---------------------------------------------------------------------
____ _ ____ _ _ ____ ____
/ ___|(_)_ __ ___ / ___(_) |_ _ _ | _ \/ ___|
\___ \| | '_ ` _ \ | | | | __| | | | | | | \___ \
___) | | | | | | | | |___| | |_| |_| | | |_| |___) |
|____/|_|_| |_| |_| \____|_|\__|\__, | |____/|____/
|___/
---------------------------------------------------------------------
----------------------------------------------------
| |
| Table of Contents |
| |
| -Introduction....................1.0 |
| -Advisors........................2.0 |
| -Julie McSim.............2.01 |
| -Ayako Tachibana.........2.02 |
| -Servo3000...............2.03 |
| -Kaishu Tachibana........2.04 |
| -Alien...................2.05 |
| -Menus...........................3.0 |
| -Game Mechanics..................4.0 |
| -Demolition..............4.01 |
| -RCI.....................4.02 |
| -Ratio of Zones..........4.03 |
| -Light vs Heavy zoning...4.04 |
| -Distance from Roads.....4.05 |
| -Power & Water Dist......4.06 |
| -Land Value..............4.07 |
| -Tax.....................4.08 |
| -Rails & Roads...........4.09 |
| -Pollution...............4.10 |
| -Quality of Life & Aura..4.11 |
| -Action Events...........4.12 |
| -Disasters...............4.13 |
| -FAQs....................4.14 |
| -Interviews......................5.0 |
| -Building strategies.............6.0 |
| -Center of the Map.......6.01 |
| -Offensive Buildings.....6.02 |
| -Optimal Blocks..........6.03 |
| -Build a City....................7.0 |
| -Land Parcels............7.01 |
| -Mayoral Interviews......7.02 |
| -Changing Advisors.......7.03 |
| -Yearly Economic Review..7.04 |
| -Dr. Simtown & Rewards...7.05 |
| -Landmark Usage..........7.06 |
| -Events & Disasters......7.07 |
| -Population Rewards......7.08 |
| -Research Buildings......7.09 |
| -Save the City Missions..........8.0 |
| -Africanus...............8.01 |
| -Russeria................8.02 |
| -Australis...............8.03 |
| -North Amiland...........8.04 |
| -Euroland................8.05 |
| -Asiazone................8.06 |
| -Sudamer.................8.07 |
| -Ukingani................8.08 |
| -Museum & Landmark Passwords.....9.0 |
| -Standard Collection.....9.01 |
| -Landmark Collection.....9.02 |
| -Credits.........................10.0 |
| -Contact Information.............11.0 |
| -Legal Junk......................12.0 |
| |
----------------------------------------------------
____________________
\ 1.0 Introduction \
---------------------------------------------------------------------
Sim City DS is a simulation game focused on building buildings and
managing finances. There are various game modes, from premade
scenarios in which you save cities from financial ruin to a free
form mode in which you build a city for as long as you want, or
until you run out of money.
Because Sim City DS is by its nature open ended and dynamic, this
guide can not comprehensively walk you through each moment of
gameplay. Instead, this guide will focus on explanations of the
portions of the game that can be confusing or difficult:
-Main Menu system
-Game Mechanics
-Buildable Objects
-Building Strategies
-Save the City missions
-General advice for the free form mode
-Museum listings
This guide assumes you have read the manual or used the ingame
tutorial, and know how to do such simple things as click and drag a
zone block. This guide does not explain the basics of the interface,
as Sim City DS has a very nice ingame tutorial program that explains
the entire interface.
________________
\ 2.0 Advisors \
---------------------------------------------------------------------
You'll be seeing your advisor continuously throughout your entire
Sim City DS experience, so choose the one that appeals to you most.
All in all, advisors are mostly window dressing. Their advice is
not often helpful. In fact, sometimes their advice runs
contradictory to what is actual best for your city, especially
during citizen audience deals. It is therefore recommended to not
choose based on "specialty", as the specialty advice is nothing you
can not find in the manual, this FAQ, or just plain common sense.
During Build a City mode, in mayoral guest scenes (! over advisor's
head), a random advisor will sometimes show up, asking to replace
your current advisor. This replacement is permanent until another
advisor shows up and asks to be your new advisor. These replacement
opportunities can take quite awhile, so make sure you really want to
replace your current advisor.
Name: Julie McSim (2.01)
Sex: Female
Age: It's a secret
Specialty: Pollution
Comments: Experienced in all matters of city-building. An expert
advisor with high standards for environmental issues.
Selection: Default advisor
Name: Ayako Tachibana (2.02)
Sex: Female
Age: 28
Specialty: Finance
Comments: Raised abroad and spoiled by her father.
She combines his skills with her easygoing style.
Has a naive streak.
Selection: First answer always when starting game.
Name: Servo3000 (2.03)
Sex: Unknown (robot)
Age: Unknown (newly-made)
Specialty: Development
Comments: A robot built by the town's resident "mad scientist,"
Dr. Simtown. Generally reliable but needs attention.
Selection: Second answer always when starting game.
Name: Kaishu Tachibana (2.04)
Sex: Male
Age: 55
Specialty: Finance
Comments: An elite advisor who served in the Foreign Ministry.
Especially reliable economic advice.
Selection: Third answer always when starting game.
Name: Alien (2.05)
Sex: ?
Age: ?
Specialty: All around
Comments: ?
Selection: Shows up, at random, during mayor interview scenes in
Build a City mode, asking to replace your current
advisor.
_____________
\ 3.0 Menus \
---------------------------------------------------------------------
This section describes the main menu and the options available.
-Build A City
This mode allows you to build up a city on a map, with no
time limit. Just build all you want, as much as you can.
-Save the City
In this mode you save cities from financial ruin. There is
one scenario per real world continent. Each continent has a
fanciful name related to its real world counterpart, such as
Sudamer for South America.
Finishing each mode unlocks a set of landmarks for the museum
and for use in a Build a City game.
-Options
The options screen allows you to tweak various settings...
+Disaster Difficulty
How often they appear and how damaging they are.
+Action Events
Bonus mini-games that can give or take money.
+Volume
+BGM Level
Background Music Level.
+SE Level
Sound Effects Level.
+Erase Saved Data
Erases saved data! This erases ALL data, including language
preference, advisor, Save the City completion status, Museum
pieces, and everything else.
NOTE: Don't use this unless you really mean it!
-Museum
A collection of items and landmarks gained through
performance in Build a City or Save the City. Landmarks can
also be unlocked through passwords:
+Standard Collection
Listings unlocked through Build a City
+Landmarks Collection
Listings unlocked through Save the City or by special
passwords (section 9.02).
-Tutorial
A set of 15 tutorial missions that will teach you the basics
of Sim City DS. Julie McSim, the default advisor, will be
your coach for this, even if you have an alternate
advisor.
-Post Office
In the post office, you can send letters to other friends
via DS WiFi. Gifts can also be sent through this mode.
This mode is only unlocked after achieving 100 population in
a Build a City city, placing a post office in your city, and
choosing a form letter through the ingame Mail icon.
______________________
\ 4.0 Game Mechanics \
---------------------------------------------------------------------
-Demolition (4.01)
This listing exists to inform you of one extremely useful tactic:
How to not accidentally demolish things.
As you will find with time, accidentally demolishing things happens
a lot in Sim City DS.
To avoid this, after first touching the screen, do not untouch it.
Instead, drag the demolition area to one of the map edges and out into
the black, blank space.
Result? Demolition does not occur. You can tell when you have done
this correctly, as there will be zero cost shown for destruction.
Don't untouch the screen until zero cost is shown!
-RCI demand (4.02)
RCI demand lets you know what your citizens want.
This is often an all or nothing situation, with one type of zone
dominating the entire bar. If this is the case, you literally must
build more of this type of zone for your population to grow.
WARNING: Watch out for false demand. There are times of stagnation
where nothing will grow.
Usually the demand shown at this time is commercial, yet if you
build commercial, nothing grows. At such times, other issues may
lurk. Try the following to break out of this deadlock:
Save, Exit, and Reload - Sometimes the data seems to
stick.
Change taxes - Stimulates growth or causes inflated
population to level out.
Improve Quality of Life, Aura, and/or Land Value.
Address critical issues, such as pollution or crime.
-Ratio of Zones (4.03)
Sim City DS skews heavily in favor of Residential.
I find a good level of zoning is 8:3:1, R:C:I.
Some people report even higher Residential to Commericial ratios.
This is just advice. Experiment and find what you think is best.
Or just build in response to what the R:C:I meter tells you.
-Light versus Heavy zoning (4.04)
Light/Medium zoning has the following positive attributes:
Cheaper - Light/Medium is cheaper to build than Heavy.
Fast build - Light/Medium zones build faster than Heavy.
Bad Land Value - Bad value zoning that won't build well
anyways.
Heavy zoning has the following positive attributes:
Higher Population - Heavy zones achieve higher population.
More Money - Heavy zones bring in more money.
-Distance from Roads (4.05)
Zone blocks must be in contact with road in order to build, as
shown in the following diagram:
rrr|
Here, the "r" is residential and the "|" is a road segment.
Following are the maximum distances each type of zone can be from a
piece of road:
Industrial - 5
Residential - 4
Commercial - 3
This means if one part of a line of zones is touching a road, the
squares behind it do not need to. Following are diagrammatic
examples:
rrrr| (all four residential squares will build)
iiiiii| (only the first five industrial squares will build)
ccc| (all three commercial squares will build)
----
rrrr
rrrr
rrrr
r (all residential squares will build)
----
cccc
cccc
cccc
c (In this example, the fourth commercial square will not build)
------
|rrrrr
|rrrrr
|rrrrr
|rrrrr (All residential squares will build, though it is 5 wide, as
the fifth line is only four tall and is touching a
road piece)
-Power & Water Distribution (4.06)
Power and Water are the basic utilities you need to fuel your city's
growth.
Power works by providing service to any building within 4 squares.
The powered building then provides service to anything else within 4
squares.
In this way, it is simple to propagate power throughout an entire
city without placing water pipes or power lines. Only when your
city is very new will you need power lines, unless you build a very
odd city with unique shapes all over the map.
Water is even simpler:
Build a pump station or water tower, ANYWHERE.
That's right. You don't need to lay any pipes, put any buildings
next to the water utility. Just build them and the water
propagates throughout the entire map.
-Land Value (4.07)
Land value is of great concern in that the higher the land value,
the better the buildings it will create, and the better the
buildings created, the more population that will populate it,
and the more population you have the more taxes you have.
All of the following things affect land value:
Land value affecting buildings (positive & negative)
Land value affecting greenery & water
Proper Police/Fire coverage
Pollution
Garbage
Traffic
"Aura"
Commercial and Residential zoning needs high value land.
Industrial zoning needs low value land. Industrial buildings
automatically change high value land into low value land, affecting
the land value around them.
WARNING: Keep Industrial zones away from Residential!
-Tax (4.08)
Tax brings in money.
What you may not know is that low tax brings in population.
The more population you have, the more money you get.
It's helpful to lower residential tax to 4 or 5 when you reach
100,000 or more people.
It's helpful to lower Commercial and Industrial tax to 3 or 4
when you reach 200,000 people.
If you want to reach even higher levels, even lower taxes will help,
but don't bankrupt yourself doing so. If you need to, save up money
for power plant, water station, and waste management replacements
before lowering taxes and boosting population.
-Rails & Roads (4.09)
Roads are simple. You need roads so zones will grow buildings.
Yet, roads pollute.
There is no way around this fact of life. You will always have
road pollution, and you will always have to deal with roads
affecting Land Value and Quality of Life.
What you can do is work to minimize the negatives by using bus
stations and railways to reduce traffic, and greenery/water to
reduce pollution.
Here is one method to reduce pollution:
----------------------|
gwwgwwgwwgwwgwwgwwgwwg|
----------------------|
rrrrrrrrrrrrrrrrrrrrrr|
rrrrrrrrrrrrrrrrrrrrrr|
rrrrrrrrrrrrrrrrrrrrrr|
rrrrrrrrrrrrrrrrrrrrrr|
Here some of the pollution is mitigated by the strip of greenery
and water in between the two roadways.
In addition, water raises land value.
Placing bus stations is simple, as well:
----------------------|
gwwgwwgwwgwwgwwgwwgwwg|
----------------------|
rrrrrrrrrrrrrrrrrrrrrr|
rrrrrrrrrrrrrrrrrrrrrr|
rrrrrrrrrrrrrrrrrrrrrr|
pfpfpfpfpfpfpfpfpfpfpb|
rrrrrrrrrrrrrrrrrrrccc|
rrrrrrrrrrrrrrrrrrrccc|
rrrrrrrrrrrrrrrrrrrccc|
----------------------
Here we've left a strip of land in between two blocks of residential,
in order both to increase Land Value and Quality of life with
Small Parks (p) and Fountains (f), and to allow a Bus Station (b) to
relieve traffic congestion.
Railways are a bit trickier:
RS---------------------
RSwwgwwgwwgwwgwwgwwgwwg|
R----------------------|
Rrrrrrrrrrrrrrrrrrrrrrr|
Rrrrrrrrrrrrrrrrrrrrrrr|
Rrrrrrrrrrrrrrrrrrrrrrr|
Rpfpfpfpfpfpfpfpfpfpfpb|
Rrrrrrrrrrrrrrrrrrrrccc|
Rrrrrrrrrrrrrrrrrrrrccc|
Rrrrrrrrrrrrrrrrrrrrccc|
R----------------------
Sim citizens do not like rails and roads running parallel to each
other. The game states that this "confuses" them. One answer is to
cut your Rail Stations (RS) and your Rails (R) through the middle
of a block of zone, thus avoiding parallel roads/rails and relieving
traffic congestion at the most critical areas: right in the middle
of long stretches of road.
Yet another concern is that Rail Stations have a negative effect
on their surroundings, so you don't want to place them too often.
Once every 16 or so squares should be sufficient.
NOTE: One last subject worthy of noting is that you want your rails
to travel from your furthest residential reaches to your
industrial area. Industry accounts for a lot of jobs, and
therefore causes a lot of traffic. Having rails from
residential to industrial zones will cut down on traffic,
pollution, and quality of life issues.
-Pollution (4.10)
Pollution is a constant problem in sim cities.
Pollution is caused by the following things:
Traffic
Polluting buildings (Power Plants, Industry, etc.)
Uncollected garbage
Pollution can be reduced in various ways:
Garbage removal (recycling = best)
Non-polluting power sources
Traffic reduction
Time
NOTE: Over time, pollution from traffic will lessen a bit, for
seemingly historical reasons (cleaner cars).
-Quality of Life & Aura (4.11)
Quality of Life and Aura are nebulous concepts that are
affected by various buildings, services, and statistics.
Aura is implied to improve QoL and possibly Land Value.
Quality of Life improves the attractiveness of the city to new
and
existing
citizens (increases growth, decreases unrest).
In general, Quality of Life is affected by:
Health
Education
Protection (Police/Fire)
Land Value
Traffic
Pollution
Distance from Work/Shopping
Water Pollution
QoL affecting buildings (positive & negative)
The simplest and most direct way to improve your QoL is to place
QoL affecting buildings, such as Parks, Fountains, and Zoos.
However, these QoL benefits will be completely mitigated if your
city is laboring under heavy pollution, crime, complete lack of
education, and other problems. So, to keep your QoL up, make sure
you have enough education buildings (and a variety of them),
hospitals, police/fire coverage, low traffic, low pollution, and
shopping/work within reasonable travel distance.
To be honest, QoL is difficult to keep at high rates throughout your
city. To consider yourself a great mayor, you have to be able to
meet these needs of your citizens.
Remember to keep up to date on your city's health, education, and
other levels through the Data & Graph sheets, as detailed in the
in-game tutorial.
-Action Events (*SPOILER ALERT*) (4.12)
These events require your touchscreen input. They're minigames
that spice up the otherwise managerial stuffiness of managing
sim citizens and cities.
Fireworks Gala
Celebration time!
During special occasions, such as anniversary years
or population milestones, your city's citizens set
off fireworks for you to explode.
+Tap them when they start flashing to set them off.
+Each successful explosion produces a money bonus.
+A special bonus is received for setting off all
of the fireworks.
Santa
Santa shows up on Santa day, if your city is clean,
prosperous, and healthy.
+Tap Santa as many times as you can.
+Each tap produces a present.
+The total presents produces a money bonus.
Merry Santamas!
Firestorm
A massive firestorm suddenly appears in your city.
+Arrows on the screen tell you what general direction
the fire areas are in.
+Navigate in those directions to find the fires.
+Blow steadily into the microphone to put them out.
NOTE: Having proper fire station coverage seems to
remove the possibility of this disaster.
UFO
Alien Attack!
+Click and drag the objects out of the UFO's ray.
+The more the UFO captures, the more money you lose.
Giant Gorilla
A massive primate named Gabon comes to destroy your
city when your pollution is extremely high.
+On the bottom screen a moving crosshair will appear.
+Tap the bottom screen when the crosshairs are on
Gabon to launch a tranquilizer dart at him.
+Three darts will KO him and the destruction will stop.
(***SPOILER ALERT***)
Rocket
When you reach 500,000 people and have a Defense
Force, you are given a Rocket Launch to commemorate.
+Talk into the microphone after the 3-2-1 countdown.
+Time yourself and speak the next number when the
circle fills itself.
+Alternatively, use puffs of air into the mic hole.
Congratulations on building a great city!
-Disasters (4.13)
These will occur if you have the setting on anything other than
easy.
Fire
Fire breaks out in some part of the map.
Usually this happens on random scrub brush outside
the city proper.
Make sure you have fire coverage, in case it happens
to a building.
Very common (and annoying) occurrence.
NOTE: Bulldozing all of the scrub brush at the
start of a game can decrease this occurrence
dramatically.
Riots
Citizens take to the streets, breaking and smashing
things. This can be very bad if it occurs near your
power plants.
If there is a police station near them, they'll stop.
If there isn't, build one nearby to make them stop.
Seems to happen more often if you have areas of
general discontent.
Common occurrence.
Tornado
A tornado appears and knocks down anything in its
1x1 path (including 3x3 towers).
If this occurs in the middle of a heavily populated
area, it will cause a lot of destruction.
Nothing to do but wait for it to end and then repair
the damage.
A rare disaster.
Earthquake
Massive rumblings turn parts of the city to rubble.
Nothing to do but clean up the mess.
A very rare, very damaging disaster.
-Frequently Asked Questions (4.14)
First, I advise that you play the tutorial missions, as most questions
are usually answered by them. Now, to the questions...
QUESTION: My Power Plants/Water Supply buildings keep blowing up!
ANSWER: Either they reached the end of their life span or they were
overworked.
When a utility building reaches the end of its Service Life,
it demolishes itself.
When a utility's Consumption reaches Very High, it is also
in danger of being demolished.
Compounding this, when utilities reach the end of their
Service Life, they output less water/power.
Use the ? button on the Build Sheet to keep an eye on the
Consumption and Service Life stats of your utilities.
Build replacements when they're close to being
decommissioned and new utilities when Consumption is High
or Very High.
QUESTION: How do I build over water?
ANSWER: Just drag a rail/road over the water, from one piece of land
to the other. This will build a bridge.
The rail/road has to be straight.
The rail/road also costs more to build than normal.
QUESTION: How do I make my city grow?
ANSWER: Depends. There is a practical limit of 650-700k. Less than
that, just concentrate on improving conditions to make your
city more attractive to citizens: Traffic, Police/Fire,
Health, Education, Pollution, Garbage, Taxes. If all these
factors are accounted for and you have the zoning desired
by the citizens, you should see growth. If not, you may
have a critical issue that needs to be addressed, like
very bad traffic.
If your city is packed wall to wall with zoning and you
haven't reached the practical limit, you can squeeze more
population by improving the efficiency of your layout.
Look over your city and you can probably find some
inefficient areas that can be rezoned to make way for more
res/com/ind.
QUESTION: How do I get all the different buildings in the Standard
Collection list?
ANSWER: Some are built only on very high land value zoning.
Some only grow after time passes. You won't be seeing
Tokyo High Tech 2x2 Residential in 1900, for example.
QUESTION: My nuclear power plant exploded and now the whole place is
radiated! What do I do?!
ANSWER: There's really nothing you can do about it, sorry.
Either live with it or reload your save game.
Personally, I recommend reloading your save game.
__________________
\ 5.0 Interviews \
---------------------------------------------------------------------
There are no penalties or rewards for declining or accepting citizen
building requests, like "more parks". Feel free to ignore them,
decline them, or accept them, as you see fit. The only exceptions
are given special detail in the following listings.
Name: Arthur
Wants: Garbage Deal ($250 or $500 / month)
NOTE: Arthur can give both a "send away" garbage or "accept" garbage
deal, costing $250 or profiting $500 a month, respectively.
Name: Candy
Wants: Parks, Universities, Railways, & Zoos
Name: Captain Dale
Wants: Defense Force & Foliage
Name: Dr. Simtown
Wants: Disaster Prevention, Research Funding
Name: Fireman Phil
Wants: Stadiums
Name: Granny Agnes
Wants: Libraries, Ponds, Hospitals, Water Deal ($500 / month)
NOTE: Water Deal only shows if a water utility is connected to
neighboring towns.
Name: Laura (only shows when power lines are connected to neighbors)
Wants: Energy Deal ($500 / month)
Also: Offers a buildable Casino that brings in monthly profit while
raising overall crime levels.
Name: Lester
Wants: Commercial zoning, Railroads, & Residential Taxes
Name: Lydia
Wants: Marina & Libraries
Name: Officer Bob
Wants: Power Plants
Name: Various Advisors & Dr. Simtown
Wants: Advisor change
___________________________
\ 6.0 Building Strategies \
---------------------------------------------------------------------
-Center of the Map (6.01)
This is the highest quality area, as explained by the tutorials.
You want to build your residential in the middle of the map, unless
you are building a more artistic layout.
-Offensive Buildings (6.02)
There are numerous offensive buildings that are highly detrimental
to the growth of residential and commercial zones.
These are buildings such as:
Some Power Plants
Industrial zoning
Jails
Airports
Seaports
The solution is to place these buildings on the furthest edges of
the map, up against the black space. First, this will cause
some of their bad effects to disappear into the blank zone. Second,
this will keep them away from the prime real estate where their
effects would depress land value and Quality of Life.
A further solution is to keep all non-industrial offensive buildings
inside one large industrial area, up against one edge of the map.
Then build a bit of pollution reduction greenery/water.
Then build a row or two of commercial, in front of that area,
possibly with more pollution reduction if necessary.
Then build residential, which should be screened from both the
negative pollution and any negative Aura/QoL/Land Value/Crime.
-Optimal Blocks (6.03)
It's tough to say there is any one winning strategy, however I like
to use large rectangular blocks of residential in order to maximize
land space.
Maps are small enough as it is, so this helps to max out the
population.
Following is an example:
R
|-----------------------R----------------------|
|gwwgwwgwwgwwgwwgwwgwwgBRgwwgwwgwwgwwgwwgwwgwwg|
|-----------------------R----------------------|
|rrrrrrrrrFFFrrrrrrrrrrrRRSrrrrrrSSSrrrrrrrrccc|
|rrrrrrrrrFFFrrrrrrrrrrrRRSrrrrrrSSSrrrrrrrrccc|
|rrrrrrrrrFFFrrrrrrrrrrrRPNrrrrrrSSSrrrrrrrrccc|
|rrrrrrrrrZZZrrrrrrrrrrrRPNrrrrrrLLLrrrrrrrrccc|
|pfpfpfpfpZZZpfpfpfpfpfpRpfpfpfpfLLLfpfpfpfpfpB|
|rrrrrrrrrZZZrrrrrrrrrrrRrrrrrrrrLLLrrrrrrrrccc|
|rrrrrrrrrPPPrrrrrrrrrrrRrrrrrrrrHHHrrrrrrrrccc|
|rrrrrrrrrPPPrrrrrrrrrrrRrrrrrrrrHHHrrrrrrrrccc|
|rrrrrrrrrPPPrrrrrrrrrrrRrrrrrrrrHHHrrrrrrrrccc|
|-----------------------R----------------------|
|gwwgwwgwwgwwgwwgwwgwwgwRBwgwwgwwgwwgwwgwwgwwgw|
|-----------------------R----------------------|
R
Legend
r - Residential zoning
c - Commercial zoning
- - Road
| - road
g - Foliage
w - Water
B - Bus Stop
R - Railroad
RS - Rail Station
PN - Pond
p - Small Park
f - Fountain
F - Fire Station
P - Police Station
Z - Zoo
S - School
L - Large Park
H - Hospital
First, we see that the rail (RS & R) cuts through the residential (r)
block, thus relieving traffic congestion.
A good spacing of railways is about every 15 to 18 squares. This
will give a good traffic mitigation, while not taking up too much
space.
The bus stops (B) also reduce traffic.
Second, we see that the Foliage (g) and Water (w) are helping to
mitigate traffic pollution troubles.
The roads (- & |) are, of course, necessary for the zoning to
develop. However, in this setup, waste associated with the
types of inefficient blocks you see in computer generated cities is
avoided:
----
|rrrr|
|rrrr|
|rrrr|
|rrrr|
----
This is a completely wasteful block, with 3 sections of road that
are totally unnecessary and will cause pollution, monthly upkeep
fees, and traffic jams.
The particular size of these blocks, 9 wide, allows both optimal
residential zoning (r) for high rises, as well as stacking 3
Civic/Rewards/Park & Recreation 3x3 buildings periodically.
By alternating these 3x3x3 blocks, for instance in another block set
on top of the example, the coverage of these buildings is extended
and maximized.
Another useful tactic is to increase funding to
Police/Fire/Hospital/School buildings, so that their coverage radius
is increased further.
Be careful of making these zones too long. If roads are too long,
traffic congestion can become a problem. The length of the blocks
is really up to your city shape, mayoral beliefs, and personal
experience.
NOTE: This is not the only way to build up to a large population,
it's just one way. Be creative, experiment, and find others
that appeal to your own sense of aesthetics.
____________________
\ 7.0 Build a City \
---------------------------------------------------------------------
Build a City is a freeform, sandbox creation mode.
You can build as you will, when you will.
There aren't any fail or win rules. If you run out of money and go
into debt, you won't get a game over screen. Of course, if you don't
rectify the debt, you won't be able to build anything.
If you do find yourself in a hard debt situation, you should look
over your budget sheets, raise taxes as needed (avoiding harsh
residential taxes, as this will cause citizens to leave, thus
decreasing your income base and furth exacerbating the problem), and
cut expenditures. In such a situation, all expenditures should be
cut except for police funding.
-Land Parcels (7.01)
When beginning a new city, you are presented with a map that has
different land parcels. Each parcel has a rating. Each rating has
an associated starting funds value. They are as follows:
Basic - $100,000
Easy - $50,000
Norm - $20,000
Hard - $10,000
The only functional difference between all these parcels is the
initial terrain and the funds. There are no differences in
population growth, monthly income, or anything else.
Unless you want to challenge yourself, I highly recommend starting
with a high income parcel. You'll be spending enough time waiting
for your city to grow without tearing your hair out trying to build
a decent city with a mere $10,000. Then again, if you're into
real challenges, give it a go.
In particular, I recommend the top left parcel (Basic) and the parcel
at 3, 2 (bottom left is 1, 1), which is an Easy parcel.
NOTE: There are some minor additions to the Basic parcel. In this
square, you start with a small town already built for you. In
addition, your advisor will give you a brief lecture about buildings,
building strategies, and so on. Otherwise, the Basic parcel is
exactly the same as the others.
-One City at a Time
You can have one and only one Build a City city on your copy of
Sim City DS. If you want to start a new city, you will have to
overwrite your old city.
-Saving, Restoring, and Exiting to Main Menu
There is a large button that says "Save" in the top right corner of
your screen during Build a City mode. This button allows you to save
your city's progress. In addition, it gives you a menu option to
continue playing or not. This is the only way to return to the
main menu, aside from resetting your DS.
NOTE: This is the only way to save a city! If you do not use the
Save button, your city will NOT be auto-saved! Remember to save!
After saving a game, when you click Build a City, you are given a
menu that has a New Game option right under the Continue option. If
you accidentally press the New Game option, don't panic! Just back out
of the keyboard screen into the main menu. Your city is not
overwritten until you manually save a new city.
-Mayoral Interviews (7.02)
Mayoral interviews are meetings with various citizens who have
requests or offers for you. These will become a source of some
annoyance, after awhile. They occur constantly.
The real annoyance is that they are somewhat nonsensical. You'll
have people asking for parks when your city is nothing but parks, or
asking you to build a Defense Force when you already have several.
Even worse, you really gain nothing if you do accommodate these
requests. Your population doesn't get happier. You don't gain
money. Though roleplayish, they are ultimately a waste of time.
Eventually, you'll just want to ignore them.
However, you do want to pay attention to them at certain times. In
particular, there are several lucrative deals and even a buildable
building you can gain from these interviews. After you get the
building, and if you have no money troubles, you'll really just want
to ignore the exclamation mark near your advisor, letting you know
that someone is waiting to be seen.
The various deals are detailed in section 5.0.
-Changing Advisors (7.03)
There is one other time you'll want to pay attention to visits:
When you want to change advisors.
Rarely, maybe once every several years, a random advisor will wander
into your office asking to become your new assistant. If you want to
change advisors, make sure to keep checking the notices.
-Yearly Economic Review (7.04)
Every year your play time is interrupted by an economic review. This
is just a short interview scene where your advisor tells you how much
money you have. Its main purpose seems to be to prevent you from
allowing the game to run on its own.
If you want to let the game run, just keep it near you while you do
something more interesting, tapping through the screen when it
occurs.
-Dr. Simtown and His Gifts (7.05)
If you're ignoring interviews, don't worry about missing Dr. Simtown!
When Dr. Simtown brings reward or research buildings, the scene looks
like an interview, but you don't need to click on your advisor to
find them. They happen when needed and automatically take you to
your office.
NOTE: I have had at least one occurrence where I had to check the
interview notices to find one of Dr. Simtown's gifts (Fission
Plant). This is strange, as it is different from the usual
routine where the advisor interrupts your playtime to let you
know that Dr. Simtown is there.
If you're wondering where he is, try checking a few notices.
You can instantly tell when it's Dr. Simtown, even without
going into the office, as your advisor's message will be
different than usual, letting you know there is a guest and
to return to the office (instead of asking whether you want
to return to the office).
-Landmark Usage (7.06)
After you unlock landmarks, you can select up to 2 to use in a Build
a City city.
They have no effect other than looking nice and cost nothing to
build.
-Action Events & Disasters (7.07)
If you have them enabled, occasionally these will occur. Respond
to them as needed.
Disasters just require cleaning up rubble and repairing roads and
buildings. A few require active participation by building things or
touch/mic controls. During a new city, it's somewhat advisable to
turn them off, especially as the Fire and Riot events are extremely
common and annoying.
Action events require active input, as detailed in section 4.0.
--------------------
| Population Rewards | (7.08)
--------------------
Name: Post Office
Goal: 100 people
Cost: $500
Mult: Infinite
Gaining the Post Office opens the Mail icon on the game screen in
Build a City mode, as well as a Mail tab in the sheets interface.
Using it brings up a form letter. There are several you can choose
from, each with a different tone, such as optimistic or dreary,
based on qualities present in your city. After selecting a form,
you can then send mail to friends via the Post Office in the main
menu, through the WiFi service.
Name: Museum
Goal: 3000 people
Cost: $1500
Mult: Infinite
Raises Education level. Raises land value. Fees required.
Name: Mayor's Manor
Goal: 5000 people
Cost: $0
Mult: One
"Good things to follow" (That's all the info the building gives)
Name: Court House
Goal: 25,000 people
Cost: $0
Mult: One
Raises land value significantly. Raises commercial demand.
Name: Center for the Arts
Goal: 100,000 people
Cost: $0
Mult: One
Raises land value slightly. Raises quality of life.
Name: Medical Research Lab
Goal: 1999 & 80,000 people
Cost: $75,000
Mult: Infinite
Raises land value significantly. Raises health level.
Medical Research Labs may be placed multiple times. They are the
ultimate prestige building, better than Zoos, though you would want
to use both in conjunction, as their benefits are complementary.
--------------------
| Research Buildings | (7.09)
--------------------
The following items are researched by Dr. Simtown and presented at
intervals. The items can only be researched if funding is provided
to Dr. Simtown through the Resr tab in the Exp portion of the Budget
Sheet.
The items are given dates which are rough estimates.
Dates may vary, based on how much you allocate to research.
The dates are based on funding of 100% for the first several decades,
and 200% after the 1940s.
Name: Defense Force
Time: early 1900s
Cost: $10,000
Raises industrial demand slightly. Major pollution source.
Name: Disaster Research Lab
Time: early 1900s
Cost: $75,000
Takes preventive measures against disasters.
Name: Bus Terminal
Time: early 1900s
Cost: $150
Relieves traffic congestion. At least 2 must be placed.
Name: Incinerator
Time: mid 1900s
Cost: $7500
Incinerates waste. Pollutes air and water.
Name: Airport
Time: mid 1900s
Cost: $500 per square (Minimum 3x5 block)
Increases commercial demand
Name: Water Purifier
Time: mid 1900s
Cost: $15,000
Purifies contaminated water. Lowers land value.
Name: Gas Power Plant
Time: mid 1900s
Cost: $4500
Uses gas to generate energy. Pollutes environment.
Name: Desalinization Plant
Time: mid 1900s
Cost: $1500
Changes seawater to drinking water. Must be built next to ocean.
Name: Nuclear Power Plant
Time: mid 1900s
Cost: $20,000
Uses fission to generate energy. Low pollution/meltdown risk.
NOTE: Nuclear meltdown results in nuclear radiation.
Name: Recycling Center
Time: late 1900s
Cost: $5000
Recycles large amounts of waste. Lowers land value slightly.
NOTE: This is the best option for dealing with garbage, as it is
both pollution-free and recycles huge amounts of trash.
Name: Wind Mill
Time: late 1900s
Cost: $250
Uses wind to generate energy. Low pollution. Inefficient.
Name: Solar Power Plant
Time: late 1900s
Cost: $15,000
Uses Sunlight to generate energy. Pollution-free. Inefficient.
Name: Microwave Array
Time: early 2000s
Cost: $30,000
Creates energy from microwaves. Pollution-free. Efficient.
NOTE: In my opinion, Microwave Arrays are the best power plant,
both powerful and completely pollution free. The Fission plant
provides more power, but even with a city of 500,000 people, a set
of Microwave Array's can power the entire city.
Name: Fission Plant
Time: mid 2000s
Cost: $50,000
Uses fusion to generate energy. Low pollution. Efficient.
_____________________
\ 8.0 Save the City \
---------------------------------------------------------------------
Save the City missions are scenarios in which a city in distress
needs saving. All of these missions feature difficult financial
challenges.
Every mission begins on 1/1/2000.
Every mission has the following instant fail scenarios:
Funds reduced to $0
10 year time limit expires
In addition, some missions feature extra fail scenarios.
Every mission has a base population goal. Some have further goals,
such as building a certain type of building.
There are no goals other than those presented. Don't worry about
anything other than achieving those goals in the shortest time
possible. If you're a perfectionist, leave it at the door, because
these sims won't care how many schools you build them if their
city goes bankrupt.
Missions are presented in order of relative difficulty, from easiest
to most difficult.
---------
|Africanus| (8.01)
---------
City Name: Uforia
Winning Condition:
Reach a population of 120,000 people.
Beginning Stats
Population: 79,685
Starting Funds: 20,000
Monthly Income: -4117
This mission is easy pie.
There are a few circles of gravel where aliens blasted the city.
Reconnect roads, to ensure population dynamics remain intact.
Ok, this part might sound strange and counterproductive, but you need
to go around the map and demolish every single building that has a
monthly expense. Spare nothing save for Police Stations.
Here is a list of what you need to demolish:
Schools
Libraries
Universities
Jails
Fire Stations
Hospitals
Museums
Bus Stations
Rail Stations
Get used to this, because you'll be doing it in every single mission.
What's the point? The point is that without all these monthly
expenses, your job is a lot easier.
While it seems counter-productive, the fact is that small population
cities will grow without any of these fancy monthly fee buildings.
Another factor is that these missions have a lot of no-fee Civic and
Rewards buildings that raise Quality of Life and Land Value, anyways.
Coupling these factors, the buildings you're demolishing are a
hindrance, rather than a help.
I recommend leaving police stations as they are probably the best
value monthly expense building. A few won't hurt, and they will
help to bring people in. While people don't mind living without
schools, I find populations do tend to slow down if there is a lot
of crime.
After destroying all of these buildings, you should have a positive
monthly income. Building up to 120k from 80k should be a breeze.
There is a nice spot towards the bottom left side, with a bunch of
gift and prestige buildings. Build up a block of heavy residential
there. Then build another block somewhere.
When you're building new areas, you may want to add a few Civic
buildings. This is alright, even though we went to great trouble to
destroy all those other ones. We needed to, for financial reasons.
However, Civic buildings boosts immigration into a zone, and that
population then generates new taxes. Just don't over build. Use a
few schools, hospitals, and police stations, as needed.
You should be able to complete this map in
less than 1 year game time.
Landmark Rewards:
1. Sphinx (Egypt)
2. Great Pyramids (Egypt)
3. Pharos of Alexandria (Egypt)
--------
|Russeria| (8.02)
--------
City Name: Standstillistan
Winning Conditions:
Reach a population of 170,000 people.
Build 10 Police Stations.
Beginning Stats
Population: 118,854
Starting Funds: 30,000
Monthly Income: -5939
What a mess. The road system is a disaster. Take a look at this,
because this is exactly what you do not want to do when you build
your own cities.
First thing, as always, is to go destroy any monthly expense
buildings, except police stations.
If you want, clean up the road system. At the least, I recommend
deleting the rail system. A rail system only really becomes useful
with a higher population.
This is a map that looks more difficult than it is. First, you have
a substantial population already, and that means you have a large
tax base. Second, there are a ton of monthly expense utilities on
the map. After you delete all the utilities and rails, you should
have an income of $4000 a month.
With such a high monthly income, building up to 170k population from
118k population will be a breeze. Just build in spots on the
map that have lots of civic buildings or gift buildings. You
shouldn't have to build any civic buildings, just residential.
After that, just build a row of police stations. Then you're done!
A very easy mission, tbqh.
Landmark Rewards:
30. St. Basil's Cathedral (Russia)
31. Hagia Sofia (Turkey)
32. Helsinki Cathedral (Finland)
---------
|Australis| (8.03)
---------
City Name: Big Treat
Winning Conditions:
Reach a population of 200,000 people.
Demolish the Nuclear Power Plants.
Beginning Stats
Population: 75,251
Starting Funds: 30,000
Monthly Income: -3935
Debt: -3935
And I thought Standstillistan was a mess. It looks like a monster
tore through this place...
Anyways, this one is not too difficult. After destroying monthly
expense buildings, the city should bring in an income of a few
thousand.
After the usual pre-build preparations, you should reconnect the
various parts of the city, by bulldozing rubble and reconnecting
rails/roads. You may also need to reconnect power to various areas.
I did this with light housing, though power lines work just as well.
Then it's just a matter of building heavy density housing. You have
plenty of room to do this, either by bulldozing the gravel or the
water. Personally I prefer the water, as it allows perfect
rectangles, instead of having to fit everything into the zig zag
pattern of the gravel, roads, and buildings in the main city.
The main city does have some gifts that would be good to build
around. Or you can do a mix of both, filling in choice spots in the
city, then moving on to the ocean.
This is as straightforward a mission as you get, so just build up
residential, along with a few Civic buildings to boost growth.
At about 140k or so, you might see a small spike in industrial
demand. Just build a 3 x 6 set of industrial, near the top corner
industrial block.
Using the ocean area for building, it took nearly 3/4 of the ocean
area to reach 230k population.
After you reach 200k population, destroy the two nuclear power
plants. I wasn't sure, so I built a fission plant to support the
power grid, before doing so.
Landmark Rewards:
12. Sydney Opera House (Australia)
13. Melbourne Cricket Gnd. (Australia)
-------------
|North Amiland| (8.04)
-------------
City Name: Nocknee Hills
Winning Conditions:
Reach a population of over 120,000
Beginning Stats
Population: 53,000
Starting Funds: 16,409
Monthly Income: -3436
Another map with lots of rubble.
First things first: Demolish all the monthly expenditure buildings,
then demolish railways and stations.
This is a rough map, so you're going to have to make yourself some
room by destroying green areas to build in. Then fill them with
residential. Add some Civic buildings or Park & Recreation
amenities, to boost population growth.
Just keep adding residential every month as profits come in. Spend
all of the profit, as you have no other expenses to worry about.
At 80k population, industrial demand will rise. Ignore it and keep
building residential. Your residential population will continue to
grow, even though your citizens are demanding industrial.
You should reach 120k population in a few years.
Landmark Rewards:
22. Grand Central Station (USA)
23. LA Landmark (USA)
24. Statue of Liberty (USA)
25. Coit Tower (USA)
26. Gateway Arch (USA)
27. Lincoln Memorial (USA)
28. United States Capitol (USA)
29. White House (USA)
--------
|Euroland| (8.05)
--------
City Name: San Sadinero
Winning Conditions:
Reach a population of 270,000 people.
Raise $250,000 in funds.
Beginning Stats
Population: 115,156
Starting Funds: 70,000
Monthly Income: -6549
Yikes! What a wasteland.
</pre><pre id="faqspan-2">
This is another mission that looks scarier than it actually is.
(Although, it is possibly the most tedious of the missions, due
to its hefty win conditions and the amount of demolition needed)
There is a sizable monthly debt, so first thing is to destroy all
the monthly expenditure buildings except for police stations.
Then, destroy the entire rail system, which is poorly laid out and
duplicates itself needlessly.
Then, I advise destroying all unnecessary roads. The city is big,
but well laid out, so removing roads should be an easy task.
If you skipped the mechanics section, you basically want to remove
any cross roads and side roads. A line of zone only needs to be
connected to a road on one side of itself. Anything else is waste.
So, for example:
----
rrrr|
This is four residential (r) and 2 roads (| & ----). The second road
(----) is waste and provides nothing to the zone block. Since you
have to pay monthly upkeep for roads, that's lost money. Demolish
it, so it looks like this:
rrrr|
It's not as pretty, but the citizens are just as happy and it's
less costly. For reference, Commercial needs to be within 3 of a
road, Residential within 4, and Industrial within 5. Those numbers
include the square touching the road.
After all this demolition is finished, the city should have a small
monthly profit and approximately 45k in reserves. There are three
spots that are prime building areas. All of them are the gravel
spots, so just bulldoze the gravel and lay out long track housing
blocks. Don't worry about industry or commerce. Just build
residential, with Civic, Park & Recreation, and Rewards buildings as
needed to encourage growth.
That's it. Build, build, build. Remember to add water pumps as
needed. In 5 to 7 years, you should have 270k people and 250k cash.
Easy.
Landmark Rewards:
14. Eiffel Tower (France)
15. Notre Dame (France)
16. Parthenon (Greece)
17. Stockholm Palace (Sweden)
18. brandenburg Gate (Germany)
19. Neuschwanstein Castle (Germany)
20. Palacio Real (Spain)
21. Paris Opera (France)
--------
|Asiazone| (8.06)
--------
City Name: Hairisabad
Winning Conditions:
Reach a population of 130,000 people.
Restore power to all zones.
Special Fail Condition: Over 20% of zones destroyed.
Beginning Stats
Population: 16,247
Starting Funds: 60,000
Monthly Income: -5544
This one throws you a twist, a fail condition if you destroy 20% of
the buildings on the map. That's alright because we'll just destroy
the monthly expenditure buildings, as usual. Also destroy any
superfluous rail stations, as they also have a monthly fee.
When you're demolishing, don't be cautious. This is a money tight
map, so be ruthless: Destroy every single monthly expense building
except for police stations, unless they are useless police stations
in the middle of nowhere.
This map has another twist. Instead of giving a bunch of power
plants and little residential, it has lots of residential and only
one power plant. If you waste all your money on residential, you'll
find that your power plant won't be able to handle the load and
you'll get brown outs. This causes citizens to abandon your city,
causing you to run out of money.
So, after destroying all the monthly expense buildings and some rail
stations, build two nuclear plants somewhere. Then make sure all
the areas are connected to the power grid, using power lines if you
have to. I find a good way is to build the plants in the bottom
corner, then run a line from the industrial block NW to the
residential block near the left corner. Then run a single line up
to the Police station, in the bottom middle of the map.
Once you reconnect all the zones with power, you can just sit back
and watch the map's existing residential zones grow to 80 or 90k.
Your money is pretty tight, so just let it build up in the meantime.
Don't waste any money on anything as you'll need every dollar.
At this point you'll need to build another plant. Build a nuclear
plant somewhere, then wait for the city to grow some more.
You should also be seeing some population growth slowdown at about 90k
population because the pre-existing residential zones will fill up.
Go around the map and fill in the spots where you destroyed monthly
expense buildings with residential. There are plenty, so this should
be enough to get you to 130k.
You'll likely need to build another power plant near 130k population.
If you get to 130k and don't get the Clear screen, you either need
to build that last power plant or you have zones that have no
power. The intro wasn't kidding when it said all zones must be
powered. That includes things like that little park on that tiny
island. Make sure you run a power line out there to power up the
light poles or whatever else is electrical in a park in the middle
of an island. Or you could just destroy the thing, if you have no
care for aesthetics...
That's that! You should be able to finish this one in 3 or 4 years
game time.
Landmark Rewards:
4. Taj Mahal (India)
5. Himeji Castle (Japan)
6. National Museum (Taiwan)
7. Daibutsu (Japan)
8. Mt. Fuji (Japan)
9. Kokkai (Japan)
10. Atomic Dome (Japan)
11. Rama IX Royal Park (Thailand)
-------
|Sudamer| (8.07)
-------
City Name: Oopseeville
Winning Conditions:
Reach a population of 300,000 people.
Beginning Stats
Population: 35,000
Starting Funds: 73,147
Monthly Income: -4199
No messing around in this scenario. The place is a mess, with a
very wasteful road and rail system. There are also numerous
redundant monthly expense buildings.
First things first: crush all the expense buildings you don't
really need. First demolish all fire departments, universities,
libraries, and any redundant schools and hospitals. Then destroy
the rail system. Finally, if you want to take time, clean up any
unneeded roads. Doing all this will give you a 1k + budget, with
which you can start building up the city to 300k population.
Note that the recommendation is to keep some schools and hospitals.
Because of the long term nature of this map, you want to keep the
city's Aura, Quality of Life, and Land value up. Besides, you'll
have a monthly profit anyways, from destroying all those other
buildings.
One problem is that there is very little space that isn't hogged up
by very inefficient zoning and roadway. There's only one solution...
You have to make yourself some space by smashing things.
Just pick one area (I chose the left corner) and build from there,
smashing any already existing zoning in your way. I built up
towards the top, stacking the blocks flat, one on top of another,
like 4-line tetris blocks.
One tactic for large population is to build track housing blocks:
long blocks of high land quality residential, with a small commercial
block as a capstone.
In this block, intermix all the needed monthly expense and a few
QoL/LV buildings, such as parks. In particular, I recommend double
zoos every other block, as that really brings in the population. If
you want to go more frugal, try Large Parks or Stadiums.
The basic layout is a 9 wide, long block, flanked by roads. Place a
small amount of commercial at the end. In the middle is a single
line of greenery. Refer to section 6.03 for a visual example.
Just keep building as many of these track housing blocks as you can
a month. It should take several hours of real time.
You may also want to build an airport, to increase commercial
demand, possibly increasing its size after you reach 200 or 250k
people. This will increase commercial demand and make industrial
demand a little less important (negating some traffic concerns,
making the commercial block capstone more effective and reducing
your need to do anything other than make these track housing blocks).
You will also need to build recycling buildings, to keep the
garbage level of your city down. Citizens hate garbage, which leads
to pollution and lowered QoL, which leads to slowing or stoppage of
population growth.
Don't forgot to build a lot of extra pump stations, as your city
will need water to grow once it reaches high levels.
Landmark Rewards:
41. Moai (Chile)
42. United Nations (UN)
43. Bowser Castle (Nintendo)
--------
|Ukingani| (8.08)
--------
City Name: Rowdy falls
Winning Conditions:
Reach a population of 180,000 people.
Build 2 Waste-to-Energy plants.
Beginning Stats
Population: 48,394
Starting Funds: 50,000
Monthly Income: -6985
Looks like it's anarchy in the U.K...
This mission doesn't mess around. It has very tough financial
constraints.
First, destroy all monthly expense buildings, ALL of them, except for
police stations that aren't redundant or useless. Demolish the rail
system. Even after this, you'll be losing a few thousand a month.
You can gain a little more if you clean up the roadways by
demolishing unnecessary roads. You can squeak by without doing so,
however.
Choose a residential area with lots of good prestige buildings and
gifts. Build heavy residential.
Do this until out of room in the current spot, then move to another.
Don't waste money demolishing to make room, as there is plenty of
space to build and it will just lower your taxbase. Do this until
down to about 21k money. Let residential build up until you aren't
losing money.
If residential growth stops, you might not have enough water pumps.
Build some near the other water pumps.
If you need to, don't worry about knocking down a few commercial
buildings. Residential demand will stay high. This is good practice
where commercial zoning is hogging up valuable space near Civic,
Reward, or Park & Recreation buildings.
After you achieve a positive monthly income, just keep building in
good spots with already built gifts and prestige buildings. Do this
'til 180k population, remembering to build population growth
influencing buildings, like schools, hospitals, universities, and
zoos.
Then just save up for two converters and build them.
Congratulate yourself on saving every city, then get ready to
build your own city, if you haven't yet!
Landmark Rewards:
33. Tower of London (UK)
34. Westminster Abbey (UK)
35. Big Ben (UK)
36. Trafalgar Square (UK)
37. Anglican Cathedral (UK)
38. Liver Building (UK)
39. Metropolitan Cath. (UK)
40. St Paul's Cathedral (UK)
__________________________________
\ 9.0 Museum & Landmark Passwords \
---------------------------------------------------------------------
-------------------
|Standard Collection| (9.01)
-------------------
The Standard Collection lists buildings and objects that can be built
using the panels found at the top of the build sheet.
The list is in order, as shown in the completed Standard Collection.
Headers are given, to show where each building is found.
Zoning headers also list building size.
Parks & Recreation
1. Water Fountain
2. Pond
3. Small Park
4. Large Park
5. Marina
Residential 1x1
6. The Brick Pad
7. White Cottage
8. Pitched Roof Cottage
9. Kennedy House
10. DePalma House
11. French Country Manor
12. Lombardi Manor
13. Pond Estate
14. East Coast Brown
Residential 2x2
15. Kevin Way Row Houses
16. Townhomes
17. Tenements
18. Bayberry Manor
19. Stratton Manor
20. Hamptons Apartments
21. Berkshire Apartments
22. Wilshire Apartments
23. Mid City Apartments
Residential 3x3
24. Beddington Manor
25. Suburban Townhomes
26. Bayside Highrise
27. Pulitzer Apartments
28. Lexington Apartments
29. The Italian Villa
Commercial 1x1
30. UK Design Studio
31. London Tailors
32. UK Trading
33. UK Business District
34. Lucky 9 Gas Stations
35. Six-Petaled Pavilion
36. Harajuku Fashions
37. Taiwan Variety Store
38. Exotic Imports
Commercial 2x2
39. Meats 'R Us
40. Ted's Tire Shop
41. Frankfurt Financial
42. Riverside Trading
43. Berkely Castle
44. Certifiably Good
45. Hamburg Jewelers
46. Tokyo Hi Tech
47. Paradiso Multiplex
Commercial 3x3
48. Ye Olde Shoppes
49. Multimart
50. Singapore Variety
51. Grimaldi Center
52. Plump Tower
53. Chertsey House
Industrial 1x1
54. Foreman's Shack
55. Gibson's Tool Shack
56. Smog-o-Matic
57. Factory Water Tank
58. Utility Researchers
59. Oil Recycling Plant
60. Auto Parts Warehouse
61. Eco-Impact Station
62. Muck Factory
Industrial 2x2
63. The Cog Factory
64. Paper Mill
65. Chemical Tank
66. Industrial Lab
67. Cloth Dyeing Plant
68. Chemical Plant
69. Jack's Lumber Mill
70. Happy Hooves Feedery
71. Iron Man Ironworks
Industrial 3x3
72. Building Supplies
73. Petrol Plant
74. Building Materials
75. Heavy Metal Machines
76. Rising Sun Autos
77. Stonecutter's Guild
Seaport
78. Waterfront
79. Portside HQ
80. River Dike
81. Loading Crane
82. Freight Storage
83. Loading Docks
Airport
84. Ground Control
85. Control Tower
86. Airport Terminal
87. Airport Hangar
Transportation
88. Bus Terminal
89. Train Station
Civic
90. Police Station
91. City Jail
92. Fire Station
93. Hospital
94. School
95. University
96. Library
97. Playground
98. Zoo
99. Stadium
Power
100. Coal Power Plant
101. Oil Power Plant
102. Gas Power Plant
103. Nuclear Power Plant
104. Wind Mill
105. Solar Power Plant
106. Microwave Array
107. Fusion Power Plant
Water & Waste
108. Pump Station
109. Water Tower
110. Water Purifier
111. Desalinization Plant
112. Incinerator
113. Recycling Center
114. Energy Converter
Rewards
115. Mayor's Manor
116. City Courthouse
117. Medical Research Lab
118. Center for the Arts
119. Post Office
120. Museum
121. Disaster Research
122. Defense Force
123. Casino Row
----------------------------------------
|Landmark Collection & Landmark Passwords| (9.02)
----------------------------------------
Landmarks 1 through 43 can be unlocked by finishing the various
Save the City missions. Landmarks 44 through 56 are only unlocked
by passwords. Landmarks 1 through 43 are also unlockable with
passwords.
The list is in order, as shown in the completed Landmark Collection.
Passwords are given in CAPS to make reading easier, however they must
be entered in >lowercase< letters.
1. Sphinx (Egypt)
password: HAYKAL
2. Great Pyramids (Egypt)
password: MAHFOUZ
3. Pharos of Alexandria (Egypt)
password: ZEWAIL
4. Taj Mahal (India)
password: TAGORE
5. Himeji Castle (Japan)
password: HOKUSAI
6. National Museum (Taiwan)
password: YUANTLEE
7. Daibutsu (Japan)
password: MISHIMA
8. Mt. Fuji (Japan)
password: HIROSHIGE
9. Kokkai (Japan)
password: SOSEKI
10. Atomic Dome (Japan)
password: KAWABATA
11. Rama IX Royal Park (Thailand)
password: PHU
12. Sydney Opera House (Australia)
password: BRADMAN
13. Melbourne Cricket Gnd. (Australia)
password: DAMEMELBA
14. Eiffel Tower (France)
password: CAMUS
15. Notre Dame (France)
password: HUGO
16. Parthenon (Greece)
password: CALLAS
17. Stockholm Palace (Sweden)
password: BERGMAN
18. Brandenburg Gate (Germany)
password: GROPIUS
19. Neuschwanstein Castle (Germany)
password: BEETHOVEN
20. Palacio Real (Spain)
password: CERVANTES
21. Paris Opera (France)
password: DAUMIER
22. Grand Central Station (USA)
password: F.SCOTT
23. LA Landmark (USA)
password: HEMINGWAY
24. Statue of Liberty (USA)
password: POllACK
25. Coit Tower (USA)
password: KEROUAC
26. Gateway Arch (USA)
password: TWAIN
27. Lincoln Memorial (USA)
password: MELVILLE
28. United States Capitol (USA)
password: POE
29. White House (USA)
password: STEINBECK
30. St. Basil’s Cathedral (Russia)
password: TOLSTOY
31. Hagia Sofia (Turkey)
password: ATATURK
32. Helsinki Cathedral (Finland)
password: KIVI
33. Tower of London (UK)
password: MAUGHAM
34. Westminster Abbey (UK)
password: GREENE
35. Big Ben (UK)
password: ORWELL
36. Trafalgar Square (UK)
password: JOYCE
37. Anglican Cathedral (UK)
password: KIPLING
38. Metropolitan Cath. (UK)
password: AUSTEN
39. Liver Building (UK)
password: DICKENS
40. St. Paul’s Cathedral (UK)
password: DEFOE
41. Moai (Chile)
password: ALLENDE
42. United Nations (UN)
password: AMNESTY
43. Bowser Castle (Nintendo)
password: HANAFUDA
44. Shuri Castle (Japan)
password: BASHO
45. Edo Castle (Japan)
password: SHONAGON
46. Conciergerie (France)
password: RODIN
47. Reichstag (Germany)
password: GOETHE
48. Holstentor (Germany)
password: DURER
49. St. Stephen’s Cathedral (Austria)
password: MOZART
50. Sagrada Familia (Spain)
password: DALI
51. Jefferson Memorial (USA)
password: THOMPSON
52. Palace of Fine Arts (USA)
password: BUNCHE
53. Washington Monument (USA)
password: CAPOTE
54. Independence Hall (USA)
password: MLKINGJR
55. Smithsonian Castle (USA)
password: PAULING
56. Arc de Triomphe (France)
password: GAUGIN
_______________
\ 10.0 Credits \
---------------------------------------------------------------------
GameFAQs: For being awesome.
Maxis & Will Wright: For making Sim City.
EA: For making Sim City DS a reality.
Nintendo: For the best handheld system of all time.
Sim City DS, GameFAQs message board members...
food_sleep_game: Added Standard Collection item #72.
Corrected listing info for items #53 & #72.
kiyoshi67: Pointed out that the diagram in section 6.03 had
an error.
Added Standard Collection items #78 & #79.
jammie: Added info that Lester also requests residential
taxes be lowered.
HaphazardJoy: Corrected Arthur's garbage deal information.
Alejandro Diaz: Added deals for Candy, Granny Agnes, and
Lester in section 5.0.
buubuu001: Added the information and text for the Gabon
Gorilla Action Event in section 4.12.
Noah Zemel: Notified that Officer Bob asks for Power Plants.
___________________________
\ 11.0 Contact Information \
---------------------------------------------------------------------
Send any suggestions, corrections, additions, requests, insults,
spam email, or big cash endorsements to:
[email protected]
_________________
\ 12. Legal Junk \
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