A-4 Appendix 4 (IBM Technical Problems) from the Maxis BBS
*****THE MAXIS EMERGENCY TOP TEN LIST FOR SIM CITY 2000*****
Technical Support is totally overwhelmed at the moment answering
Sim City 2000 questions.  Here are the top ten questions we are
getting and the fixes for each one.  Hope these help to get you
up and running!
Q. I loaded the program but when I go to run it (by typing
   SC2000) it gives me a message that I don't have enough memory
   even though I've got 4 megabytes of RAM on my system.
A. The problem happens because out of 4 megabytes of memory,
   there isn't enough available to load the program.  When your
   computer starts up, it loads other programs into that memory.
   The easiest way to get around this is to make a bootdisk and
   start your computer with it instead.  See your SIMCITY 2000
   ADDENDUM & QUICK START GUIDE pg. 6 and the "HOW TO MAKE A
   BOOTDISK" section at the bottom of this document.
Q. I try to start the program and get a message, "Microsoft
   compatible mouse not found".
A. The program requires that a mouse driver be loaded in memory.
   If you do have a mouse driver loaded and the program still
   doesn't find it, make sure that it is at least version 8 or
   higher by the Microsoft version numbering system.  If you have
   an older version of a mouse driver, you will need to update
   the driver version by contacting the manufacturer of the mouse
   OR by contacting the store where the computer was purchased.
Q. I get a message, "The video card you've selected is not found.
   Please re-install and verify that your video card is
   supported."
A. Sim City 2000 needs a SVGA video card in order to display the
   640 x 480 - 256 color video resolution.  The video card needs
   to have at least 512K of video memory.  Some cards may need a
   VESA driver to be loaded prior to running the program and
   since there are many different video cards, there are many
   different VESA drivers for each card.  If you aren't sure
   which video card you have, try loading the UNIVESA.EXE driver
   as this driver supports a wide variety of video cards. You
   can load this driver by typing,
   "C:\SC2000\VESA\UNIVESA\UNIVESA " and pressing the "Enter"
   key.  This will load the VESA driver for the video card.  If
   this VESA driver isn't the correct one for your video card,
   contact the manufacturer of the video card to determine what
   the correct VESA driver is.  To find out whether or not you
   need to load a vesa driver for your video card, go to the
   C:\SC2000 sub-directory and type " INFO " and press enter.
   This will display information about your system.  Press the
   spacebar twice to get to the third page of the info program to
   find out whether your card has a VESA driver loaded.  If it
   tells you that the following VESA modes are supported then you
   won't to load one. If it says "Either your card does not
   support VESA or there is no driver loaded", this means that
   you have to load a vesa driver for the video card.
Q. I have a SOUND BLASTER type sound card and it fails when I try
   to select it for sound effects.  Whats going on in Dodge?
A. The earlier SOUND BLASTER cards used an IRQ setting of 7.  The
   new ones, however, now use IRQ 5.  We are looking for IRQ 7
   and if your card fails you probably have it set differently.
   Try running the install again and this time, when the sound
   card fails initialization, click on the CHANGE SETTINGS button
   and change the IRQ setting to the number 5.  Then click on the
   CONTINUE button and this should make the program accept the
   sound card.
Q. I try to run Sim City 2000 and when I do I get some weird
   UNEXPECTED INTERUPT - ERROR 35 message.  I'm really confused!
A. This means that you have an ATI video card.  You must run a
   program before starting Sim City 2000.  Type " MW_ATIUP " and
   press the "Enter" key from within the SC2000 sub-directory.
   Once you do this it will return you to the C:\SC2000 prompt.
   Now type SC2000 and the program will run fine.
Q. I have a DIAMOND VIPER video card and I can't get the program
   to work with it.
A. All you have to do is type " VPRMODE VESA " and press enter.
   This will load the vesa driver for your video card.  If you
   get a "Bad command or filename" message then you need to be in
   your VIPER subdirectory before you run the VPRMODE VESA
   command.  Also, make sure that Sim City 2000 is set up for
   VESA Super VGA graphics.  (You can check this by running the
   INSTALL program from within the SC2000 sub-directory.)
Q. I run the installation program and when it gets to the type of
   video card I have, the program locks up.
A. The installation program is trying to figure out what kind of
   video card you have in your computer.  Sometimes it conflicts
   with a program and that will cause the installer to lock up.
   If you have DOS version 6.X, you can do a clean boot by
   pressing the F5 key when the "Starting MS-DOS" message
   appears.  This will bypass your configuration files and then
   run the installer again.  It will work fine now.
Q. I have OS/2 and I want to run Sim City under it.  I tried
   doing all of the memory stuff but still can't get enough free.
   Please tell me it's possible.  -Gooie
A. Dear Gooie....Yes! You can run it under OS/2.  All you have to
   do is select a DOS FULL-WINDOWS session.  Once in DOS, go to
   the SC2000 sub-directory and type " SC2000 NO_MEM_CHK " and
   the program will run.  You should only do this if you have at
   least 6 - 8 Megabytes of memory though because with four you
   won't have enough.
Q. I play the program and during a certain point, I get a "STACK
   OVERFLOW" message and the system dies an ugly death.
A. Ouch!  This is a little problem (or bug) that has surfaced on
   some machines.  We are currently working on a fix and believe
   that the new version of the DOS Extender that we are using
   will fix the problem. In the meantime, contact MAXIS technical
   support and ask to have you name added to a list.  We will
   contact you when a solution is found. I hope it is really soon
   because I know you are dying to play this wonderful product!
Q. I have a problem and it isn't listed in the list.
A. If you have any problems that aren't addressed in this list,
   please post (to the Maxis BBS) a message with the type of
   problem you are having and we'll be sure to add it to our
   list!  This list will be revised depending on the types of
   problems you are experiencing.
This concludes the wonderful TOP TEN question and answer list.  
Thanks for reading it!

A-4 Appendix 4 (How to Make a Boot Disk) also from the Maxis BBS
******************** HOW TO MAKE A BOOT DISK *******************
If you are having problems making a boot disk, take the time to
browse over this stuff and see if it helps you any.
1. The BOOT DISK must be in your A: drive to work properly.  A
   boot disk in your B: drive just won't cut the cake; it has to
   be in drive A:.
2. Make sure your mouse driver is copied onto the BOOT DISK.  You
   need to copy your mouse driver onto the boot disk and it must
   be named either MOUSE.COM or MOUSE.EXE to work in your
   AUTOEXEC.BAT FILE.  If it has a different name, simply type
   the correct name in the autoexec.bat file in order to load the
   driver.  i.e. If your mouse is named AMOUSE.COM, then you need
   to type AMOUSE on the mouse line of your autoexec.bat file.
3. From the C:\ prompt, type "SYS A:" and press the Enter key on
   your keyboard.  This will copy the system start-up files to
   your floppy disk in the A: drive.
4. If you need a vesa driver for your video card, enter in the
   name of the vesa driver into the autoexec.bat file.  This is a
   sample of what you need to type: IGNORE THE QUOTES! Don't type
   them, they just surround what you need to type in.
    A:>\"COPY CON AUTOEXEC.BAT"  (type the line and then press
                                  the ENTER key.)
   Once you type this line it will drop you down to a flashing
   cursor that is waiting for you to type commands.  Type the
   following commands that are in upper-case letters and press
   the enter key to drop to the next line:
    PROMPT $P$G
    MOUSE
    C:\SC2000\VESA\UNIVESA\UNIVESA
    C:
    CD\SC2000
    SC2000
   After typing the SC2000 line, press the F6 key on your
   keyboard and then press the enter key.  It should say "One
   file(s) copied" when done.
   Try to restart your computer with the BOOTDISK in drive A: and
   it should boot up into the program.  If it doesn't, see the
   possible errors below to help trouble shoot.
1. While booting, it gets to MOUSE and says, "Bad command or file
   name". This will happen if you don't have the mouse driver
   (MOUSE.COM or MOUSE.EXE) copied onto your bootdisk or if the
   mouse driver has a different name.  Make sure the mouse driver
   is on the bootdisk AND that it is named MOUSE.COM or
   MOUSE.EXE.  If it is named MSMOUSE.COM or something else,
   rename the mouse file by typing "REN MSCMOUSE.COM MOUSE.COM"
   at the A: prompt.  This will rename the mouse from
   mscmouse.com to mouse.com and it should now work.
2. If you use the bootdisk and you still get the "The video card
   you have selected is not found. Please re-install......."
   message, this means that you don't have the correct video card
   VESA driver loaded. Please contact your video card
   manufacturer to inquire as to the correct VESA driver to load
   for your video card.
3. If you get a message "Non-system disk or disk error", remove
   the floppy and press any key.  This means that the system
   (startup) files aren't on the floppy disk.  Once you have
   booted up, go to the DOS sub-directory by typing CD\DOS
   .  Make sure you put the boot disk back in the A: drive
   and then type, SYS A:.  This will transfer the system to your
   boot-disk and correct the problem.
Additional notes:  
You only need to have a mouse driver loaded and, in some 
cases, a vesa driver.  You don't need any type of memory manager 
because we use a dos extender.
If you have an IBM XGA or XGA2 video card it will switch the
program into sixteen colors.  We are currently looking into a
solution that would prevent this from happening thus allowing 
the program to run in 256 colors.
If you have a Texas Instruments Travel Mate 4000 and can't run
the program: We have been in contact with the good folks at Texas
Instruments and are currently working on a fix.
If you have a Packard Bell computer and are getting "mouse 
trails" where the cursor moves on the screen - You need to
contact Packard Bell's technical support department.  They have
found a solution to the problem and are also taking care of the
method in which to correct it.  (I just wanna say that there
doing one heck of a good job too!  Especially after going through
that major earthquake!)  Kudos to the folks at Packard Bell!
The program makes some heavy demands on the system hardware.
There is very little out there in terms of standards and it makes
the development of a product such as this a tremendous job.  Hang
in there and we'll get you going! Maxis Technical Support is open
from 6 a.m. to 6 p.m. Pacific Standard Time. We experience HIGH
call volumes on MONDAYS and during the later hours of the day.
If you are having trouble reaching us by telephone, try to call
earlier in the day or during the middle of the week as this is
our lowest call volume time.

Thanks!