Copyright: ® 1994 Maxis. All rights reserved.


Help Contents
Contents

Introduction

Welcome to SimCity 2000

From SimCity to SimCity 2000

Special Windows Version Features

Getting Help

Toolbars

The City Toolbar

The Terrain Toolbar

The Map Toolbar

Windows

City Window

Map Window

Budget Window

Ordinance Window

Population Window

Industries Window

Graphs Window

Neighbors Window

Power Plant Dialog Box

Arcology Dialog Box

Menus

File Menu

Speed Menu

Options Menu

Disasters Menu

Windows Menu

Newspaper Menu

Help Menu

Hints and Tips

Game Play Hints and Tips

Technical Hints and Tips


Welcome to SimCity 2000

When you play SimCity 2000, you become the planner, designer and Mayor of an unlimited number of cities. You can take over and run any of the included scenario cities, or build your own from the ground up.

You're in charge. You can choose to build small, rural towns, or huge bustling megalopolises. As you design and build your cities, simulated citizens, known as Sims, move in and build their homes, stores and workplaces, raise their families and invite their friends. If your city is a nice place to live, your population will increase. If it's not, your Sims will leave town. And be assured that they'll let you know what they think about you and your policies.

One of the toughest challenges of SimCity 2000 is to maintain a huge city without sacrificing your Sims' quality of life, without going broke trying to maintain the infrastructure, and without raising taxes so high that businesses relocate. SimCity 2000 lets you face the same dilemmas that mayors all over the world are facing. We've all said at one time or another that we could do a better job than our elected officials--here's your chance to prove it.

SimCity 2000 is primarily a "building" game, where you create and try to increase the size of your cities--but you also have plenty of opportunities to destroy. From bulldozers to earthquakes to air crashes, the implements of destruction are only a mouse-click away. But remember, it's a lot more challenging to build than to destroy, and the lives, hopes and dreams of millions of Sims are in your hands.


From SimCity to SimCity 2000

If you are already familiar with an earlier version of SimCity, then you should have no trouble moving into SimCity 2000. If you haven't played SimCity before, then skip the rest of this section. You will not be quizzed on this material.

A few major features have changed and some tools have moved since the earlier versions of the game, so you may have just a little trouble finding things. A summary of all the changes and differences between the programs can be found in Appendix 1 of the Users Manual. But to help you get started, here are the three most asked questions by SimCity users when we sat them down in front of SimCity 2000:

1.	Where the heck are the power plants?

They're in a submenu under the power icon. Select Power Plants from the submenu and you'll have a choice of nine different power sources.

2.	I click and click--why won't the durn thing set down zones?

Instead of the fixed-size zones that you plop down, SimCity 2000 lets you make any size square or rectangular zone by clicking and dragging the mouse where you want to zone. You can zone over roads and rails, and place roads and rails in zones. By the way, airports and seaports are placed the same way as zones.

3.	What's the deal with the water system?

We've added a water system to the game, including pumps, pipes, treatment plants, storage tanks and desalinization plants. You don't need to worry about water to start a city. But you will need a water system before the population can grow very dense.


Special Windows Version Features

There are a number of changes, additions  and Windows-specific features in this version of SimCity 2000 that aren't covered in the manual.

1.	SimCity 2000 follows all the standard windows conventions for loading and saving files, opening and closing menus, and opening, closing, maximizing and minimizing windows,

2.	SimCity 2000 has on-screen help. You can access help through the Help menu or by hitting the F1 key. Place the cursor inside any window and hit F1 to open the help system to information on that window.

3.	Clicking on a window button in the City toolbar opens the appropriate window. There are no momentary windows, and no clicking and dragging buttons to open windows.

4.	The Status box that displayed messages, showed the weather and listed the active tool is now a Status bar at the bottom of the screen.

5.	There are actually two names for each city in SimCity 2000, the FULL NAME that you give your city when you create it, and the FILE NAME it is saved under. The full name can be up to 30 characters, including letters, numbers, spaces and symbols. The file name has to follow all the rules of a DOS file name: up to eight characters (no spaces or symbols), and it ends with ".SC2." SimCity 2000 will automatically come up with a file name for you by taking the first eight "legal" characters of the full name--deleting spaces and symbols--and adding .SC2 to the end.  You can also choose your own file names or change them when you save cities to disk.

6.	Shift-clicking as described in the manual for getting help and opening Query windows does not work in this Windows version.

7.	Hold onto your hats for this one! A super-duper wonderful feature has been added to the Windows version of SimCity 2000 that is available nowhere else--a fourth zoom level! There are still the three different zooms, each a different set of artwork, but in this Windows version, you can zoom in even closer. It's the same artwork as the old closest zoom, but blown up in size. This will be most useful for those people who run Windows in high resolutions, like 1024 x 768 on a 14 or 15 inch monitor, or 1280 x 1024 on a 17 inch monitor. In high resolutions on small screens, the old zoom left many of the finer details too small for careful building. This new view will allow easy, careful placement of even the tiniest power line.


Getting Help

There are all sorts of ways to get help while playing SimCity 2000 for Windows:

•	Help Menu--Open this menu to access help.

•	F1--Any time you want help, hit the F1 key. Move the cursor over a window and hit F1 for help about that window.

•	Button Help--Many windows and dialog boxes have Help buttons. Click on these to open the Help system.


The City Toolbar

The City toolbar is your main method of building and controlling your city.

Click on the name of a button below for a complete explanation of what it does.

Related Topics:

 Bulldozer

 Landscape Tool

 Emergency

 Power

 Water System

 Rewards

 Roads

 Rails

 Ports

 Residential Zones

 Commercial Zones

 Industrial Zones

 Education

 City Services

 Recreation

 Signs

 Query

 Rotate Counter-Clockwise

 Rotate Clockwise

 Zoom In

 Zoom Out

 Center

 Map Window Button

 Graphs Window Button

 Population Window Button

 City Industry Window Button

 Neighbors Window Button

 Budget Window Button

 Show Buildings

 Show Signs

 Show Infrastructure

 Show Zones

 Show Underground

 Help

 Demand Indicator


Bulldozer

The bulldozer is a multi-function multi-level tool, with a default setting and a submenu to choose between four additional actions. Click and hold on the Bulldozer button to open the submenu. When the bulldozer is active, the cursor will appear as a bulldozer.

To operate the bulldozer, choose the function you want, then click or click and drag where you want to do your 'dozin'.

Demolish/Clear (the default) destroys and removes trees, rubble, and man-made (Sim-made?) objects without affecting the terrain or zoning status. Just click on anything to destroy it.

Cost: $1 per tile.

Level Terrain lets you choose an altitude level and slice off hills and mountains at your chosen height. Level also clears, removing all trees, roads, power lines and buildings.

Cost: $25 per tile per altitude change.

Raise Terrain lets you make mountains out of molehills.

Cost: $25 per tile per altitude change.

Lower Terrain lets you lower mountains and dig canyons. (If you lower the terrain below sea level, it will fill with water.)

Cost: $25 per tile per altitude change.

De-zone lets you change residential, commercial or industrial zones to unzoned land.

Cost: $1 per tile.

Raising, lowering and leveling terrain can be very expensive, so do it sparingly. If you want to make a lot of changes to the landscape, do it in terrain-editing mode before you start your city, or save up a lot of cash.


Landscape Tool

The Landscape Tool lets you add trees and water to your city. When active the cursor will appear as a tree. Clicking and holding on it opens a submenu that allows you to choose between trees and water.

The Tree tool lets you place trees onto the landscape. Each click will place either one or two trees. You can click repeatedly on a single tile to create dense thickets, and click and drag across many tiles to create forests.

Cost: $3 per click.

The Water tool lets you create lakes and streams by clicking where you want your water to appear.

Cost: $100 per tile.


Emergency

The Emergency Tool lets you dispatch police and/or fire departments to the scene of a disaster. This tool will be ghosted and unavailable unless a disaster is occurring. When active the cursor will appear as an emergency beacon. Clicking and holding on it opens a submenu that allows you to choose between dispatching police and fire.

Once you activate the tool and choose the department you want to dispatch, click on the area of the city where you want your city's finest to go. An icon representing either your dispatched fire or police troops will be placed where you click. You can place one icon for each station you have. After you have placed them all, clicking again will move the first one you placed to the last place you clicked, enabling you to block, surround and contain a fire or riot. There is no cost for dispatching police or firesims.


Power

Power is a multi-use tool. Clicking and holding on it opens a submenu that allows you to choose between two functions: laying power lines and placing power plants. When this tool is active, the cursor appears as a lightning bolt.

Power Lines (the default setting) lets you "paint" your power lines onto the land by clicking in the place where you want the line to start, dragging the cursor to the place where you want the line to stop, and releasing the mouse button. If you start laying a power line and change your mind, you can cancel the operation by holding down the shift key before you release the mouse button.

Power lines blink warning lights to let you know if they're not hooked to a power source. Power lines can only be run in straight lines and 90 degree angles. They can cross roads or rails, but not on curved sections or straight sections that run at 45 degrees. Laying power lines across water is a little more expensive. If you lay power lines across water, a dialog box will open and let you know how much it will cost.

Cost: $2 per tile across land, $10 per tile across water.

Power Plant... lets you choose power sources for your city. Depending on the year and the technology level of you city, there may be from three to nine types of power plants available. Click on the power source you want, then click on the terrain where you want it to go. There is an info button for each power plant that tells you the advantages, disadvantages and costs for each type of power plant, as well as the approximate year it becomes available.


Water System

The Water System tool is a multi-use tool. Clicking and holding on it opens a submenu that allows you to choose between five different water-related functions: laying water pipes, installing water pumps, buying storage tanks, and building treatment and desalinization plants. When this tool is active, the cursor appears as a water faucet.

Depending on the year and technology level in your city, you may only have access to pumps and water towers. As time passes and inventions are invented, the other options become available. A city can exist without a water system, but population density will be limited. When the Sims build, they install the underground water pipes for their buildings. Your only responsibility is to hook the buildings up to the water system.

Pipes (the default setting) lets you "paint" your water pipes onto the landscape by clicking in the place where you want the pipe to start, dragging the cursor to the place you want the pipe to stop, and releasing the mouse button. If you start laying a water pipe and change your mind, you can cancel the operation by holding down the shift key before you release the mouse button. Water pipes are always laid underground. Activating Pipes automatically turns on the underground view so you can see your pipes.

Cost: $3 per tile.

Water Pumps, when placed on land act as wells, a good source of water. Water pumps need to be hooked to the power grid to function. When pumps are placed right next to a lake or river, they supply twice as much water as a well. A pump placed next to a coastline (salt water) only produces as much water as a well.

Cost: $100 per pump.

Water Towers lets you store precious water so you won't have summer shortages in arid climates.

Cost: $250 per tower.

Treatment plants clean and recycle your city's water, lessening seasonal shortages.

Cost: $500 per treatment plant.

Desalinization plants remove the salt from sea water. They are expensive, but sometimes necessary in beach communities with little or no other source of water. Desalinization plants, which need power to function, have internal pumps, and don't require extra water pumps. They produce approximately twice as much water as two water pumps next to a river.

Cost: $1,000 per desalinization plant.


Rewards

This button is like a surprise package. It will be ghosted and unavailable until you deserve a reward. Rewards are based on your city's population, and consist of special buildings and monuments to your mayoral prowess. When this tool is active, the cursor appears as a mayor tipping his hat.

The rewards you can strive to gain are... No, I won't tell you. You'll just have to wait and see for yourself.


Roads

Roads is a multi-use tool. Clicking and holding on it opens a submenu that allows you to choose between five different road-related functions: placing roads and highways, and building tunnels, onramps and bus depots. When this tool is active, the cursor appears as a piece of paved road.

Depending on the year and technology level of your city, you may only have access to roads and tunnels. As time passes, the other options become available.

Road (the default setting) lets you "paint" your roads onto the land by clicking in the place where you want the road to start, dragging the cursor to the place you want the road to stop, and releasing the mouse button. If you start laying a road and change your mind, you can cancel the operation by holding down the shift key before you release the mouse button.

Roads can run in straight lines, 90 degree angles and 45 degree angles. When roads cross, they form an intersection. If you lay a road across water and it is possible to build a bridge, you will be told how much it will cost. If a bridge can't be built, you will be notified.

Cost: $10 per road tile.

Highways are high-capacity roads that are raised above the ground on pylons. They can handle four times as many cars as regular roads. They are placed the same way as roads. You will need to place onramps to allow cars to get on and off highways. When highways cross, they form cloverleaves. If you lay a highway across water and it is possible to build a bridge, you will be told how much it will cost. If a bridge can't be built, you will be notified.

Cost: $100 per highway section (4 tiles).

Tunnel lets you road pathways through hills and mountains. Tunnels cannot curve, and you cannot cross tunnels, even at different altitudes. To place a tunnel, click on the tile that you want as your entrance point. The entrance point must be a sloped tile. Your highway engineers won't try to build a tunnel where it's impossible to build, or where it is unsafe, due to unstable terrain. If you pick a good spot, an engineer's report will tell you how much the tunnel will cost and ask if you want to go ahead or not.

Cost: $150 per tile of tunnel.

Onramps allow cars and buses to travel back and forth between roads and highways. Onramps are a little tricky to place. You can only put them at intersections between roads and highways.

Cost: $25 per tile.

Bus Depots allow commuters to take the bus to work and help alleviate traffic. They must be placed on level ground. You will need at least two bus depots since buses travel between them. Passengers can get on and off between depots.

Cost: $250 per depot.


Rails

Rails is a multi-use tool. Clicking and holding on it opens a submenu that allows you to choose between four different rail-related functions: placing rails, placing subways (underground rails), building rail depots and building subway stations. When this tool is active, the cursor appears as length of track.

Depending on the year and technology level of your city, you may only have access to rails and rail depots. As time passes, the other options become available.

Rail (the default setting) lets you "paint" your tracks onto the land by clicking in the place where you want the rail to start, dragging the cursor to the place where you want it to stop, and releasing the mouse button. If you start laying a rail and change your mind, you can cancel the operation by holding down the shift key before you release the mouse button. Rails are useless without rail depots.

Cost: $25 per tile.

Subway is an underground rail system. Subways are placed in the same way as rails, but while looking at the underground view. Subways are useless without subway stations.

Cost: $100 per tile.

Rail Depots allow commuters to get on and off trains. Without depots, rails are useless. They must be placed on level ground, and adjacent to tracks.

Cost: $500 per depot.

Subway Stations allow passengers access to subway trains. Subway trains only stop at stations. They must be placed on level ground, adjacent to a subway line. It's usually easiest to place subway stations while looking at the underground level.

Cost: $250 per depot.

Subway to Rail junction allows you to hook up your subways and above-ground rails for a continuous transit system. They must be placed adjacent to a rail tile.

Cost $250 per tile.


Ports

Ports is a dual-purpose tool that allows you to place both airports and seaports. Click and hold on the Ports button to open a menu and choose the type of port you want to place. When this tool is active, the cursor will appear as an airplane.

Ports are placed by clicking and dragging to form a square or rectangle, then release the mouse button.  If you start placing a port and change your mind, you can cancel the operation by holding down the shift key before you release the mouse button. Ports must be powered before they will develop. Seaports must be on a shoreline to be of any use.

Cost: $150 per seaport tile, $250 per airport tile.


Residential Zones

The Residential Zone tool lets you, as mayor, designate areas of your city as places where people live. Clicking and holding on Residential Zones opens a submenu that lets you choose whether the zones will be low density (light) or high density (dense). When this tool is active, the cursor will appear as a little house.

To zone an area as residential, click and hold on the terrain, then drag the mouse, creating a rectangle, then release the mouse button. If you start laying down a zone line and change your mind, you can cancel the operation by holding down the shift key before you release the mouse button. If you zone residential over an area that includes some tiles that are already the same density residential, you will not be charged for rezoning those tiles. If you zone residential over an undeveloped area that is already commercial industrial or a different density residential, it will be rezoned and you will be charged. You cannot rezone an area that is already developed.

Cost: Light Residential $5 per tile, Dense Residential $10 per tile.


Commercial Zones

The Commercial Zone tool lets you, as mayor, designate areas of your city as places where people build stores, offices and other places of commerce. Clicking and holding on Commercial Zones opens a submenu that lets you choose whether the zones will be low density (light) or high density (dense). When this tool is active, the cursor will appear as a little office building.

To zone an area as commercial, click and hold on the terrain, then drag the mouse, creating a rectangle, then release the mouse button. If you start laying down a zone line and change your mind, you can cancel the operation by holding down the shift key before you release the mouse button. If you zone commercial over an area that includes some tiles that are already the same density commercial, you will not be charged for rezoning those tiles. If you zone commercial over an undeveloped area that is already residential, industrial or a different density commercial, it will be rezoned and you will be charged. You cannot rezone an area that is already developed.

Cost: Light Commercial $5 per tile, Dense Commercial $10 per tile.


Industrial Zones

The Industrial Zone tool lets you, as mayor, designate areas of your city as places where people build factories. Clicking and holding on Industrial Zones opens a submenu that lets you choose whether the zones will be low density (light) or high density (dense). When this tool is active, the cursor will appear as a little factory.

To zone an area as industrial, click and hold on the terrain, then drag the mouse, creating a rectangle, then release the mouse button. If you start placing a zone and change your mind, you can cancel the operation by holding down the shift key before you release the mouse button. If you zone industrial over an area that includes some tiles that are already the same density industrial, you will not be charged for rezoning those tiles. If you zone industrial over an undeveloped area that is already commercial, residential or a different density industrial, it will be rezoned and you will be charged. You cannot rezone an area that is already developed.

Cost: Light Industrial $5 per tile, Dense Industrial $10 per tile.


Education

Education is a multi-function tool that lets you provide your citizens with everything they need to improve their minds. Click and hold on the Education button to open a submenu with the following smart choices: school, college, library and museum. When this tool is active, the cursor will appear as a mortarboard.

Cost: $250 per school, $1,000 per college, $500 per library, $500 per museum.


City Services

City Services is a multi-function tool that lets you provide your city with those necessities of life that we all wish weren't necessary. Click and hold on the City Services button to open a submenu with the following unpleasant choices: police, fire station, hospital and prison. When this tool is active, the cursor will appear as a badge.

Cost: $500 per police station, $500 per fire station, $500 per hospital, $1000 per prison.


Recreation

Recreation is a multi-function tool that lets you provide your citizens with places to have a little rest, relaxation and plain old fun. Click and hold on the Recreation button to open a submenu with the following exciting choices: park, zoo, stadium, marina. When this tool is active, the cursor will appear as a bunch of balloons!

Cost: $5 per small park, $25 per large park, $500 per zoo, $1,000 per stadium, $500 per marina.


Signs

The Sign tool lets you label streets, buildings and points of interest in your city. When this tool is active, the cursor will appear as a little sign. To make a sign, activate the Sign tool and click on the place where you want it to appear. When the dialog box opens, type in the words you want the sign to say, then click DONE.

There is no cost for placing signs.

The display of your signs can be turned on and off with the Display Signs button.


Query

Query is a tool for closely inspecting different parts of your city. When this tool is active, the cursor appears as a magnifying glass. To get information, activate the tool, then click somewhere or on something on the terrain. A dialog box will open, and display fascinating facts about the spot where you clicked.

Once you have viewed the dialog box, you can usually just click anywhere to make it go away. Sometimes the Query dialog box allows you to rename buildings (like stadiums). In these cases, you will have to click on the DONE button to close the box. Click on RENAME if you want to change the name of the queried building. There is no cost to use the Query tool.

There is a keyboard shortcut for the Query tool--just hold down the shift key and click anywhere in the terrain.


Rotate Counter-Clockwise

Click on this button to rotate the entire city limits 90 degrees counter-clockwise. There is no cost for rotating.


Rotate Clockwise

Click on this button to rotate the entire city limits 90 degrees clockwise. There is no cost for rotating.


Zoom In

Click here to zoom in for an enlarged, closer view in the City window. There are four zoom levels. If you are currently zoomed all the way in, this button will be ghosted and unavailable. There is no cost for zooming.


Zoom Out

Click here to zoom out for a smaller, farther-out view in the City window. There are four zoom levels. If you are currently zoomed all the way out, this button will be ghosted and unavailable. There is no cost for zooming.


Center

The Center tool lets you pick a place in your city to be centered in the City window. Just activate the tool and click anywhere in the city. When Center is active, the cursor will appear as a target sight. There is a keyboard shortcut for activating the center tool--hold down the Option key if you have one, or the Control key if you don't. There is no cost for centering.


Map Window Button

Click the Map Window button to open the Map window. Complete information on the Map window can be found under the Windows section of this help file.


Graphs Window Button

Click the Graphs Window button to open the Map window. Complete information on the Graphs window can be found under the Windows section of this help file.


Population Window Button

Click the Population Window button to open the Map window. Complete information on the Population window can be found under the Windows section of this help file.


City Industry Window Button

Click the City Industry Window button to open the Map window. Complete information on the City Industry window can be found under the Windows section of this help file.


Neighbors Window Button

Click the Neighbors Window button to open the Map window. Complete information on the Neighbors window can be found under the Windows section of this help file.


Budget Window Button

Click here to open the Budget window. Complete information on the Budget window can be found under the Windows section of this help file.


Show Buildings

Click here to toggle on and off the display of all buildings in the City window. The buildings won't really go away, they'll just be invisible until you turn them back on.


Show Signs

Click here to toggle on and off the display of all signs in the City window. The signs will be invisible until you turn them back on.


Show Infrastructure

Click here to toggle on and off the display of all miscellaneous city infrastructure items in the City window (roads, rails, subway lines, power lines, water pumps and subway stations).


Show Zones

This button works differently depending on whether you're looking at the normal or underground view. In the normal view, clicking here toggles on and off the display of all  buildings in zones. It doesn't affect city-owned buildings like police and fire stations, educational facilities, depots or power plants, but does include ports and military bases. In underground view, it toggles on and off a color display that lets you know where your zones are without jumping back upstairs.


Show Underground

Click here to toggle between the surface and the underground displays.


Help

Click here for help with the City toolbar.


Demand Indicator

The Demand Indicator gives you a constant readout of what types of zones the Sims in your city need. Depending on the size of your city, the indicator can take up to a few minutes to respond to your changes, so be patient.


The Terrain Toolbar

The Terrain toolbar is your control center for modifying landscapes.

Click on the buttons below for a complete explanation of what each one does.

Related Topics:

 Coast

 River

 Mountain, Water And Tree Sliders

 Make

 Raise Terrain

 Lower Terrain

 Stretch Terrain

 Level Terrain

 Raise Sea Level

 Lower Sea Level

 Place Water

 Place Stream

 Place Tree

 Place Forest

 Zoom Out

 Zoom In

 Rotate Counter-Clockwise

 Rotate Clockwise

 Center

 Help

 Done


Coast

The Coast button, when depressed, creates a coastline along one side of the next landscape that is generated.


River

The River button, when depressed, creates a river through the next landscape that is generated.


Mountain, Water And Tree Sliders

These sliders let you adjust the amount of the surface of your city that is covered by mountains, water and trees. Click and drag the slider bars to the levels you want. The higher the sliders, the more mountains, water or trees you get. The lower the sliders, the less you get.


Make

Click here to generate a new landscape based on the Coast button, the River button and the three sliders.


Raise Terrain

Click on the Raise Terrain button, then click or click and drag on the terrain to raise the land. Clicking on water will eventually raise the waterbed above sea level and turn it into dry land. When Raise Terrain is active, the cursor will appear as three upward-pointing arrows.


Lower Terrain

Click on the Lower Terrain button, then click or click and drag on the terrain to lower the land. Clicking on dry land will eventually lower it below sea level and turn it into a lake or stream. When Lower Terrain is active, the cursor will appear as three downward-pointing arrows.


Stretch Terrain

The Stretch Terrain button lets you grab the land and stretch it up or down. Just click and hold on the terrain, then drag it either up or down. When Stretch Terrain is active, the cursor will appear as an up-and-down-pointing arrow.


Level Terrain

The Level Terrain button lets you pick an altitude and quickly bring the land around it either up or down to match your chosen level. Just click and hold at the altitude you want, then drag the cursor around the area you want leveled. When Level Terrain is active, the cursor will appear as a flat, four-way arrow.


Raise Sea Level

Click here to raise the sea level in the terrain by one tile.


Lower Sea Level

Click here to lower the sea level in the terrain by one tile.


Place Water

The Place Water tool lets you create lakes and streams by clicking where you want your water to appear. When this tool is active, the cursor appears as a water droplet.


Place Stream

The Place Stream tool lets you send streams flowing down slopes into the valleys below. Click where you want the stream to begin. When this tool is active, the cursor appears as a tiny babbling brook.


Place Tree

The Place Tree tool lets you add trees to the landscape. When active, the cursor will appear as a tree. Each click will place either one or two trees. You can click repeatedly on a single tile to create dense thickets, and click and drag across many tiles to create forests.


Place Forest

The Place Forest tool works like Place Tree, except it places trees on a number of tiles with each click. When active, the cursor will appear as a tiny little forest.


Zoom Out

Click here to zoom out for a smaller, farther-out view in the City window. There are three zoom levels. If you are currently zoomed all the way out, this button will be ghosted and unavailable.


Zoom In

Click here to zoom in for an enlarged, closer view in the City window. There are three zoom levels. If you are currently zoomed all the way in, this button will be ghosted and unavailable.


Rotate Counter-Clockwise

Click on this button to rotate the entire city limits 90 degrees counter-clockwise.


Rotate Clockwise

Click on this button to rotate the entire city limits 90 degrees clockwise.


Center

The Center tool lets you pick a place in your city to be centered in the City window. Just activate the tool and click anywhere in the city. There is a keyboard shortcut for activating the Center tool--hold down the Option key if you have one, or the Control key if you don't. When Center is active, the cursor will appear as a target sight.


Help

Click here for help with the Terrain toolbar.


Done

Click here when you are done editing the terrain and are ready to switch over to city-building mode.


The Map Toolbar

The Map toolbar lets you choose different map views for the Map window.

Click on a button below for a complete explanation of what it does.

Related Topics:

 City Form

 Roads

 Power Grid

 Water System

 Population

 Crime

 Pollution

 Land Value

 City Services

 Map Mode Button


City Form

The City Form button controls two map displays. Click and hold on it to open a submenu that lets you choose between displaying structures and zones.

Structures shows buildings and city infrastructure, including roads, rails, etc. Zones shows the areas that have been zoned. Residential zones are shown green, commercial zones are blue and industrial zones are yellow.


Roads

The Roads button controls three map displays. Click and hold on it to open a submenu that lets you choose between displaying roads, rails and traffic density.

Roads and rails show the transportation pathways in your city. Traffic density shows the relative amount of traffic in different parts of the city in shades of gray. The darker the gray, the heavier the traffic.


Power Grid

The Power Grid button activates a display of the power grid in your city. Powered zones are shown in yellow, zones that have lost power are shown in red, and power lines are shown in white.


Water System

The Water System button activates a display of the power grid in your city. Zones that are hooked to the water supply are shown in yellow, zones that have no water are shown in red, and water pipes are shown in white.


Population

The Population button controls two map displays. Click and hold on it to open a submenu that lets you choose between displaying population density and the rate of population growth.

Population density shows the relative number of Sims in each part of your city in shades of gray. The darker the gray, the denser the population. Rate of growth shows where in the city the population is increasing in shades of green, and where it is decreasing in shades of red. The darker the green or red, the more drastic the population change.


Crime

The Crime button controls three map displays. Click and hold on it to open a submenu that lets you choose between displaying crime rate, police power, and police department location.

Crime rate shows the relative amount of crime in each area of your city in shades of gray. The darker the gray, the worse the crime. Police power shows the relative amount of police coverage in different areas of the city, also in shades of gray. Police departments shows each of your stations as a white square.


Pollution

The Pollution button activates a display of the relative amounts of pollution in your city. This is a reading of all types of pollution combined, and is shown in shades of gray. The darker the gray, the worse the pollution.


Land Value

The Land Value button activates a display of the relative property values in the city, shown in shades of gray. The darker the gray, the higher the value. There is a red + in the window that indicates the financial center of the city.


City Services

The City Services button controls four map displays. Click and hold on it to open a submenu that lets you choose between displaying fire department power, fire department location, schools and colleges.

Fire Power shows the relative fire coverage of different parts of your city in shades of gray. The darker the gray, the more the coverage. Fire Departments, Schools and Colleges show the locations of these buildings as white squares.


Map Mode Button

This button toggles the City window between its current mode and map mode. In map mode the terrain in the City window displays the same information as the Map window. You can return the City window to its previous mode by either clicking the Map Mode button again or closing the Map window.


City Window

In General

Modes

The View

The Landscape

Introduction to the City Toolbar

Introduction to the Terrain Toolbar


In General

The City window is your main work area for molding, shaping and growing your city and the land under it. It is always open while SimCity 2000 is running (on most computers).

At the top of the window is the Title bar, containing the simulation date, the name of the city and your current funds.

On the right end of the Title bar are the usual Windows window control buttons. Maximize button toggles the window between full-screen size and the last previously set window size. The Minimize button shrinks the window to an icon.

You can resize the City window by clicking and dragging the Resize box.

The Scroll Bars and Scroll Arrows let you move the city around in the City window.

The Toolbar provides all the tools you'll need to zone, build and run your city. It appears differently, depending on the mode you are in. And speaking of modes...


Modes

The City window has three modes: City-Building, Terrain-Editing and Map.

City-Building is the main, most-used mode. It lets you build and grow your city. You can also edit the terrain, but there are physical and financial limitations.

In Terrain-Editing mode, you can make all the changes and modifications you could ever desire to the new, empty landscape without being charged. Once you leave Terrain-Editing mode and enter City-Building mode to start your city, you can never return that same landscape to Terrain-Editing mode.

Map mode turns the entire City window into a giant, scaleable display that mirrors the information in the Map window. The City window's Map mode is toggled on and off from the Map window.


The View

The view in the City window is an isometric, simulated 3-D landscape. It can be viewed in three different sizes, allowing you to see more or less of your city at once, at various levels of detail.


The Landscape

Each time you start a new city in SimCity 2000, a new landscape is generated. You can regenerate the landscape as many times as you like. You can modify the landscape as much as you like.

When the City window is in terrain-editing mode, you can make drastic changes to the land at no cost to the city. You can raise or level mountains, dig streams, raise or lower sea level, and place individual trees or forests.

Once the City window is in city-building mode, you can still make drastic changes to the landscape, but you'll have to pay for the work out of the city's funds.

There are three basic elements to the landscape: land, water and trees.

The land in SimCity 2000 is divided into small squares, called tiles. Tiles can be raised or lowered to provide 32 levels of altitude. Land that is below sea level will be under water.

Water in SimCity 2000 flows downhill, as all good water should. When you generate a new landscape in terrain-editing mode, you can choose whether or not you want a river running through the landscape, and you can, if you want, have one edge of your city be a coastline. Your landscape can also have streams, ponds and lakes. And you can raise or lower sea level, to make your city either a desert or a chain of islands.

Trees in SimCity 2000, as in the real world, are big plants that provide shade and homes for wildlife. They add an aesthetic touch to cities, and improve land value.


Introduction to the City Toolbar

When the City window is in city-building mode, it has the City Toolbar--your main control center for building, modifying and running your city. It can be moved around your screen by clicking and dragging the bar at the top.

For ease of use, especially for newcomers to SimCity 2000, you can simply click on any button, then use the default setting of the tool. When you're ready for more power, more features and more flexibility, you can make use of the submenus that are hidden below many of the buttons. If you click and hold on a button with a submenu, the submenu will pop up, allowing you to access many more choices and options. The submenus, and their available options, change over the years, reflecting the available technology.

It contains tools that let you:

•	Modify the landscape

•	Zoom in and out for close-up and far-out views

•	Center on different areas of the city in the City window

•	Rotate the city in the City window

•	Zone residential, commercial and industrial areas

•	Build the city infrastructure

•	Add special-purpose buildings (museums, zoos, etc.)

•	Closely inspect city areas

•	Add signs or markers

•	Turn on and off the display of various objects and layers in the City window

•	Open various information windows

It also has a Demand Indicator for various zones.

Any time you need a reminder of what each of the buttons does, just place the cursor over it and wait a second. A small label will pop up and set you straight.

For a complete explanation of each of the buttons and tools in the City toolbar, see The City Toolbar under the Toolbars topic.


Introduction to the Terrain Toolbar

When the City window is in terrain-editing mode, it has the Terrain Toolbar--your control center for modifying and customizing landscapes. It can be moved around your screen by clicking and dragging the bar at the top. There is no charge for any terrain modifications in terrain-editing mode.

For a complete explanation of each of the buttons and tools in the Terrain toolbar, see The Terrain Toolbar under the Toolbars topic.


Map Window

The Map window shows your complete city limits at once with vital information in a number of different map displays. It can be opened by selecting Map from the Windows menu. It can also be opened with the Map button on the City toolbar.

The Map window can be moved around the screen by clicking and dragging the Title bar. It can be closed by double-clicking in the upper-left corner.

All map displays include the terrain. Trees and forests are green, water is blue and the land is different shades of brown--the higher the altitude, the lighter the shade.

Somewhere in the map is a rectangle that outlines the area of the city that currently shows in the City window. Clicking on the map moves the rectangle to the place where you clicked, then redraws the City window to show the rectangle's new contents.

The Map toolbar has a number of buttons that let you see a number of different map displays. The pop-up map, which has no toolbar, always shows the last-selected display. Some of the buttons on the toolbar have submenus for even more displays.

For more information see The Map Toolbar under the Toolbar topic.


Budget Window

The Budget window reports and lets you adjust your city's budget. It automatically opens every January, unless Auto-Budget (in the Options menu) is on. It can also be opened manually by selecting Budget in the Windows menu, or by clicking on the Budget Window button in the City toolbar.

The Budget window closes automatically all by itself after about two minutes. The two-minute timer is reset whenever you click on the window. You can close it any time you want by clicking on the Done button.

The upper-left corner of the Budget window displays your city's name, the current year and month, and the timer.

Click the Help button to open this help file to this page.

Related Topics:

The Numbers

Property Taxes

City Ordinances

Bond Payments

Police Department

Fire Department

Health & Welfare

Education

Transit Authority

The Totals


The Numbers

The Budget window has eight rows of figures that cover all the city's revenues and expenses. Below those figures is a summary of the current financial situation and an estimate of what your finances will be at the end of the year.

Each revenue or expense has:

•	The name of the revenue or expense.

•	A percentage setting (in most cases) where you set either the tax rate you are charging or the amount of funding you are allotting.

•	A year-to-date figure showing the up-to-the-moment amount that you've spent or made.

•	An annual estimate of what you will have spent or made at the end of the year at the current budget settings.

•	Detailed books showing a monthly breakdown of the revenue or expense. In some cases the book dialog just shows information, but some of the books also allow access to other, more detailed budgeting functions.

•	An advisor who reports current status and/or gives suggestions about what you should do.

Note: When the Budget window opens automatically at the beginning of a new year, the Year-to-Date column shows the total for the year that just ended and the Annual Estimate column shows estimated cost for the year that is just beginning.


Property Taxes

Property taxes are your main source of cash for maintaining and expanding your city. You can set the overall tax rate for all zones by clicking on the up- and down-arrows. The minimum tax is 0%, the maximum is 20%. Any taxes you set here will be equally applied to all zones. You can independently set the tax rates for residential, commercial and industrial zones in the Property Taxes Books.

Clicking on the Books icon displays a detailed report of the year's past and projected tax income. For each month, the following information is given:

•	The residential zone tax rate and tax amount

•	The commercial zone tax rate and tax amount

•	The industrial zone tax rate and tax amount

•	A running total of the taxes that will come due at the end of the year

At the bottom of the dialog box, you can set individual tax rates for the three types of zones. If you change the tax rates here, the overall rate as shown in the Budget window will display the average of the three rates.

Click on Done to close the Property Taxes Books.


City Ordinances

This line item is a summary of the costs and revenues of all combined city ordinances. These range from education drives to sales taxes to neighborhood watch to an annual carnival.

Usually, you, as mayor, must approve and establish these programs, but if your city is doing very well, the City Council may take it upon itself to enact some programs that benefit the city. These programs are viewed and established in the Ordinance window, which can opened from the Budget window by clicking on the Community Programs Book icon. The Ordinance window is described in detail elsewhere in this help file.

Click Done to return to the Budget window.


Bond Payments

This is the interest you pay on bond issues.

If you need cash above and beyond the money you make from property taxes, you can issue municipal bonds, which is basically a loan from your citizens. All bonds are issued for $10,000. The interest you pay on outstanding bonds is prime rate plus 1% plus an additional percentage based on your city's current value and loan rating.

Clicking on the Interest book icon opens a dialog box with detailed information and buttons for extra financial transactions.

For each month of the year, the following information in given: (Actual amounts are shown in blue, projected amounts are shown in red.)

•	The bonds you have outstanding

•	The average interest rate you pay on the bonds

•	The monthly amount of interest you pay on the bonds

•	The accumulated total interest paid

Show Bonds displays:

•	Your city's current loan rating

•	The total number of bonds you have outstanding

•	The current interest rate the bank is paying on your account

•	The interest rate you will pay on a bond if you issue it now

•	The current value of your city (the infrastructure)

Loan ratings range from AAA to F. Your rating is based on your city value. The higher your rating, the more bonds you can issue and the lower the interest rate you pay on them.

Issue Bond opens a dialog that tells you the current interest rate for bonds and asks you if you want to issue one. All bonds are $10,000. If you need or want more than $10,000, then you can issue two bonds. If you need or want less, too bad--take the $10,000 and keep what you don't spend in the bank. If your loan rating or city value is too low, you won't be allowed to issue any more bonds.

Repay Bond opens a dialog that tells you the interest rate on the oldest outstanding bond, and asks if you want to repay it. Bonds are always repaid from the oldest to the newest. During the life of the bond, interest accrues monthly, and is paid out at the end of each year from your city funds. You will pay the interest every year until you repay the bond, so once you're flush with cash, pay them off and get out of debt.

Clicking on Done closes the book.


Police Department

This is the cost and funding level for police departments in your city. You can set the percentage of funding for your departments by clicking on the up- and down-arrows. In general, try to keep police funding as high as possible to prevent rampant crime. Any funding you set will be equally distributed to all police departments. Complete funding for a police station is $100 per year.

Clicking on the Books icon displays a detailed report of the year's past and projected police funding costs. For each month, the following information is given:

•	The number of police stations in the city

•	The funding level you have set

•	The actual monthly cost to fund your stations

•	A running total of the yearly cost

Click Done to close the books.


Fire Department

This is the cost and funding level for fire departments in your city. You can set the percentage of funding for your departments by clicking on the up- and down-arrows. In general, try to keep fire funding as high as possible for both preventing fires and responding to emergencies. Any funding you set will be equally distributed to all fire departments. A fully-funded fire station costs $100 per year.

Clicking on the Books icon displays a detailed report of the year's past and projected fire funding costs. For each month, the following information is given:

•	The number of fire stations in the city

•	The funding level you have set

•	The actual monthly cost to fund your stations

•	A running total of the yearly cost

Click Done to close the books.


Health & Welfare

This is the cost and funding level for medical services in your city. You can set the percentage of funding for your hospitals by clicking on the up- and down-arrows. In general, try to keep funding as high as possible to keep your Sims healthy. If you keep your funding at 100% for several decades, the average life expectancy in your city will increase. Any funding you set will be equally distributed to all hospitals. Complete funding for a hospital is $75 per year.

Clicking on the Books icon displays a detailed report of the year's past and projected medical funding costs. For each month, the following information is given:

•	The number of hospitals in the city

•	The funding level you have set

•	The actual monthly cost to fund your hospitals

•	A running total of the yearly cost

Click Done to close the books.


Education

This is the cost and funding level for education in your city. This funding supports both schools for the children and colleges for higher learning. Without schools, education in your city will be entirely based on verbal lore, and you will be unable to support high-technology industries.

You can set the percentage of funding for education by clicking on the up- and down-arrows. Any funding you set here will be equally distributed to all schools and colleges. You can independently set the funding rates for schools and colleges in the Education Books. Complete funding for a school costs $25 per year, and a college costs $100 per year.

Clicking on the Books icon displays a detailed report of the year's past and projected education funding. For each month, the following information is given:

•	The number of schools in the city

•	The funding level for schools

•	The monthly cost to fund schools

•	The number of colleges in the city

•	The funding level for colleges

•	The monthly cost to fund colleges

•	A running total of the yearly cost

At the bottom of the dialog box, you can set individual funding levels for schools and colleges. If you change the funding levels here, the overall level as shown in the Budget window will display the average of school and college funding levels.

Click on Done to close the Education books.


Transit Authority

This is the cost and funding level for maintaining the transportation system in your city. This funding maintains roads, rails, highways, subways, bridges and tunnels. Without proper funding, your transit systems will deteriorate and commuting and commerce in your city will fall to pieces.

You can set the overall percentage of funding for your transportation systems by clicking on the up- and down-arrows. Any funding you set here will be equally distributed to types of transportation. You can independently set the funding rates for roads, rails, highways, subways, bridges and tunnels in the Transit Authority Books. Complete transit authority funding per year is:

•	Roads 	$1 per 10 tiles

•	Rails 	$1 per 5 tile

•	Highways 	$1 per section (4 tiles)

•	Subways 	$2 per 5 tiles

•	Bridges 	$2 per 5 tiles

•	Tunnels 	$2 per 5 tiles

Clicking on the Books icon displays a detailed report of the year's past and projected transit authority funding. For each month, the following information is given:

•	The cost of road maintenance

•	The cost of rail maintenance

•	The cost of highway maintenance

•	The cost of subway maintenance

•	The cost of bridge maintenance

•	The cost of tunnel maintenance

•	A running total of all transit costs

At the bottom of the dialog box, you can set individual funding levels for roads, rails, highways, subways, bridges and tunnels. If you change the funding levels here, the overall level as shown in the Budget window will display the average of all these funding levels.

Click on Done to close the Transit Authority Books.


The Totals

The bottom of the Budget window shows the totals for:

•	Year-to-Date Cash Flow

•	Estimated Annual Cash Flow

•	Current Funds

•	(Estimated) End of Year Funds


Ordinance Window

The Ordinance window is where many community programs and city ordinances can be established and inspected. This window can be opened either by selecting Ordinance from the Windows menu or by clicking on the City Ordinance Book icon in the Budget window.

There are five different categories of programs and ordinances: finance, health and safety, education, promotional and other.

To enact a program, click in the checkbox to the right of the program's name. The cost or projected revenue will appear to the right of the check. These amounts will vary with the size and development of your city. The Estimated Annual Costs for all programs is provided in the lower-right corner of the window.

Click Done to return to close the Ordinance window.

Related Topics:

Finance Programs

Safety & Health Programs

Education Programs

Promotional Programs

Other Programs

Estimated Annual Cost


Finance Programs

1% Sales Tax will add cash to your coffers, but may also inhibit local commerce.

1% Income Tax is a source of city revenues, but may discourage residential growth, and even cause some tax-haters to move away.

Legalized Gambling can provide extra money that can be put to good use, but brings with it an increase in crime.

Parking Fines are a small, steady source of the green, but tend to hinder commercial growth a little.


Safety & Health Programs

A Volunteer Fire Department can be an economical way to fight fires in small communities, but can't replace the professionals in a big city or during a forest fire.

A Public Smoking Ban can increase the overall health level in your city and eventually increase the average life expectancy, but will cost a small fee to administer.

Free Clinics increase the overall health level in the city, but free clinics aren't free--at least not to you.

Junior Sports increases the overall health level of the youth of your city.


Education Programs

A Pro-Reading Campaign will increase the overall education level in your city, preparing it for an influx of new, high-tech industries.

An Anti-Drug Campaign can help reduce crime.

Providing CPR Training as a service to your Sims increases the overall level of health in your city.

Neighborhood Watch helps reduce crime in residential areas, but at a price.


Promotional Programs

Tourism Advertising may or may not pay off in bringing visitors with their loose dollars to your fair city. If you do advertise for tourists, make sure you have the right attractions, like marinas, stadiums, parks, zoos, rivers, etc.

Business Advertising can bring new industry into town, but make sure you can support the businesses with ample water, power, transportation, and enough residential and commercial space to hold the influx of new citizens. And low taxes won't hurt, either.

City Beautification is good publicity with neighboring cities, and increases residential desirability and land value.

An Annual Carnival can increase tourist trade and local commerce, and show your Sims a darn good time. The size, cost and benefit of the carnival varies with your city size.


Other Programs

Energy Conservation established an educational drive to conserve electricity by, among other things, adding insulation to homes and water heaters. This program takes a few years to ramp up to full effect, but will eventually allow your power plants to power up to 15% more buildings.

Declaring your city a Nuclear Free Zone costs nothing, but can make some of your citizens feel safer, and may even attract new citizens to your fair town. It's a small plus for residential desirability and a small minus for industry. A Nuclear Free Zone will not stop the military from building missile silos or basing nuclear weapons near your city if you give them permission to build a base.

Homeless Shelters are expensive, but decrease the number of homeless people and increase the number of residents, increasing the labor pool for commerce and industry and marginally increasing land value.

Pollution Controls slightly lower the amount of industrial pollution in your city, but also makes the city slightly less desirable to industry.


Estimated Annual Cost

This section of the ordinance window summarizes the cost or income from each category, and gives both year-to-date and full-year estimated totals.


Population Window

The Population window displays graphs of statistics about your city's population. It can be opened by selecting Population from the Windows menu. It can also be opened with the Population button on the City toolbar.

The Population window can be moved around the screen by clicking and dragging the Title bar. It can be closed by double-clicking the upper-left corner. The three buttons on the bottom of the window let you choose between three different population-related graphic displays:

Population shows the age distribution of your population, and gives the percentage of the population that is your potential work force.

Health shows the Life Expectancy (LE) of your population, by age, and summarizes the LE of your work force.

Education shows the average education level of your citizens at various ages, expressed in their Education Quotient (EQ). A high EQ attracts high-tech industry to your city. EQ is affected by the presence of schools, colleges, libraries and museums.


Industries Window

The Industries window displays graphs of statistics about your city's industry. It can be opened by selecting Industry from the Windows menu. It can also be opened with the Industry button on the City toolbar.

The Industries window can be moved around the screen by clicking and dragging the Title bar. It can be closed by double-clicking the upper-left corner. The three buttons on the bottom of the window let you choose between three different industry-related graphic displays:

Ratios shows the distribution of various different types of industries in your city.

Tax Rates shows the rate at which various industries are taxed. This is the property tax for industry as set in the Budget window. You can change the rate for individual industries by dragging the blue bar to the right (increase tax) or left (decrease tax). You may want to lower taxes on an industry to encourage its growth within your city. You may want to increase taxes to discourage an industry, or to fine it for causing excess pollution.

Demand shows a graph of which industries' products are in demand nationally.


Graphs Window

The Graphs window displays statistical graphs about many elements of your city. It can be opened by selecting Graphs from the Windows menu. It can also be opened- with the Graphs button on the City toolbar.

The Graphs window can be moved around the screen by clicking and dragging the Title bar. It can be closed by double-clicking the upper-left corner. The many buttons on the bottom of the window let you toggle on and off various graphic displays. Click on the 1 year, 10 year or 100 year button to set the time scale for the graphs.

Each graph:

•	Is shown in a different color

•	Has a "marker" letter or symbol at its right end to help you identify it

•	Is followed by a number that gives its current value

City Size, marked with an "S," is the total city population.

Residents, marked with a "R," shows the population that isn't part of the job market, including children, elderly and spouses not employed outside of the home.

Commerce, marked with a  "C," shows the number of people employed in commercial jobs.

Industry, marked with an "I," shows the number of people employed in industrial jobs.

Traffic, marked with a "T," shows the average density of your road network, including buses but not trains or subways. For this graph, traffic is considered road congestion, not the total amount of travel.

Pollution, marked with a "P," shows the growth or decline in the general level of pollution in the city.

Value, marked with a "V," shows the fluctuations of the average land value in the city by graphing the median home price.

Crime, marked with an "X," shows the changing crime rate in your city.

Power%, marked with a "p," shows the remaining capacity of your power plant(s). When you get to 0 you'll start to have brownouts.

Water%, marked with a "w," shows the remaining capacity of your water system. When you get to 0 you'll need more wells and pumps.

Health, marked with an "h," shows the growth or decline of the overall health level of the citizens of your city.

Education, marked with an "e," shows the ever-changing average level of education that the citizens of your city have reached.

Unemployment (Unemp.), marked with a "u," shows the changing number of people that are out of work in your city.

Gross National Product (GNP), marked with a "g," shows the total value of goods and services produced by the residents of SimNation. This affects the market for industrial goods produced in your city.

National Population (Nat'l Pop), marked with an "n," shows the changes in SimNation's total population.

Fed Rate, marked with "%," is the prime interest rate as set by SimNation's Federal Reserve Board.


Neighbors Window

The Neighbors window displays your city's population along with the population of its neighboring cities and the total population of SimNation. Use this window to compare your city with the cities that you compete with for people and other resources, and to see just how big a part of the whole nation you are (or aren't).

The Neighbors window can be opened by selecting Neighbors from the Windows menu. It can also be opened with the Neighbors button on the City toolbar.

You can move the window around on the screen by clicking and dragging the Title bar.


Power Plant Dialog Box

COAL POWER - coal plants generate large amounts of vile black smoke that will cover your buildings in soot.  Your citizens may start complaining when they have to repaint their buildings every two years.

HYDRO ELECTRIC - water generators are very clean and efficient, but require a large investment of capital.  They require only minimal maintenance.

OIL POWER - the use of oil power fluctuates with the cost of petroleum.  It is marginally cleaner than coal power.

GAS POWER - natural gas is much cleaner than coal, but very expensive.  Many cities save their gas plants for reserve power due to their cost.

NUCLEAR POWER - nuclear power is clean, efficient and relatively cheap.  Unfortunately, there is always the risk of a deadly meltdown.

WIND POWER - very clean and relatively reliable, wind power is less cost-effective than solar power.

SOLAR POWER - solar power is clean and cheap but unreliable.  Cloudy seasons will leave your citizens shivering without light.

MICROWAVE RECEIVER DISH - launch a satellite to collect solar power, then beam it down to Earth.  Microwave power is very efficient, clean and reliable.  Unfortunately, the effects of a mis-targeted beam are as yet unknown.

FUSION POWER - Fusion energy is clean, reliable, efficient, and expensive.  Accidents may destroy the plant but will not spread radioactive havoc.


Arcology Dialog Box

The Plymouth Arco is "Solid as a Rock", or so claims Plymouth Arcologies, Inc.  It is known that they have stood through several earthquakes, notably in the NeoRepublic of Mexico and the Taiwan CoProsperity Region.  Plymouth Arcologies are designed primarily to support heavy industries, as witness Greenland Motors, maker of the Narwhal 3000.  This might not be such a good choice if you are overly concerned about pollution.

Plymouth Arcos cost $100,000 and can attract up to 55,000 residents.

The Forest Arcology is named for its attractive forest setting on the top level.  Throughout the structure, citizens utilize recycling, operate ecologically sound industries, and maintain a rich verbal heritage that replaces television and radio.  Unfortunately, the youth of Forest Arcos are bored silly and roam out into your city where they stare mindlessly at soap operas and sports programs displayed in the electronics department at local malls.

Building a Forest Arcology costs $120,000 and can attract up to 30,000 residents.

'Darco' is slang for "De-Urbanized Arcological Construct".  Originally designed by the twisted genius of Dante McCallavre, the artist/architect proclaimed it a reactionary response to the rigid, archetypal Arcologies of his day.  No one really knows what this means, and many engineers are frankly baffled at how the thing stays standing.  Inside, the ill-lit corridors twist into odd, meandering corkscrews that mysteriously turn back on themselves.  There are rumors that a strange sub-species of man inhabits the air ducts.

Darcos cost $150,000 and can attract up to 45,000 brave souls.

'Launch' Arcologies were nicknamed for their resemblance to modern orbital launchers.  The resemblance is not entirely coincidental, as sophisticated methods of biological support were necessary to oxygenate and feed the thousands of inhabitants. While never tested, the manufacturers claim the occupants could stay self-contained for up to two decades.  The sides of the Arcology are equipped with vernier jets to stabilize the structure during storms and earthquakes.  A small nuclear facility independently powers the building; spare energy is stored by electrolyzing water into two tanks for oxygen and hydrogen.

The 'Launch Arco' is the largest, costing $200,000 and holding 65,000 inhabitants.  Build enough of these and you may discover the final secret of SimEarth¨.


File Menu

This menu has the commands for file management, starting new games and scenarios and quitting SimCity 2000.

Related Topics:

Load City

New City

Edit New Map

Load Scenario

Save City

Save City As...

Exit


Load City

Opens a file-loading dialog box allowing you to load in and play a previously-saved SimCity 2000 city. This command can also be used to import a city from SimCity or SimCity Classic.


New City

First asks if you want to save your existing city, then generates a new, empty terrain, prompts you for the city's name and game level, then begins the game.


Edit New Map

First asks you if you want to save your existing city, then generates a new, empty terrain and provides you with the tools to customize and/or regenerate the terrain to your heart's content--without being charged. Once you start a game it will cost you to change the terrain.


Load Scenario

Opens a dialog box that allows you to view all the different scenarios, then select one.


Save City

Saves the current city to disk under the same name and in the same place as it was last saved. If it hasn't been saved before, the Save City As... dialog box will open, allowing you to name/rename the city and choose the destination disk and directory or folder.


Save City As...

Opens a dialog box that allows you to name/rename a city and choose the disk and directory or folder where you want to save it.


Exit

Rips SimCity from your computer's memory and makes it go away until you're ready to resume your mayoral responsibilities. It will first ask if you want to save your existing city.


Speed Menu

This menu has the commands for setting the simulation to different speeds, including pause. The currently set speed will be marked by a check mark. Actual speeds will vary, depending on your computer, its microprocessor and its clock speed.

Related Topics:

Pause

Turtle

Llama

Cheetah


Pause

Stops time in the simulation.


Turtle

Sets the simulation to run slower than molasses on a cold day.


Llama

Sets the simulation to run at a medium speed.


Cheetah

Sets the simulation to run as fast as your computer will go.


Options Menu

This menu controls a number of simulation and sound options so you can tailor the game to your style of play. Options that are active have a check mark next to them.

Related Topics:

Auto-Budget

Auto-Goto

Sound Effects

Music


Auto-Budget

When selected, Auto-Budget stops the Budget window from opening at the end of each year, and automatically repeats the previous budget.


Auto-Goto

When active, Auto-Goto automatically centers the City window over an important occurrence, such as a disaster. When inactive, you will still receive messages to notify of important goings on in your city.


Sound Effects

Toggles sound effects on and off. The audio quality of the sound effects will vary greatly depending on the sound capabilities of your computer.


Music

Toggles the musical soundtrack on and off. The audio quality of the music will vary greatly depending on the sound capabilities of your computer.


Disasters Menu

This menu lets you activate various disasters, or disable them entirely. For more information on disasters, see Dealing with Disasters in the Strategies section below.

Related Topics:

Fire

Flood

Air Crash

Tornado

Earthquake

Monster

Hurricane

Rioters

No Disasters


Fire

Causes a fire to break out somewhere within the city limits.


Flood

Causes a wave of raised water to come in off the coast or down a river, washing away anything that isn't tied down.


Air Crash

Causes an airplane to crash somewhere within the city limits.


Tornado

Sets a tornado loose to wreak havoc across the city limits.


Earthquake

Sets the earth to quakin' and the ground to shakin'.


Monster

Releases the terror of the year 2000.


Hurricane

Whips up a monstrous tropical storm..


Rioters

Sets some angry Sims loose in the city.


No Disasters

Prevents disasters from occurring. No Disasters will not prevent the "official" scenario disasters, or stop disasters already in progress.

Note: All power plants have a 50 year lifespan, and then they blow up. They don't cause fires or spread radiation--they just stop working and collapse. Watch your newspapers for warnings that power plants are getting old. If you have No Disasters active, when power plants reach the end of their lives, they are automatically rebuilt and you are automatically charged. If you don't have enough cash in your city funds to pay for the power plant replacement, it goes boom.


Windows Menu

This menu lets you access the various windows in SimCity 2000.

Related Topics:

Map

Budget

Ordinances

Population

Industry

Graphs

Neighbors


Map

Opens the Map window for various displays of your entire city.


Budget

Opens the Budget window for fiddling with your city's finances.


Ordinances

Opens the Ordinance window for setting and inspecting various city bonds, bills and ordinances.


Population

Opens the Population window to see a demographic breakdown of the Sims in your city.


Industry

Opens the Industry window to see the different types of industries currently operating in your city, and to set individual tax rates for different industries.


Graphs

Opens the Graphs window to see graphical displays of city data and statistics over time.


Neighbors

Opens the Neighbors window to see how you compare with your surrounding neighbor cities.


Newspaper Menu

This menu lets you set your newspaper delivery rate and read various local papers. Even with both delivery options below turned off, newspapers announcing disasters will be delivered.

Related Topics:

Subscription

Extra!!!

The Newspapers


Subscription

When active, a newspaper will be delivered (popped up on the screen) twice a year.


Extra!!!

When active, only newspapers that report important occurrences--inventions and major steps in city--growth will be delivered.


The Newspapers

Opens and/or activates the various local newspapers. There will be from none (at the start of a city) to six (in a very large city) different local newspapers. The newspaper that is marked with a circle to left of its name is the paper that will be delivered. Opening a newspaper manually changes it to the one that will be delivered.


Help Menu

This menu lets you access the Windows help system.

Related Topics:

Contents

Search for Help On...

Using Help

About SimCity 2000...


Contents

Opens the Windows help system to the Contents page.


Search for Help On...

Opens a dialog box that lets you choose a help topic and search for help on it.


Using Help

Opens a help file that explains how to use the Windows Help system.


About SimCity 2000...

Brings up exciting and thrilling information about the game and its makers.


Game Play Hints and Tips

Here are a number of SimCity 2000 hints and tips divided into different subject categories for your hint-hunting convenience. They are presented in a question and answer format.

Related Topics:

Problem with the Tutorial

Power

Zones

Roads, Bridges and Transportation

Ports and Connections

Water System

General City-Building Strategies

Industry, EQ and Pollution

Arcologies

Microsimulation Limitations

Other Stuff


Problem with the Tutorial

Q: I'm running the tutorial, and I can't lay down the power plant.

A: You probably made your zones so big that you used up all your money. Try again with smaller zones.


Power

Q: Do undeveloped zones conduct power?

A: No. Only tiles that have immediate contact to power (either next to another building or next to a power line) are powered.

Q: What type of power plant should I use?

A: If you aren't concerned with initial cost, fusion plants are the most efficient, and don't pollute or cause disasters - like nuclear and microwave. If you are concerned about initial cost, then hydro is a good option. They don't pollute and don't need to be replaced every 50 years. Of course they don't produce a lot of power, so you need a lot of them.

Q: Why did my power plant blow up?

A: Power plants (with the exception of hydro and wind) have a 50 year life. After that, they blow up and need to be replaced. Watch the newspapers for warnings that your power plants are getting old.

Q: Why don't my power plants ever blow up?

A: If you have disasters off, your power plants are automatically replaced when they reach 50 years of age--if you have the money to replace them. Their replacement cost is deducted from your city treasury.


Zones

Q: Why should I use light zones over heavy zones?

A: Aesthetics and lifestyle. Not everyone wants to live or work in high rise apartment or office building. Light zones have a lower population, therefore less crime, therefore requires less police protection than heavy zones. If you need to zone an oddly shaped piece of land that wouldn't hold a 2X2 or 3X3 building, you might as well use light instead of heavy and save a little cash.

Q: Why should I use heavy zones over light zones?

A: Heavy zoning lets you build a larger population, and a larger population pays more taxes in a given space. Of course, your taxes will take a hit due to the lower property values.


Roads, Bridges and Transportation

Q: How do I get on ramps to work? I can't even place them.

A: The trick to placing onramps is to follow these steps:

1.	Lay down your stretch of highway.

2.	Run a road along and immediately adjacent to the highway.

3.	Select the Onramp tool and place the onramp at the end of the road. It will automatically hook to the highway.

Road adjacent to highway.	Onramp placed.

You can also place onramps between highways and roads that are perpendicular to the highway, and you can use onramps to connect roads to the ends of highways. The trick is to place the highway, then the road, then the onramp.

Q: What's the difference between causeways, raising bridges, and suspension bridges?

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.

Q: What's the difference between a highway bridge and a reinforced bridge?

A: Highway bridges don't allow ships to pass, but are cheaper.

Q: How do I place a reinforced bridge?

A: First, select the Highway tool.  Now, put your mouse cursor over the water where you'd like a reinforced bridge.  If your "hot spot" (the area where an object will be placed) is highlighted on the water (see illustration, below left), click and drag across the water.  You should now be offered a reinforced bridge (below, middle).  The illustration below right shows two reinforced bridges next to each other.


Ports and Connections

Q: What's all this stuff about connections?

A: No city is an island. Not even a SimIsland. For your city to grow and thrive, industry and commerce must be able to ship in raw materials and ship out finished goods. And that means your city need connections. There are four kinds of connections, roads, rails, airports and seaports. Road connections (roads off the edge of the city) and airports help your commercial zones grow. Rail connections (rails off the edge of the city) and seaports help your industry grow. The bigger the city, the more shipping capability you need, and that means more or larger seaports and airports, or more road and rail connections.

Q: I've zoned a port - why do they keep complaining?

A: They won't stop complaining until either a runway or pier has been built.

Q: Why won't my airport grow?

A: Airports won't grow if they're too small or don't have power. Make your airports at least 4 tiles by 6 tiles, and run plenty of power lines through them. Airports grow all at once, so the whole airport must be powered.

Q: Why do I have so many air crashes?

A: You probably have tall buildings in the flight path. It's best to put airports out of population centers, if possible on islands or plateaus.


Water System

Q: I got a million pumps. Why do I still  get water shortages?

A: There are a few things to consider here. Pumps must be powered to work. They must be hooked to the water grid by pipes. And they produce a lot more water when surrounded by water.

Q: How much water would a water pump pump if a water pump could pump water?

A: A water pump surrounded by dry land or next to salt water will service approximately 24 to 36 tiles, depending on the weather. The water that the pump pumps increases by enough for another 24 to 36 tiles for each tile of water (either fresh water or artificial water) that touches it. If a pump is totally surrounded by water--that's eight water tiles--it can pump up to eight times as much as a pump totally surrounded by land.

Q: I've built several pumps on the edge of my city, but all the water seems to be going to the center of the city. Are the pumps broken?

A: The simulation calculates the total available water, then distributes it from one place. As long as your pump is powered and hooked to the water grid, it is helping to quench the thirsty masses.

Q: Where is the best place to build pipes?

A: Sims automatically build pipes underneath buildings, so all you need to do, is build the pipes that connect them and the pumps. Placing them underneath roads is a very efficient way of connecting buildings to the grid.


General City-Building Strategies

How can I get my city to grow?

•	Lower taxes

•	Improve roads/transportation system

•	Improve water system

•	Intersperse zones

•	Improve land values

•	Build airports (Commercial)

•	Build seaports (Industrial)

•	Build road (Commercial) and rail (Industrial) 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)

How can I increase land value?

•	Build parks, trees, water

•	Build recreational zones

•	Build educational zones

•	Build police, fire, hospitals

•	Pass City Beautification ordinance

•	Pass Homeless Shelter ordinance

How can I lower pollution?

•	Lower traffic

•	Use solar, hydro, wind, microwave, fusion power

•	Use light industrial instead of heavy industrial

•	Build a water treatment plant

•	Move polluting buildings to edges of map

•	Increase tax rate on polluting industries

•	Pass Pollution Control ordinance

How do I lower traffic?

•	Build mass transit, especially busses

•	Intersperse different zones to keep commutes short

•	Pass Parking Fines ordinance

How do I lower crime?

•	Build police stations

•	Use more light zoning

•	Build a prison

•	Pass Anti-Drug Campaign ordinance

•	Pass Neighborhood Watch Campaign

How do I bring down unemployment?

•	Zone more industry and commercial zones

•	Remove Pollution Control ordinance, if in place

•	Lower industrial and commercial tax rates

How do I increase my city's education level (EQ)?

•	Build schools and colleges

•	Build Libraries and Museums

•	Pass Pro-Reading Campaign ordinance

•	Give tax breaks to high-EQ industries

How do I increase my city's health level?

•	Build hospitals

•	Pass Public Smoking Ban ordinance

•	Pass Free Clinic ordinance

•	Pass Junior Sports ordinance

•	Pass CPR Training ordinance


Industry, EQ and Pollution

Q: Which industries need the highest EQ?

A: Aerospace and electronics need a very high EQ. Petrochemicals and automotive need a fairly high EQ. Finance and media need a fair to middling EQ.

Q: Which industries pollute the most?

A: Steel/Mining, textiles, petrochemicals and automotive pollute the most, with food, electronics and tourism next in line


Arcologies

Q: The newspaper just reported that some other city built an arcology. Why can't I?

A: Once arcologies have been invented, you still must have a population of 120,000 before you can build one.

Q: How can I improve the conditions in my arcologies?

A: The same way you'd improve conditions anywhere else. Place parks nearby to increase property value, build a police station to control crime, add water and power.

Q: Do the Launch Arcos really take off?

A: You'll just have to find out for yourself.


Microsimulation Limitations

Q: Why do some of my Query boxes give more information than others? For instance, some police stations tell me how many arrests have been made, while others don't.

A: Many of the buildings, like power plants, fire and police stations, schools, libraries, etc. have their own microsimulation to calculate the local data. For memory and performance reasons, the number of microsimulations is limited to 150. If you build more than 150 buildings that use microsimulations, they will still perform their city-wide function (supply power, lower crime, raise education level, etc.), but they won't show the local data.


Other Stuff

Q: When the simulation is running, I hear crashes and sirens.

A: This could mean that your SimCity 2000 city has too much traffic and/or crime. On the other hand it could mean that the city you live in has too much traffic and/or crime. Crash sounds also indicate plane crashes.

Q: Is there a quick way to get rid of rubble?

A: You can either build power lines over rubble, or you can use the de-zone tool to get rid of the rubble (and the zoning).

Q: How do I log on to the Maxis BBS?

A: The phone number is (510) 254-3869. (8-N-1)

Q: What's that thing flying around my city? It's not a helicopter or an airplane.

A: That's Captain Hero arriving in the nick of time to fight disasters (sometimes, if you don't have an other disaster preparations).

Q: What's  that thing swimming around in my marina?

A: Nessie, of course. She appears when you build marinas and eats an occasional sailboat.

Q: How can I shoot down that annoying traffic helicopter?

A: Click on it with the centering tool. But it'll still come back.

Q: How does the weather affect the game?

A: Precipitation levels affects the output of water pumps. Clouds affect the output of solar power plants, wind affect the efficiency of wind power, and heat influences the likelihood of riots and fires.

Q: How do I get more scenarios?

A: I'm glad you asked that question!  SIM CITY 2000 SCENARIOS VOLUME 1: GREAT DISASTERS is available in better software stores everywhere.

Q: How many policemen or firefighters can I dispatch in an emergency?

A: You can dispatch one police icon for every police station you have and one firefighter icon for every fire station you have.

Q: How high should I set property taxes?

A: 7% is safe and steady. Lower it for quick growth, raise it temporarily now and then for a quick buck.

Q: I didn't enact any ordinances, so why were some of them passed?

A: In a city that's doing well, your City Council will take it upon themselves to enact an ordinance here or there, to justify their existence.


Technical Hints and Tips

Here are a few basic technical tips to help you get more out of SimCity 2000. More technical hints and troubleshooting tips can be found below under Related Topics. More tips may be found in the Readme file. The Readme file will be installed, with an icon into the same group as SimCity 2000. (It's in Write format.)

•	The lower the resolution, the faster the gameplay. That means if you have a fancy video card and can run Windows in high resolutions, like 1280 x 1024, if you lower your resolution to 800 x 600 or even 640 x 480 SimCity 2000 will run a lot faster.

•	SimCity 2000 uses a custom palette. If you bring other programs to the front, then the colors in SimCity 2000 will get weird. And vice versa. This is normalthere is nothing wrong with your computer, its just the different programs imposing their own color schemes on your screen as they take control of the computer. If the aesthetics of this bothers you, dont run SimCity 2000 while anything else is running.

•	Even with Window's memory management abilities, SimCity 2000 is a memory hog. You may need to free up memory by quitting other programs to get it to run properly. Check in the Program Manager (Help menu, About Program Manager...) for free memory. You'll need at least 7000 KB and 30% System Resources free.

•	You can avoid sound card conflicts if you don't run other programs that use sound at the same time as SimCity 2000.

•	For fastest play, we recommend running SmartDrive and keeping your hard drive defragged. (SmartDrive may not work if you have low memory.)

•	If you set up the MIDI Mapper for General MIDI, it'll make the tunes sound best. Consult the docs that came with your sound card for instructions.

•	You may want to disable screen savers while running SimCity 2000. They can cause memory problems and palette conflicts.

Related Topics:

System Resources and Memory Requirements

Video Drivers

Sound Concerns


System Resources and Memory Requirements

SimCity 2000 requires plenty of memory and System Resources to run. If you do not have enough free memory or available system resources, SimCity 2000 will display the appropriate error message and return you to the Program Manager.

To find out how much free memory and resources you have, bring up your Program Manager and select the About Program Manager menu option in the Help menu.

You need at least 7,000 KB free and 30% Free system resources to run SimCity 2000.

System Resources

The easiest way to free system resources is to quit other programs that you may have running. Screen savers are usually tremendous resource drains and hide our beautiful SimCity 2000 artwork, so you may want to disable and quit them before playing SimCity 2000.

Memory

SimCity 2000 is a fairly large program and requires a lot of memory. It needs both high and low memory.

High memory is (usually) easy to make available, since Windows supports something called Virtual Memory that pretends that some space on your hard disk is actually RAM. You can increase the amount of this "faked RAM" in the Windows Control Panels.

Low memory is harder to free up, since that relies largely on how your AUTOEXEC.BAT and CONFIG.SYS are set up. Freeing up low memory is a bit more complicated and should be fully explained in your DOS manual.

Virtual Memory

One way to increase the high memory available in Windows is to create or enlarge the Windows swap file. This swap file resides on your hard disk is treated as normal program memory by Windows. Unfortunately, accessing the memory in this swap file takes much longer than accessing the physical memory in your computer, so operations under Windows that access information in the swap file run slower.

Windows will attempt to create a Swap File when you install it, but the size of that swap file is dependent on the amount of free hard-disk space you have available at the time of the install, and may not be large enough for SimCity 2000.

To increase or change the size of your Windows swap file, first make sure you have enough free hard disk space (we recommend having at least 20 megabytes of free space before doing this). double-click on the Windows "Control Panels" icon.

Then select the "386 Enhanced" icon.

If there is no "386 Enhanced" icon, you may not be running Windows in Enhanced mode or may not have a '386 or above CPU, in which case you will not be able to run SimCity 2000 at all. See your Windows manual for more information about running in Enhanced Mode.

Warning for STACKER owners: the disk drive letter swapping Stacker performs adds a new wrinkle to dealing with swapfiles. Contact Stac Electronics at (619) 431-6712 for details on placing the swapfile on the unStacked partition.

In the Enhanced window, click the Virtual Memory button.

This will open the Virtual Memory window. Click on the Change button to expand it to it's full size (as depicted below).

(Note that many of the values in this window will be different on your machine)

For running SimCity 2000, we recommend a swap file setting of at least 10,000KB. You may want to make the swap file larger if you plan on running other large applications and SimCity 2000 at the same time. Enter the new swap file size in the New Size area (the one with the blue highlight above), then click on the OK button.


Video Drivers

For SimCity 2000 to run properly, your machine must have a 256 color video driver installed. Windows versions previous to Workgroups 3.11 do not come with this video driver, so it must either be installed manually by you or installed by the manufacturer that assembled your system.

To find out the type of video driver you have, launch the Windows Setup icon.

You should see a window similar to the following:

From the Options menu, select Change System settings, and you should see something like this:

For SimCity 2000 to work properly, you should have an entry in the Display line that indicates a 256 color driver, such as SVGA (800 x 600 256 color) Driver. The important part of the line is the 256 color part. If there is no reference to 256 colors, you probably need to install a new video driver. Your video card should have come with a disk containing custom video drivers that enable video modes other than the typical VGA mode. Each video card manufacturer has their own procedure for installing these custom drivers, so you will need to consult the manual that came with your video card, or the dealer that sold you your machine for details on how to install or change the drivers.


Sound Concerns

MIDI Setup

If you get error messages about the sound or don't hear the music, your sound card may not be set up for MIDI music. Contact your dealer or sound card manufacturer for information on how to set the card up for MIDI, but for now, here's how to get SimCity running by disabling the music:

Run NOTEPAD or your favorite text editor, and open the file SC2K4WIN.INI (it'll be in the Windows directory). Don't convert it to any other format.

Find the line:

Music=On

and change it to

Music=Off

That should get you going.

.WAV Setup

You may have problems with sound effects as well if Windows doesn't play the little "Tada" fanfare when you start or if it plays it incorrectly. This means your sound card may not be set up for .WAV files. Again, check with your dealer or the manufacturer of your sound card, but as a temporary fix:

Run NOTEPAD and open the file SC2K4WIN.INI (it'll be in the Windows directory).

Find the line:

Sound=On

and change it to

Sound=Off


Glossary of Terms

Sims

megalopolises


Sims

Those lovable electronic lifeforms that live in SimCities.


megalopolises

Or is that "megalopoli?"