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Presents....
SimCity 2000 From Maxis
Complete Docs
Part Two
Page 61 SimCity 2000 - Reference I
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 I your city, you may only
have access to pumps and water towers. As time passes and inventions
are invented, the other options become availible. 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. You're 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 pipes 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. 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.
Page 62 SimCity 2000 - Reference
Treatment plants clean and recycle your city's water, lessening
seaonal 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 as a water pump 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 monuts 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 a 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.
Page 63 SimCity 2000 - Reference
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
cloverleafs. 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 make pathways for roads 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.
Page 64 SimCity 2000 - Reference
Onramps allow cars and buses to travel back and forth between roads
and highways. Place them as junctions between roads and highways.
For best results, put onramps on both sides of a highway
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 a 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.
Page 65 SimCity 2000 - Reference
Subways are an underground rail system. They are places in the
same way are 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 access subway trains. Subway
trains only stop at stations. They must lie 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 Junctions allow 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.
Page 66 SimCity 2000 - Reference
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
choose the type of port you want to place. When this tool is
active, the cursor will appear as an anchor and radar dish.
Ports are placed by clicking and dragging to form a square or rectangle,
then releasing 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 be 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, 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 chaged for zoning those tiles. If you zone over an undeveloped area
that is already commercial industrial or a different density residential,
it will be rezoned and you will e charged. You cannot rezone an area that
is already developed.
Cost: Light Residential $5 per tile, Dense Residential $10 per tile.
Page 67 SimCity 2000 - Reference
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 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
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
Page 68 SimCitv 2000 - Reference
industrial, it will be rezoned and you will be charged. You cannot rezone
an area that is already developed.
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, $1,000 per
museum.
CITY SERVICES
City Services is a multi-function tool that lets you provide your city
with those nesessities 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.
$500 per police station, $500 per fire station, $500 per hospital,
$3,000 per prison.
Page 69 SimCitv 2000 - Reference
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: Small Park, Big Park, Zoo,
Stadium, Marina. When this tool is active, the cursor will appear
as a bunch of balloons!
Cost: $20 per small park, $150 per big park, $3,000 per zoo, $5,000
per stadium, $1,000 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.
Page 70 SimCity 2000 - Reference
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 anywhere. 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 OUT
Click here to zoom out for a smaller, fartherout 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. There is no cost for zooming.
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. There Is no cost for zooming.
Page 71 SimCity 2000 - Reference
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
The Map Window button can open the Map window in two modes: momentary
and stationary. Click and hold the button to momentarily pop pop up a
small map of the entire city limits. A rectangle somewhere in the map
will outline the area of the city that is visible in the City window.
The map will disappear when you release the button.
If you click the button and drag it away from the toolbar, the Map window
will open (and stay there), complete with its own toolbar for different
map displays. Complete information on the Map window can be found later
in this section of the manual.
GRAPHS WINDOW BUTTON
The Graphs Window button can open the Graphs window in two modes:
momentary and stationary. Click and hold the button to momentarily pop
up a graph of city data. The graph will dissappear when you release the
button.
If you click the button and drag it away from the toolbar, the
Graphs window will open (and stay there), complete with it's own
toolbar for different graph displays. Complete information on the
Graphs window can be found later in this section of the manual.
POPULATION WINDOW BUTTON
The Population Window button can open the Population window in two modes:
momentary and stationary. Click and hold the button to momentarily pop
up a population graph. The graph will disappear when you release the
button.
Page 72 SimCity 2000 - Reference
If you click the button and drag it away from the toolbar, the population
window will open (and stay there), complete with three buttons for
different population displays. Complete information the Population window
can be found later in this section of the manual.
CITY INDUSTRY WINDOW BUTTON
The City Industry Window button can open the City Industry window in two
modes: momentary and stationary. Click and hold the button to momentarily
pop up an industry graph. The graph will disappear when you release the
button.
If you click the button and drag it away from the toolbar, the City
Industry window will open (and stay there), complete with three buttons
for different industrial displays. Complete information on the City
Industry window can be found later in this section of the manual.
NEIGHBORS WINDOW BUTTON
The neighbors window button can open the Neighbors window in two modes:
momentary and stationary. Click and hold the button to momentarily pop up
a display of your city and its neighboring cities, with their individual
and collective populations. The display will disappear when you release
the button.
If you click the button and drag it away from the toolbar, the Neighbors
window will open (and stay there). Complete information on the Neighbors
window can be found later in this section of the manual.
BUDGET WINDOW BUTTON
Click here to open the Budget window. (There is no momentary view.)
Complete information on the Budget window can be found later in this
section of the manual.
Page 73 SimCity 2000 - Reference
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 a friendly reminder that you can get help on each of
these buttons by holding down the Shift key and clicking on the button
in question.
DEMAND INDICATOR
The Demand Indicator gives you a constant readout of what 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.
Page 74 SimCity 2000 - Reference
THE TERRAIN TOOLBAR
When the City window is in terrainediting 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. All the tools in the Terrain toolbar are explained
below.
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 appears 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
Page 75 SimCity 2000 - Reference
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 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. Click repeatedly on a single tile to create dense
thickets, and click and drag across many tiles to create forest
Hold down the Shift key while using Place Tree to remove trees.
Page 76 SimCity 2000 - Reference
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. Hold down the Shift key while using Place Forest to
remove forests.
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 here to rotate the entire city limits 90 degrees counter-clockwise.
ROTATE CLOCKWISE
Click here 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 appears as a target sight.
HELP
Click here for a friendly reminder that you can get help on each of these
buttons by holding down the Shift key and clicking on the button in
question.
DONE
Click here when you are done editing the terrain and are ready to
switch over to city-building mode.
Page 77 SimCity 2000 - Reference
MAP WINDOW
IN GENERAL
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-in two ways-with the Map button on the City toolbar.
If you click and hold on the Map button, the map (just the map - no Title
bar or frame) will pop up, and then go away when you release the button.
If you click and drag the button, the full Map window will appear.
The Map window can be moved around the screen by clicking and dragging
the Title bar. It can be closed by clicking the Close box.
The Map window has two sizes. Click the Zoom box to toggle between the
two sizes. This may vary on different computers; check your machine-
specific Addendum.
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
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. In maps that display information in shades of grey,
the darker the grey, the higher, heavier or denser the item being mapped.
Page 78 SimCity 2000 - Reference
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 grey.
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 water 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.
Page 79 SimCity 2000 - Reference
Population Density shows the relative number of Sims in each part of your
city in shades of grey. Rate of Growth shows Where in the city the
population is increasing in shades of blue, and where it is decreasing in
shades of red. The darker the blue 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 grey. Police Power shows the relative amount of police
coverage in different areas of the city, also in shades of grey. 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 grey.
LAND VALUE
The Land Value button activates a display of the relative property values
in the city, shown in shades of grey.
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 grey. Fire Departments, Schools and Colleges show the
locations of these buildings as white squares.
Page 80 SimCity 2000 - Reference
MAP MODE BUTFON
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.
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 for a friendly reminder that you can get help on
each area, item and button in this window by holding down the Shift key
and clicking.
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. Shift-click on the name to bring
up a helpful explanation of what it is and what it does.
Page 81 SimCity 2000 - Reference
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 costs
for the year that is just beginning.
Below is a detailed explanation of each budget item.
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
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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 will be described in detail below.
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.
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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 is 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
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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
There are no additional buttons or functions here, so just
click anywhere 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.
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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
There are no additional buttons or functions here, so just click anywhere
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
There are no additional buttons or functions here, so just click anywhere
to close the books.
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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.
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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 all 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
tiles; 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.
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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 community programs and city ordinances are
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 categories of programs and ordinances: finance, health and
safety, education, promotional and other. Click on the names of each
program or ordinance for an explanation of what they do as well as their
pros and cons.
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 close the Ordinance window.
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.
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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
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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 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 establishes 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.
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Pollution Controls slightly lower the amount of industrial pollution in
your city, but also make 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 - in two ways - with the Population button on
the City toolbar.
If you click and hold on the Population button, the population graph
(just the graph - no Title bar or frame) will pop up, and then go away
when you release the button. If you click and drag the button, the full
Population window will appear, complete with buttons for additional
displays.
The Population window can be moved around the screen by clicking and
dragging the Title bar. It can be closed by the Close box. 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.
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INDUSTRIES WINDOW
The Industries window displays graphs of statistics about your city's
industry. lt can be opened by selecting Industry from the Windows menu.
It can also be opened - in two ways - with the Industry button on the
City toolbar.
If you click and hold on the Industry button, the industry graph (just
the graph - no Title bar or frame) will pop up, and then go away when you
release the button. if you click and drag the button, the full Industries
window will appear, complete with buttons for additional displays.
The Industries window can be moved around the screen clicking and
dragging the Title bar. It can be closed by clicking the Close box. 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 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.
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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 - in two ways - with the Graphs button on the City toolbar.
If you click and hold on the Graphs button, the graph (just the graph -
no Title bar or frame) will pop up, and then go away when you release the
button. If you click and drag the button, the full Graphs window will
appear, complete with buttons for controlling the graphs displayed. The
Graphs window can be moved around the screen by clicking and dragging the
Title bar. It can be closed by clicking the Close box. 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 an "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.
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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.
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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 - in two ways - with the Neighbors button on
the City toolbar.
If you click and hold on the Neighbors button, the window, with no Title
bar or frame, will pop up, and then go away when you release the button.
If you click and drag the button, the full Neighbors window will appear,
and stay until you make it go away by clicking in the Close box.
You can move the window around on the screen by clicking and dragging the
Title bar.
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INSIDE THE SIMULATION
EASY MEDIUM AND HARD GAMES
Whenever you start a new city, you have the choice of three difficulty
levels, easy, medium and hard. The differences between the levels are:
The amount of money you start with. In an easy game, you start with
$20,000. A medium game gives you $10,000. In a hard game, you start
$10,000 in debt, with a bond issue to pay back when you can and interest
to pay every year.
The national financial model. Your city is located somewhere in SimNation.
The growth of your city depends on its surroundings - rich, financially
healthy neighbors are good customers for your industrial products and,
bring their money with them when they visit your tourist attractions. In
easy games, SimNation is in a boom cycle. In medium games, the national
economy is stable. For hard games, SimNation is in a recession.
The external industrial product demand. The easier the game, the more
demand for the products that your city's industries can produce.
The propensity for disaster. The harder the game, the more likely is it
that your city will be host to a disaster. Choosing No Disasters in the
Disasters menu prevents disasters at all difficulty levels.
THE EFFECT OF TIME
When you start a new city, you can choose between 1900, 1950,
2000 and 2050 for its founding year. And as time goes by, things
change, including:
The avallable technology. The technology levels in SimCity 2000
roughly follow reality, give or take a few years. (Except for the
future stuff, which is just guessing, so don't come to us in 2050 and
complain that we don't have fusion power yet.) Inventions that
give you access to new technology are announced in newspaper
headlines.
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The national financial model. Since the national and world population is
larger now than it was in 1900, there are more potential citizens and
more potential customers. External demand increases with time. It is
easier to build a bigger city in 2000 than it is in 1900.
The per capita (per zone) power consumption. In 1900 there aren't many
ways for the average citizen to squander energy. Then, starting around
1930, with the advent of muscle cars and electric-powered everything and
lots of electronic toys, power consumption zooms, peaking around 1970.
From 1970 to 2000, because of both conservation practices and more
efficient gadgetry, per capita power use sinks and levels off. This
energy effect in SimCity 2000 is subtle, but can be affected by passing
the energy conservation ordinance in the Ordinance window.
SCENARIOS
SimCity 2000 scenarios are special cities with problems, included both to
provide a number of gaming challenges and to help you better design your
own cities by seeing the mistakes and problems other cities have faced.
Scenario cities are all in separate files, and are read into the game
when you load them. Additional scenarios can be added later.
Each Scenario includes:
A pre-built city
A problem to solve or disaster to face
A goal to reach
A time limit to reach the goal
If you reach the goal within the time limit, you win the scenario, you're
given the key to the city, and you can continue to rule the city. If you
don't reach the goal within the time limit, you're kicked out of town.
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Typical goals include:
Reaching a population level
Reaching a financial goal
Rebuilding your industry
Reducing crime, pollution or traffic
ZONES
One of your primary functions as city planner is zoning-deciding what
types of buildings go where. Good zoning allows all city functions to be
accessed by all citizens, and sets the feel and flow of life in the city.
All zones in SimCity 2000 can be decreed to be either light-density (low
population) or dense (high population).
As you zone areas, the empty zones are shown in colors so you can easily
keep track of them. You can turn on and off the display of empty zones in
the underground view with the Show Zones button in the City toolbar.
There are three basic zones in SimCity 2000: residential, commercial and
industrial.
Residential zones, shown in green, are places where Sims live.
They include everything from luxury homes to slums.
Commercial zones, shown in blue, are the shops, stores and offices
of the city.
Industrial zones, shown in yellow, are the factories and
manufacturing centers of the city.
Zones can be almost any shape or size that can be made out of squares or
rectangles. If you zone over an area that is already zoned, you will be
charged for rezoning only if you change the type of zone or the density.
You won't be charged for zoning light residential over an existing light
residential area, but you will be charged if you zone dense residential
(or light or dense industrial or commercial) over light residential.
To remove zoning from an area without rezoning, use the D&zone
function of the Bulldozer tool in the City toolbar.
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Sims only build in zoned areas. You, as mayor, can build elements of the
city infrastructure (roads, rails, power lines, power plants, etc.), city
services (police and fire stations, etc.) and other public places (parks,
zoos, museums, libraries, schools, etc.) either in zoned or unzoned areas.
Zones grow and decay as Sims move in and out of individual buildings,
zones or the city. Depending on the times, the economy and your design
skills, booming, bustling zones may be abandoned, or empty zones may
suddenly become prime real estate and suddenly grow into a city center.
SPECIALIZED ZONES
Seaports and airports are actually special-purpose zones. They are placed
and sized like the basic (residential, commercial and industrial) zones
and they needn't be placed in existing zones. Military bases are also
specialized zones, but they are automatically placed by the simulation.
NON-ZONES
Roads, rails, stations, depots, and cityowned buildings like power plants
and police stations don't need to be placed in zones. In fact, when you
place them in a zone, they de-zone that land. For example, if you place a
road across a zone, then remove it with a bulldozer, the newly exposed
land will be unzoned. You can save a lot of zoning money by leaving spaces
between them for roads and rails and keeping your power plants, stations,
depots and departments out of zoned areas.
COMMERCE
Commerce is primarily trade within your city. It is slow in a small city,
since your internal market is small. Commerce remains a much less
important aspect of a city until it reaches a population of about 100,000,
where income from commerce catches up with industry. As your population
grows beyond that, your city may become primarily a commercial center. It
will become more and more independent, relying less and less on the
external market, but you'll always need at least some industry for a
well-balanced city.
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Commercial zones develop better and faster near the city center. Airports
provide a big boost to your city's commerce once your city reaches a
population of at least 20,000.
INDUSTRY
Industry is the manufacture of goods and services to sell. You can sell
both to the internal market (within your city) and the external market
(outside your city).
Industry is the lifeblood of a small city, and is much more important
than commerce while your population is small. When a city is small, there
aren't enough customers in it to support itself. You have to manufacture
things to sell to the external market and bring in more cash and people.
In fact, industry can be thought of as the reason to start a new city.
Industry is a primary source of employment in your city. It is also the
primary source of pollution. Industrial areas tend towards low land value
and high crime.
The Industry window is an important tool if you want to control the
direction of industry in your city. It gives you a readout of the current
distribution of industries in your city, as well as the external demand
for the products of the various industries. It also lets you set different
tax levels for different industries to encourage the ones you want and
discourage those you don't. You may want to discourage an industry that
causes a lot of pollution. You may want to encourage a small industry
that you think may be about to boom.
When you create an industrial zone, the Sims tend to build the industries
that are in highest demand. The demand for different industries is related
to the era. For example, in 1960, the electronics industry isn't nearly as
important, or in as much demand as in 1990.
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A forward-thinking mayor in 1930 just may believe that there is a big
future in that upstart, tiny electronics industry. Since it is in low
demand, the Sims won't invest in it - unless their mayor gives them a tax
incentive. So the mayor lowers the tax on the electronics industry and it
begins to grow. Thirty years later it begins to bloom, then boom. That's
when the mayor raises the taxes and makes a fortune for the city - while
securing lots of jobs in a high-tech, still-growing industry.
Another forward-thinking mayor whose city is almost entirely supported by
one industry, say automotive, may want to diversify before the market
crashes and the city becomes a ghost town.
And yet another forward-thinking mayor may realize that the new high-tech
industries won't thrive without an educated population, and will make sure
to provide schools, colleges and other educational institutions.
Many aspects of city design affect industry. The presence of hospitals can
give a boost to the petrochemical industry (pharmaceuticals). The presence
or lack of seaports can help or hinder heavy manufacturing like steel,
mining, and automotive. The presence or lack of a good highway and/or rail
system can also affect heavy industry's development. City ordinances can
also hinder or help various industries.
POWER
Yes, cities existed before electricity, but not in SimCity 2000. Sims are
electronic life-forms and can't exist without it.
All zones need power to develop - except for military bases. Power lines
transfer power between power plants and zones and between non-adjacent
zones. Power isn't transferred through adjacent zones or through roads or
rails that divide zones without power lines.
Tiles with power lines consume power. If you place too many power lines
you waste a lot of power.
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The types of power sources available are timedependent. You can't build a
nuclear power plant in 1900. As new technology becomes available, it will
be announced in the newspapers. All power plants are introduced when they
become coefficient - no early, flaky experimental models in this game.
Some of SimCity 2000's power sources do not yet exist in the real world.
We've made some rough predictions as to when they'll be available and put
them into the game. If our predictions are off, sorry - we specialize in
simulation, not real stuff. You can mix and match the types of power
plants in a single city.
All power plants have a 50-year life span, after which they collapse. When
they collapse, they don't cause fires or leak radiation, they just stop
working, and you have to rebuild them (and pay for them all over again).
You'll receive warnings about aging power plants in the newspapers, and
the Query tool will give your plants' exact ages.
If you have the No Disasters setting activated (in the Disasters menu),
then plants won't collapse. They'll be automatically rebuilt and you'll
be charged. If you don't have the cash to rebuild them, then they'll
collapse and you'll be out of power and out of luck. So save up cash for
power plant replacement or be ready to issue a bond.
Power is measured in megawatts (Mw). Developed areas require on the
average one Mw for three occupied tiles. The exact power consumption
varies with time, population density and an occasional city ordinance.
Connecting too many buildings to a power source results in brownouts.
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Here is a table comparing the different power plants. The years are +/-
10 years.
Type Year Mw Cost Cost
Avail per Mw
Coal 1900 200 $4,000 $20
Hydroelectric 1900 20 $400 $20
Oil 1900 220 $6,600 $30
Gas 1950 50 $2,000 $40
Nuclear 1955 500 $15,000 $30
Wind 1980 4 $100 $25
Solar 1990 50 $1,300 $26
Microwave 2020 1600 $28,000 $17.5
Fusion 2050 2500 $40,000 $16
Coal power is always available, even in 1900, and is fairly efficient,
but is the worst polluter.
Hydroelectric power is always available, even in 1900, is fairly
efficient, and doesn't pollute. Hydroelectric dams can only be placed on
falling water.
Oil power is always available, even in 1900, and pollutes about half as
much as coal.
Gas power pollutes even less than oil, but is very inefficient.
Nuclear power is expensive to build and not too efficient, but it puts
out a lot of power. There is also the risk of a meltdown disaster.
Nuclear power plants are unavailable if you declare your city a nuclear-
free zone.
Wind power is fairly efficient and very clean, but puts out very little
power, so you'll need a lot of wind generators to produce serious wattage.
Wind power is also subject to the whims of the weather. There is more
wind at higher altitudes.
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Solar power is non-polluting and fairly efficient, but has a low output
and is unreliable - very little power is produced when it's cloudy or
foggy. A combination of solar and wind power plants can produce a stable
energy flow since one generally thrives while the other snoozes.
Microwave power is actually solar power collected by an orbiting satellite
and beamed down to a microwave collector disk. It is very efficient and
produces a massive amount of power, but is very expensive to "get off the
ground," and once in a while the energy beam from the satellite misses the
dish. Oops.
Fusion power is very clean and reliable. It is the most efficient power
source and produces enough power to run a city half the size of your
entire city limits. It is very safe, with no radiation leakage or
meltdowns. But it costs a whole heck of a lot of money.
TRANSPORTATION
People gotta move. Sims gotta move. Products, delivery trucks,
construction materials and all kinds of things need to be moved around
the city. Transportation is the city's circulation system. Sims won't
start developing a zone or building any buildings until there is access
to some sort of transportation system.
It not only costs money to build your transportation system, but there is
a yearly maintenance fee, found in the Budget window. By examining the
Transit Authority books, you can set separate funding levels for roads,
highways, rails, subways, bridges and tunnels.
The most basic transpoftation system consists of roads. Sims won't build
buildings that are more than three tiles from a road (or other
transportation system), so if you're after density, the largest area that
will fully develop is a 6 x 6 square surrounded by road. If you're more
interested in aesthetics, then you can make larger squares or rectangles
and put parks or forests in the undeveloped center.
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Tunnels allow roads to run through mountains instead of going around them.
They can be a real convenience, but they can also be expensive. They cost
more to build than roads, and their yearly maintenance is higher. Tunnels
can't cross each other, even at different altitudes.
When roads carry up to 44 cars per minute, it is considered to be
"no traffic." From 44 to 88 cars per minute is light traffic, and above
that is heavy traffic. Watch the newspapers for traffic-related
stories and check the traffic map in the Map window to find
trouble spots. In addition to causing traffic, roads or the cars on
them are a major source of pollution in your city.
Once your roads are overloaded, you have a number of options, depending
on the year in your city. In 1900 your only transportation options are
roads, tunnels, rails and rail depots. Other options become available as
new technologies develop. Watch the newspapers for inventions that give
you access to new forms of transportation.
These are the years, +/-1 0 years, when different forms of transportation
become available:
1910 Subways and subway stations
1920 Buses and bus depots
1930 Highways and onramps
Buses allow roads to carry more people than roads alone without generating
problem traffic. To start a bus line, you need at least one bus depot.
Buses leave the depot and let passengers on and off all along the way.
There are no animated buses, so the visible effect of a bus depot is a
lowering of traffic near the depot. Bus depots must be adjacent to roads.
If they are adjacent to onramps or highways but, not a road, they won't be
effective. Buses are a more efficient use of gasoline than cars, so they
produce much less pollution per passenger. Pollution levels are slightly
but noticeably lower around effective bus depots.
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Highways are basically two roads, one in each direction, so they are
capable of carrying twice as many cars as a road. In addition, because
they can travel at a higher speed on a highway, Sims will commute farther
on a highway than on a road-up to three times as far. You must provide
onramps everywhere you want to let Sims enter or exit the highway. Sims
can't travel back and forth between zones and onramps without roads. A
highway system is an extension of a road system, not a replacement.
Rails are the paths your trains follow. Sims can only get on or off
trains at rail depots. Depots must be adjacent to rails, and you need at
least two for a working rail line. Rails can carry many more commuters
than roads, plus they are a big boost to heavy industry, allowing
shipping of goods and raw materials around the city. Since trains go
faster than cars on city streets, Sims will commute farther by train than
by car. Compared with cars, trains produce almost no pollution.
Subways are underground rail systems, but are primarily for passengers,
and less for the shipping of goods and raw materials. They can be
connected directly to rail lines for a continuous flow of train cars.
Passengers can only get on and off subways at subway stations. The
advantage of subways over other transportation systems is that they are
mostly underground. They don't take up valuable real estate. And if you
want to add rails to an already developed city, you'll have to tear down
a lot of buildings for the rails themselves as well as the large depots.
Subways only require small (1 tile) access ways above ground, so they can
be added to a city without calling in the wrecking crew. The disadvan-
tage of a subway system is that its very expensive to build and maintain.
Subways produce almost no pollution.
When simulating traffic, SimCity 2000 doesn't really simulate every Sim
in your city going to work and back and to the store and back and to
school and back and to the pub and back and everywhere else they go. With
thousands or millions of citizens this would take forever to simulate.
The way the traffic model works is a process called "trip generation" and
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works on a building-by-building basis. It also works on the assumption
that most trips will be from one type of zone to another.
For each building in each zone, the simulator generates trips to both of
the other types of zones. If the starting building is a house in a
residential zone, the simulation will search out a path to a commercial
zone and back, and to an industrial zone and back. It tries to avoid
heavy traffic areas, and if it bumps into mass transit, there is a 50/50
chance it will take it.
There is a time limit for each trip, and if the time runs out before
reaching a zone, then the trip is a failure. The time limit is stable,
but the allowable distance to the destination depends on the mode of
transport. Since highways, rails and subways travel faster than cars on
regular roads, the simulation can go up to three times as far while
looking for a destination zone.
If a failed trip involves mass transit, then the next time that same
building is checked, it won't even try that same type of mass transit.
So the amount of traffic alleviated by mass transit depends on two
things:
1. The whims of the Sims - that 50/50 chance.
2. Your city's design - if the bus or train won't get the Sims
where they want to go, they'll drive.
A bad mass transit system is worse than none at all, because it
won't get used. To promote the use of mass transit as much as
possible:
1. Put bus or rail depots or subway stations near busy intersec-
tions.
2. Make sure that mass transit lines travel through different
types of zones. A bus line that stays in a residential zone won't
have much business.
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PORTS
Airports and seaports are specialized zones. Placing them in areas that
are already zoned is a waste of your funds. An airport's primary effect
is to boost commerce. Seaports boost industry. Neither type of port is
necessary (or affordable) in a very small city.
Once your city starts to grow, your citiSims will let you know when they
want ports. The bigger the city, the bigger the ports it will require.
Since you can make ports any size you want, and they're very expensive,
start small - but leave open space for later expansion. When the city
outgrows your small ports, the Sims will let you know when it's time to
expand. But if you notice your commercial or industrial zones' growth
rate slowing down, you may want to add ports before your Sims ask for
them.
Both types of ports produce pollution, but airports pollute more.
TREES
Trees and forests add beauty to your city and its surroundings, and
improve property values. They are flammable and can help fires spread.
WATER
Lakes, rivers and oceans are sources of drinking water for your city.
They also provide recreational areas and tourist attractions, and improve
land value.
You can add as much water to your city as you want in Terrain-Editing
mode, but once you start a city, it is very expensive, so plan ahead.
Seaports must be on a river or the ocean to be effective, and marinas in
the desert are no fun at all.
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You can build a city without any water system at all, but the population
won't grow very dense. A basic water system consists of pumps and pipes.
When Sims build buildings, they put in the underground plumbing. All you
have to do is add the water mains to connect the buildings to the system
and supply the water.
Parts of the water system that are properly supplied with water are
animated in light and dark blue. Areas that aren't animated either aren't
hooked up or your water source is too small for the population.
Water pumps, when placed away from fresh water act as wells. The amount
of water they provide depends on your city's water table and the season.
Water pumps placed right next to fresh water (lakes or streams) produce
about three times as much as a well on dry land. A pump placed next to
salt water (coastline) acts just like a well away from water. To get
drinking water from a coastline you need a desalinization plant, which is
expensive, but sometimes necessary. Desalinization plants produce twice as
much water as a water pump near a river.
Since the amount of water varies with the season, you may end up with
shortages during the dry months. Water tanks store water during the wet
season so you don't run low in dry times. Another way to prevent droughts
is to build a treatment plant to clean and recycle your water.
RECREATIONAL FACILITIES AND OPEN SPACES
Open spaces, whether they are undeveloped greenbelts or manicured
recreational facilities, are important to a city, both aesthetically and
psychologically. Besides adding land value, trees, forests and open space
give a city a better feel, an openness that makes citizens feel
comfortable and encourages new residents.
As your population rises, your Sims will start demanding recreational
facilities. The developed recreation facilities that are available in
SimCity 2000 are small parks, big parks, zoos, stadiums and marinas.
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Recreational facilities are primarily for your city's residents,
increasing land value and promoting residential zone growth, but they
also influence tourism. Small parks increase land value about the same
amount as trees, and big parks increase it twice as much. Marinas, zoos
and stadiums are a big boost for residential growth.
THE CLIMATE
Even though you don't see the seasons change or the rains fall, and you
don't feel the wind blow (other than an occasional tornado or hurricane),
there is a climate model in SimCity 2000 that affects your city. Weather
reports are available in the newspapers.
Weather trends are generated on a monthly basis, when the simulation
looks at the current trend and the season and throws in a certain
weighted random element and decides the next trend. The different trends
are: cold, clear, hot, foggy, chilly, overcast, snowy, rainy, windy,
blizzard, hurricane and tornado. Blizzard, hurricane and tornado are the
least likely to occur.
Each trend has a temperature, a wind and a humidity element. In general,
temperature affects the water supply, the availability of solar power,
and the likelihood of fires and riots; wind affects the availability of
wind power, and humidity affects the water supply. These effects combine
in various ways in the various trends.
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Pollution as shown in the maps and graphs is a general overall level
combining air, water and noise pollution. The biggest polluters in your
city are automobiles, then industry and some types of power plants.
The main things you can do to keep pollution down in your city are to
provide good mass transit, opt for low- or non-polluting power sources,
and promote low- and non-polluting industries through tax incentives.
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REWARDS
So you're a great mayor. So you build a great city with the power of your
mind and the sweat of your mouse-finger. So your citiSims love you. So
what? Where are the perks?
That's where the rewards come in. For the most part the rewards are more
for the city than for you personally. Some say that the art and the
artist are one, so a reward for your city - your creation - is a reward
for you. Others say, "Give me the cash." In any event, there are at least
a couple rewards that should give your ego a boost.
Rewards are based on population. As you reach various population levels,
you will be notified that a reward is available in a newspaper article
and the offering will appear in the submenu under the Rewards button in
the City toolbar.
At population: You get:
2,000 A mayor's house
10,000 City Hall
30,000 Something cool that will boost your ego
When your population reaches 60,000, the military asks you if you want a
military base in your city. The pros and cons of military bases are
covered later in this manual.
As your city grows, there will be other things that you'll just have to
find out for yourself, because I won't tell you. Well, OK. I'll tell you
one more: Arcologies at a population of 120,000.
Arcologies are huge, tall, dense cities-in-a-building. They are like a
very dense combination residential, commercial and industrial zone.
Arcologies are a way to help your population zoom from mere hundreds of
thousands to millions, expanding your tax base. There are four different
arcologies, designed in 2000, 2050, 2100 and 2150. Even if you have a
huge population, you can't build an arcology until it's ready.
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Arcologies also spur the growth of nearby residential, commercial and
industrial zones. Even though they are theoretically totally contained
cities, people who live inside will come out to shop and see the sights,
and may even work outside. Others may live outside and work inside.
They look cool too. Unfortunately, arcologies have all the problems of an
extremely dense city: lots of crime, pollution and traffic. Technically,
arcologies have their own internal police force and traffic system, but
there is always an overspill of criminals, travelers and fun-seekers.
Make sure you have police coverage near arcologies and that there is
ample public transportation surrounding them.
MILITARY BASES
When your population reaches 60,000, the government will ask if you will
grant land for a military base. Depending on the base and your plans for
your city, this can be a good thing or a bad thing.
When you grant land to the military, you don't choose what type of base
you get or where it goes-the government does. The types of bases are:
army, navy, air force, and missile silos. If your city is on the coast,
the odds are that you will get a naval base. If you don't get a naval
base, then if your city is fairly flat, you'll most likely get an air
force base, and if it is fairly hilly, you'll get an army base. If it's
very hilly, you'll probably get missile silos.
The good parts about a military base are that it gives a boost to your
local commerce both by bringing in extra customers for the stores and
services in your city, and by supplying civilian jobs. The presence of
a military base (other than missile silos) also has a deterrent effect on
the monster, and may encourage it to leave sooner. During an emergency,
you may also be able to deploy military troops to aid your fire and
police departments with the Emergency button.
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The bad parts of a military base are a possible increase in crime (wild
times on shore leave and civilian crooks preying on soldiers) and traffic
congestion.
Missile silos are the least desirable base, since they don't have a big
enough staff to have an effect on your economy and they're useless
against monsters - these missiles would do more damage to your city than
to the monster. Even if your city is a nuclear-free zone, you risk getting
missile silos if you agree to a military base.
EDUCATION
Education in SimCity 2000 is expressed as an Educational Quotient, or EQ.
The higher the EQ, the more educated your population is. You can see a
readout of your citiSims' EQ in the population window. EQs range from
zero (brain dead) to 150. The equivalent of a high school education is an
EQ of 90. A four-year college degree is an EQ of about 140. The
SimNational average EQ is 100.
A high EQ is a source of pride to your citizens. It makes your city a
more attractive place to raise their children. It also attracts high-tech
industry. A low EQ is a source of embarrassment and causes insulting
stories to appear in your local (and unread) newspaper. A city with a low
EQ has a higher likelihood of both unemployment and rioting.
When you start a new city, the Sims who move in and start their new lives
are at least somewhat educated, so you don't have to build schools right
away. But don't wait too long, or your settlers' children will be
ignorant.
If you have no schools or colleges, then education consists solely of
verbal lore passed down from generation to generation, and children will
only achieve about 20% of their parents' EQ.
Schools each service a population up to about 15,000, depending on the
age distribution of your citizens. Enough schools with full funding can
increase your city's EQ up to 90 over a period of years.
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Colleges each service a population of up to 50,000, and can eventually
increase your city's EQ to as much as 140, but only if you have enough
well-funded schools to prepare students for college.
After Sims graduate high school or college, their EQ will slowly erode.
The presence of libraries and museums stops this erosion.
All educational facilities raise the local land value, and require yearly
funding in the Budget window to remain effective.
CITY SERVICES
City services consist of police and fire protection, hospitals and
prisons. All city services require yearly funding in the Budget window to
be fully effective. The locations and effective areas of city services
can be seen in the Map window.
Police stations lower the crime rate and raise the land value in a radius
around each station. They have the most effect right near the station,
and less as distance from the station increases. The locations of police
stations, their coverage and the crime rate can be seen in the Map window
by using the submenu under the Crime button.
Each police station has a small jail where prisoners are kept. As a city
grows and if crime runs rampant, the small jails will be so full and the
police will be spending so much time taking care of the prisoners that
their efficiency and area of coverage will go down. At this point you can
either build a lot more police stations or build a prison. In SimCity
2000, prisons raise the efficiency and effectiveness of your police
departments-but only if there is a lot of crime. Prisons are no help to
cities with low crime or small populations. If and when your prison gets
too full, the newspaper will let you know.
The presence of fire stations makes fires go out sooner, helps prevent
fires from occurring in the first place, and raises land value. They have
the most effect near the station. The locations of fire stations and
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their coverage can be seen in the Map window by using the submenu under
the City Services button.
Hospitals keep your Sims healthy, fix them when they're broken, and raise
their Life Expectancy (LE). A fully funded hbspital can serve a population
of 25,000 Sims. You can see the effect of hospitals on your population's
LE in the population window. If you don't have a hospital, your city's LE
will slowly decline to about 35. If you have enough fully funded
hospitals the LE will slowly climb to 85. There are also city ordinances
(in the Ordinance window) that can have a positive effect on your city's
LE.
NEWSPAPERS
Your city's newspapers are your link to your citizens. Reading them keeps
you informed, not only of current events, new inventions, city-
development announcements and other important or disastrous occurrences,
but also of public-opinion polls. Watch your papers closely to see what is
important to your Sims.
The newspapers change every month, so reading them all can be time
consuming - but useful. If you activate Subscription in the Newspaper
menu, your paper will be delivered twice a year. If you activate Extra!!!
in the Newspaper menu, then papers announcing important events-inventions
and rewards for city growth-will appear. Otherwise, you will have to open
the Newspaper menu and select the paper you want to read. Newspapers
announcing disasters will always appear.
The different papers (once your city is big enough to have more than one)
will have different angles on stories, so you may want to read through
more than one.
INVENTIONS
As time passes, things are invented. These inventions give you access to
new technologies that you can incorporate into your city. As the
technologies become available, new tools will appear in the submenus
under the buttons in the City toolbar. Inventions are announced in
newspaper Extra!!! editions.
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Here are the inventions and their approximate discovery dates,
+1-10 years.
Subway systems 1910
Buses and bus depots 1920
Highways 1930
Water treatment plants 1935
Gas power plants 1950
Nuclear power plants 1955
Wind power plants 1980
Solar power plants 1990
Desalinization plants 1990
Arcologies 2000, 2050, 2100, 2150
Microwave power plants 2020
Fusion power plants 2050
SimCity 2000 is a very complex simulation. It is also in 256 colors. Both
these facts require a lot of computer power. The actual time it takes for
a year to pass in your city depends on a number of things, including:
The type of microprocessor in your computer. SimCity 2000
runs on a wide variety of computers. The more powerful your
microprocessor, the faster time will pass.
The microprocessor's clock speed. The faster the processor,
the faster the simulation will run.
The resolution of your screen and the size of your monitor.
Depending on your computer, you may be running SimCity 2000
in as low as 512 x 384 pixel resolution or as high as 1280
x 1024 or more. The higher the resolution, the more dots
SimCity 2000 has to draw on your screen, and the slower it will
go. Of course the speed of your computer and your graphics
card may make up for lost time.
The size of your city. The simulation model spends a lot more
time and does a lot more calculations on tiles that are
developed than on bare land tiles. In a busy city that fills the
whole city limits, time will pass much, much slower than in a
tiny town.
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Ways to make the simulation go faster include:
Setting the speed to Cheetah in the Speed menu.
Keeping the City window small.
Keeping as few windows as possible open at a time.
Turning off both Subscription and Extra!!! in the Newspaper
menu.
Turning off Music and Sound Effects (in the Options menu)
helps a little.
But then again, sometimes you don't want time to pass too fast,
especially when disasters are sweeping through your city or when
you are trying to keep your city center from decaying. In these
times of need, you can always open the Speed menu and slow
things down - or even stop them entirely.
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STRATEGIES
IN GENERAL
The first thing to do is decide what kind of city you want to build. Once
you know what your long-term goals are, you can best plan your strategy.
If you want to grow your population as large as possible, then zone
densely, keep control of crime, and watch the newspapers for public
opinion and important inventions. If you want to make a lot of money,
then tax your subjects until they scream and keep your spending to a
minimum. If you want to create a city that you'd like to live in, then
keep your eye on the newspapers for public opinion, and mentally put
yourself in your Sims' places.
Once you start to build, stay small and go easy on the infrastructure.
Keep your costs down. You want to get out of the red and into the black
as soon as possible. Show a little patience and build up a good reserve
of funds.
As you build, try not to make large, densely concentrated areas. The
denser the population of an area, the more pollution and the more crime
you have. Try to find a happy medium between suburban sprawl and
super-dense city.
Remember that not only does it cost to build city infrastructure, but it
costs to maintain it.
If you need to skimp on city services, go ahead, but keep your police
well-funded. If your town is small or you have a lot of police stations,
you may not need to keep them fully-funded, but be careful. Use the Query
tool in the City toolbar to see your police stations' effectiveness. If
the arrests are equal to the crimes, you can try lowering the funding for
a while. Once the arrests fall behind the crimes, add more funding or
more police stations. High crime destroys land value, chasing out some of
your population and lowering your tax income.
Skimping on fire department funding is a little less drastic, but can be
dangerous. Do so at your Sims' risk. You can turn off disasters in the
Disasters menu-if you're a wimp.
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Try to maintain high land values to keep those property taxes coming in.
But be sure to zone for some lowcost housing, since all your Sims can't
afford to buy luxury homes on waterfront property.
Remember that you have to replace your power plants every 50 years.
Buying the big expensive power plants is more efficient as far as cost
per megawatt, but only if your city is large enough to need all that
power.
You need a good balance of the three basic zones, with the number of
tiles zoned residential approximately equal to the total tiles zoned
commercial and industrial. In a small city, you'll need more industrial
than commercial. You'll need equal numbers of each at a population of
about 100,000. Above that, lean more towards commercial. The Demand
Indicator in the City toolbar lets you know which zones you should be
adding.
Try to work with the land instead of using brute force to overpower it.
You'll not only end up with a much more "organic" looking and feeling
city, but it'll save you a lot of money. Best yet, pick - or build - a
beautiful site for your city before you start to build.
As for the actual layout of your city, maps of cities from all over the
world are easily available. Start with your favorite city and improve on
it.
Try the modular approach. First try to design a small, compact
"neighborhood," complete with all the zones, transportation and city
services you need, that runs very efficiently, or better yet, at a
profit. Then copy the pattern of that neighborhood all over the place.
Place them strategically so they can share the high-cost city items like
schools, colleges, museums and power plants.
Above all, use your imagination.
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DEALING WITH DISASTERS
Unless you have No Disasters set in the Disasters menu, disasters just
happen. The disasters that are connected with a scenario happen even when
you have disasters turned off. So there. If you're the adventurous type
(or just plain mean) you can set off your own disasters from the
Disasters menu and test your preparedness, your quick thinking and the
robustness of your city's design. Not all disasters are available in the
Disasters menu.
Certain conditions in your city attract or discourage disasters, and
certain city events can even cause them. So, to a certain extent, you can
prepare for and even lessen the likelihood of disasters.
In the event of a disaster, the first thing to do is stop any fires that
you can. Next, rebuild the utilities, then the transportation system. Be
ready to jump on that Emergency button in the City toolbar. It will let
you deploy your fire, police and sometimes the military to areas of need,
but be careful where you put them. In general, firemen are good at
fighting fires, but can be wiped out by rioters; police are good at
controlling riots, but can get burnt up in a fire. Both fire and police
can handle the manual labor of building dams to help fight floods. If you
have a military base, you may have access to troops during an emergency.
Military troops are capable of anything police or firemen can do, just
not quite as specialized or effective.
Where a disaster causes destruction in a zone, you must manually bulldoze
the rubble in Demolish/Clear mode before the zone will begin to rebuild.
FIRES
Fires are most likely to occur when the weather is hot and you don't
have good fire department coverage. Fires are also the byproducts of
other disasters including air crashes, riots and tornadoes. You can
fight fires by using the Emergency button in the City tool bar and
blocking their path with the Emergency Fire icons. As tiles burn up,
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move in and surround the fires. Dispatching your police to the scene of
the fire can help keep cars and crowds away and let the firemen do their
jobs, but police can't fight fire. If you have the right kind of military
base, the Emergency button may give you access to military troops to help
fight fires.
FLOODS
Floods occur in the wet season, and can be the byproducts of hurricanes,
tidal waves or tornadoes. They are most likely to occur on the coastline,
but occasionally a river will flood. There's not much you can do once a
flood begins, but you can prepare for the worst. Floods only destroy
things at sea level. Your buildings that are even one tile up will
weather the storm. Since seaports must be at sea level, they are prime
targets for flood damage. If you have a river, try building your
seaports upriver, away from the coast. You can also use the Raise
Terrain mode of the Bulldozer tool to build protective dikes in areas
that you think might flood. You can try deploying your police and fire
departments with the Emergency tool to help build dams to hold back
floods. You might lose a few civil servants, but it should slow the
advance of the flood.
RIOTS
The main causes of riots are heat, high crime and unemployment. Riots
can also occur if your city has a long blackout. A good economy and a
low crime rate are the best ways to prevent riots. And keep your power
going. You can fight riots with the Emergency button and your police
departments the same way you'd fight a fire with your fire departments.
Fires are byproducts of riots.
AIR CRASHES
Sometimes planes or helicopters crash. Other than a smashed building
here and there, the main danger from an air crash is fire. Put out the
fire as quickly as you can, then hold an investigation and call it pilot
error. If a plane crashed at the airport, fire the air traffic
controller.
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TORNADOES AND HURRICANES
Tornadoes and hurricanes occur because of climatic conditions, and
cannot be prevented. Keep an eye on the weather reports of high winds in
the newspaper and you might receive enough warning to reinforce your
police and fire departments in time. While they are very different in
the real world, as far as their effect in SimCity 2000 goes, they are
pretty much the same, except that tornadoes cause a narrow path of
destruction and hurricanes can really mess up the place.
EARTHQUAKES
Once again, there's nothing you can do to prevent them. All you can do
is treat the symptoms - and those are many. Earthquakes not only shake
down buildings and damage your city's infrastructure (roads, rails,
power lines, etc.), but cause fires, looting and riots. All you gotta
do is put out the fires, restore power and transport, control the mobs
and rebuild your city.
NUCLEAR MELTDOWN
If you have a nuclear power plant, there is a slight chance that it will
melt down. If it does, your city is in real trouble. There will be a big
explosion, fires will break out, and radiation will spread and
contaminate the surrounding land and water. The radiation lasts many
generations. Neither you nor your Sims can build on contaminated ground.
Don't confuse the end of your power plants' workable life span with a
disaster. Even though your nuclear plants will stop working and blow up
after 50 years, there is no danger, other than from blackouts or
brownouts. This is just the plant wearing out, not blowing up, melting
down or leaking.
Fusion plants don't melt down and don't leak radiation, only
fission (standard nuclear) plants.
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OOPS
The microwave power plant has its accidents, too. On occasion, the beam
of energy from the satellite misses the collector dish and causes some
inconvenient death and destruction. There's nothing you can do to
prevent it, but put the fires out as soon as you can. Play it safe and
build microwave power plants out in the boonies.
THE MONSTER
The monster is an intelligent creature from outer space. But then again,
it might just be a Hollywood movie special effect run amok. Since we
seem incapable of communicating with it, we don't know if it is really
out to destroy our cities or if it just doesn't understand that we find
it unpleasant to be smashed, set on fire or whisked away to another
planet. The presence of certain military bases may deter the monster or
rush it on its way. Maybe if you could make it understand that its
behavior is antisocial, it will stop. But then again, maybe not.
OTHERS
There are a number of other disasters that will pop up from time to time
in SimCity 2000, but you'll find out all about them in your own good
time.
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