+======================================================+
| SimCity 3000 Unlimited - Efficient City Build Guide |
| Version 0.7 |
| Written by Glenn Frazee (grfrazee[at]gmail[dot]com) |
| GameFAQs s/n: Idiosyncrat |
+======================================================+
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+==============================================================================+
| TABLE OF CONTENTS |
+==============================================================================+
| CHAPTER | REFERENCE NO.|
+==============================================================================+
| Version History.......................................................01-00 |
+==============================================================================+
| Legal Stuff...........................................................02-00 |
+==============================================================================+
| Introduction..........................................................03-00 |
| Hotkeys.............................................................03-01 |
| Zoning/Landscaping Hotkeys........................................03-01A |
| Transportation Hotkeys............................................03-01B |
| Civic/Special Building Hotkeys....................................03-01C |
| |
| Utilities Hotkeys.................................................03-01D |
| Information/Menu Hotkeys..........................................03-01E |
| Simulation Control Hotkeys........................................03-01F |
+==============================================================================+
| Overview..............................................................04-00 |
| |
| Zones...............................................................04-01 |
| Residential.......................................................04-01A |
| Commerical........................................................04-01B |
| Industrial........................................................04-01C |
| Landfill..........................................................04-01D |
| |
| Seaport...........................................................04-01E |
| Airport...........................................................04-01F |
| |
| Utilities...........................................................04-02 |
| Power.............................................................04-02A |
| Water.............................................................04-02B |
| Garbage...........................................................04-02C |
| |
| Transportation......................................................04-03 |
| Roads.............................................................04-03A |
| Highways..........................................................04-03B |
| Trains............................................................04-03C |
| Subway............................................................04-03D |
| Bus Stop..........................................................04-03E |
| |
| Public Safety.......................................................04-04 |
| Police Station....................................................04-04A |
| Jail..............................................................04-04B |
| Fire Station......................................................04-04C |
| |
| Health/Education....................................................04-05 |
| Hospital..........................................................04-05A |
| School............................................................04-05B |
| College...........................................................04-05C |
| Miscellaneous.....................................................04-05D |
| |
| Parks & Recreation..................................................04-06 |
| |
| Rewards & Opportunites..............................................04-07 |
| Mayor's House.....................................................04-07A |
| Historic Statue...................................................04-07B |
| City Hall.........................................................04-07C |
| County Courthouse.................................................04-07D |
| |
| Winter Wonderland.................................................04-07E |
| Haunted House.....................................................04-07F |
| Geyser Park.......................................................04-07G |
| Lighthouse........................................................04-07H |
| Country Club......................................................04-07I |
| |
| Military Base.....................................................04-07J |
| Medical Research Center...........................................04-07K |
| Science Center....................................................04-07L |
| Performing Arts Center............................................04-07M |
| University........................................................04-07N |
| |
| Theme Park........................................................04-07O |
| Defense Contractor................................................04-07P |
| Stock Exchange....................................................04-07Q |
| Stadium...........................................................04-07R |
| Spaceport.........................................................04-07S |
| |
| Business Deals......................................................04-08 |
| Casino............................................................04-08A |
| Maximum Security Prison...........................................04-08B |
| Megamall..........................................................04-08C |
| Waste Disposal Plant..............................................04-08D |
| |
| Ordinances..........................................................04-09 |
| Utilities.........................................................04-09A |
| Health, Education, Aura...........................................04-09B |
| Public Safety.....................................................04-09C |
| Environment.......................................................04-09D |
| |
| City Planning.....................................................04-09E |
| Transportation....................................................04-09F |
| Finance...........................................................04-09G |
| |
| Advisors............................................................04-10 |
+==============================================================================+
| Pre-Build Setup.......................................................05-00 |
| |
| Making the Map......................................................05-01 |
| Optimizing the Terrain............................................05-01A |
| Finding Your Center...............................................05-01B |
| Deciding Your City Type...........................................05-01C |
+==============================================================================+
| Starting Your City....................................................06-00 |
| Overview of Infrastructure Planning.................................06-01 |
+==============================================================================+
| FAQ..................................................................19-00 |
+==============================================================================+
| Contact Information..................................................20-00 |
+==============================================================================+
| Credits..............................................................21-00 |
+==============================================================================+
+==============================================================================+
| Version History.......................................................01-00 |
+==============================================================================+
Version 0.7 (9-24-06)
- Added "Starting Your City" chapter
Version 0.6 (7-22-06)
- Many updates and additions
Version 0.5 (7-02-06)
- Beginning
+==============================================================================+
| Legal Stuff...........................................................02-00 |
+==============================================================================+
This document is copyrighted © 2006-2007 by Glenn Frazee. SimCity 3000
Unlimited is copyrighted © by Maxis, a division of Electronic Arts. I write
this for personal use only, not to be altered, printed, or distributed
comercially. This guide may be printed for personal use, but not for any other
purpose. No part of this may be used without the written consent of myself and
whomever requests must give due recognition. Violators will be prosecuted.
Only these sites are allowed to host this guide:
www.gamefaqs.com and its associated "mirror" sites
If any copies are found elsewhere, please notify the author.
+==============================================================================+
| Introduction..........................................................03-00 |
+==============================================================================+
SimCity will go down among my most favorite games of all time. I
realize that I write this guide some six years after the game was released.
This is because a couple years ago I started a guide but never finished it. As
I had a sudden urge to reinstall the game, my interest in completing my guide
was renewed.
Now I write to inform the reader how to create a city that not only
looks good, but one that runs as efficiently as a perpetual motion device. I
have, quite literally, built cities that I can let run for years without an
intervening touch. Of course, getting there is the fun part.
*This is a work in progress so bear with me*
+==============================================================================+
| Hotkeys...............................................................03-01 |
+==============================================================================+
Hotkeys can make your life easy. After a while, you get REALLY tired of
clicking on the little menu icons each time you want to do something. Thus I
have listed them for easy access.
+===========================================+
| Zoning/Landscaping Hotkeys.........03-01A |
+===========================================+
Q Light Residential
W Medium Residential
E Dense Residential
A Light Commercial
S Medium Commercial
D Dense Commercial
Z Light Industrial
X Medium Industrial
C Dense Industrial
Y Landfill
V De-zone
U Plant Trees
Shift + U Create Surface Water
+===========================================+
| Transportation Hotkeys.............03-01B |
+===========================================+
R Roads
Shift + R Highway
Alt + R Bus Stop
T Lay Train Tracks
Alt + T Train Station
Shift + T Lay Subway Lines
Shift + Alt + T Subway Station
+===========================================+
| Civic/Special Building Hotkeys.....03-01C |
+===========================================+
K School
Shift + K College
P Police station
Shift + P Jail
F Fire Department
H Hospital
J Small Park
Shift + J Large Park
Ctrl + R Rewards Window
Ctrl + D Landmarks Window
+===========================================+
| Utilities Hotkeys..................03-01D |
+===========================================+
L Lay Power Lines
Ctrl + E Power Utility Window
Ctrl + Y Garbage Utility Window
I Lay Water Pipes
Ctrl + I Water Utility Window
+===========================================+
| Information/Menu Hotkeys...........03-01E |
+===========================================+
Ctrl + B Budget Menu
Ctrl + M Data Views
Ctrl + W Neighbor Deals View
Ctrl + O Ordinances
Ctrl + A Advisors & Petitioners View
Ctrl + S Save
Ctrl + Alt + S Save As
Ctrl + N New City
Ctrl + T Real City Terrain
Ctrl + L Load
Ctrl + F Load Starter City
Ctrl + Q Quit
Ctrl + P Preferences
G Toggle Terrain Grid On/Off
Ctrl + G Open City Layers View
Numlock Toggle Toolbar On/Off
Ctrl + Shift + S Take Snapshot
Ctrl + Shift + A View Snapshots
+===========================================+
| Simulation Control Hotkeys.........03-01E |
+===========================================+
Increase Simulation Speed
, Decrease Simulation Speed
/ Pause/Run Simulation
Page Up Rotate Map Clockwise
Page Down Rotate Map Counterclockwise
+ Zoom In
- Zoom Out
1-5 Different Zoom levels (1 being closest)
Arrow Keys Scroll City View in that direction
Spacebar Center City View on cursor
+==============================================================================+
| Overview..............................................................04-00 |
+==============================================================================+
In this section I will introduce all the aspects of city building.
Everything from zones to utilities to transportation. You have to know your
pieces before you can make the finished product.
+==============================================================================+
| Zones.................................................................04-01 |
+==============================================================================+
At the heart of your city lie the zones. What good is infrastructure if
nothing grows on it?
Zones can be picky. They need power, water, a road near them, and, if
that wasn't bad enough, they need to be in demand to develop. The RCI indicator
on your control panel shows this demand in the form of little colored bars.
Green for Residential, blue for Commerical, and yellow for Industrial. The
higher the bar goes, the more demand. The lower, the opposite. You should
make your zones to satisfy the RCI demand. What the Sims want can only mean
more money for you.
+==============================================================================+
| Residential...........................................................04-01A |
+==============================================================================+
Residential zones house the Sims, simply. There are three different
densities to choose from: light, medium, and dense.
+--------+------+--------+
| Type | Cost | Hotkey |
+--------+------+--------+
| Light | $10 | Q |
+--------+------+--------+
| Medium | $20 | W |
+--------+------+--------+
| Dense | $50 | E |
+--------+------+--------+
Light residential holds the traditional American view of housing: the
one or two-story house. Also included are open lawns and gas tanks at lower
land values and tennis courts and hedged fences at higher land values.
Zoning medium residential can result in mid-size apartments if demand
is high enough. If demand is too low, light density buildings might grow. The
only difference in the buildings in accordance to land value is the way they
look. Low values lead to Projects-esque buildings while high values result in
clean, pretty-looking buildings.
Dense residential allows towering apartment high-rises to grow. As with
medium residential, the density all depends on demand. Low land values lead to
big, ugly apartment towers while high values produce some very nice, Chicago
Lakefront-type apartments.
If you didn't already know, dense residential means that you can have
more population in less space. More population = more cash for your coffers.
Though it costs more initially, dense residential will eventually pay big
dividends.
+==============================================================================+
| Commercial............................................................04-01B |
+==============================================================================+
Commercial zones hold any building that sells stuff. Hence the name, of
course. Like residential, commerical also comes in light, medium, and dense
varieties.
+--------+------+--------+
| Type | Cost | Hotkey |
+--------+------+--------+
| Light | $10 | A |
+--------+------+--------+
| Medium | $20 | S |
+--------+------+--------+
| Dense | $50 | D |
+--------+------+--------+
Light commercial includes Ma & Pa shops, flea markets, and other little
one-square shops. Lower land values produce cruddier buildings like the flea
markets while high values give you cute little boutiques and the like.
Medium will make larger buildings, usually 2x2. Like the residential,
the density will only build if the demand is high enough.
Dense commercial will make your city look like New York City. Yes, with
high enough land values, dense commercial can turn into monstrous skyscrapers
that take up 3x3 (sometimes 4x4!) tiles. These make your city beautiful.
While dense commercial is something you need not really consider until
you are a fair way into running your city, just remember that the same rule that
applies to residential also applies here. Bigger = more $$$
+==============================================================================+
| Industrial............................................................04-01C |
+==============================================================================+
Most of your Sims will work in industry for the first 100 or so years of
your city's life. Keep this in mind when creating your city. Also, in time and
with the proper pressure, high-tech industry will develop. When that happens,
say goodbye to smelly, heavily-polluting industries.
+--------+------+--------+
| Type | Cost | Hotkey |
+--------+------+--------+
| Light | $10 | Z |
+--------+------+--------+
| Medium | $20 | X |
+--------+------+--------+
| Dense | $50 | C |
+--------+------+--------+
Light industrial can result in a couple different types. On one hand,
you have your smelly, pot-and-smokestack type 1x1's and 2x2's. However, if you
zone a light industry that's fairly big (4x6 at least), kind of isolated, has
only a road on one side, and has no water, you have a chance of developing
farmland. To be safe, make a save before you attempt it in case you don't get
the results you want.
Medium makes bigger, even smellier industries. Joy. The density caveat
applies here too.
Dense industry forms some behemoths of factories. Not gi-normous like
skyscrapers, but still big and much uglier. The high-tech ones look very sleek
and advanced; no smokestacks to be seen there.
Greater density still yields greatest profit.
+==============================================================================+
| Seaport...............................................................04-01D |
+==============================================================================+
Cost: $ Hotkey: none
Seaports serve to increase commerce and to facilitate garbage deals with
a neighbor across a sea. They generally produce high pollution and should be
kept away from residence as much as possible. Better yet, zone them near
industry.
+==============================================================================+
| Airport...............................................................04-01E |
+==============================================================================+
Cost: $500 Hotkey: none Available:
Airports produce medium to high pollution, but have the advantage of
increasing commerce. Usually you don't need to place one until the chamber of
commerce asks for one. Oh, and they need to be at least 3x5 to develop. Be
sure to place these away from residences as well.
+==============================================================================+
| Utilities.............................................................04-02 |
+==============================================================================+
Utilities include power, water, and garbage disposal. The absence of
one of these three can be stifling to city growth at the least and disastrous at
the worst.
+==============================================================================+
| Power.................................................................04-02A |
+==============================================================================+
In this subsection are power plants and the lines that convey electrical
current to the Sim households.
To build power lines (hotkey L), simply click and drag. Lines cannot
be drawn diagonally. They will make an "L" shape on your grid of you try to
make them like that. Lines can span across rivers but cost quite a bit more
than normal.
There are many different power plants to choose from. Most are 4x4
except for windmills, which are only 1x1. (Power utility menu Hotkey: Ctrl + E)
COAL POWER PLANT
Available: 1900
Cost: $5,000
Power: 6,000 MW-h/Month
Pollution: HAZARDOUS
Notes: Coal has decent bang for its buck early in the game (if you're starting
before 1950). Most users build coal plants early on because they cost
less than Oil plants. However, it would be wise to demolish this plant
and replace it with something less polluting as soon as it's economically
feasible.
OIL POWER PLANT
Available: 1900
Cost: $8,500
Power: 7,000 Mw-h/Month
Pollution: HAZARDOUS
Notes: More efficient that Coal plants, oil pollutes just about the same as coal
while being a more efficient use of space.
GAS POWER PLANT
Available: 1955
Cost: $4,500
Power: 3,000 MW-h/Month
Pollution: VERY HIGH
Notes: Very inefficient for the space it uses and pollutes barely less than coal
or oil. Wait 5 years for nuclear.
NUCLEAR POWER PLANT
Available: 1960
Cost: $16,000 MW-h/Month
Power: $20,000
Pollution: LOW
Notes: Very efficient use of space, second only to Fusion power. However, your
Sims will not like the plant too much. Your city aura takes a hit with
one of these installed and there's the chance of a meltdown when the
plant gets too old or overworked.
WIND MILL
Available: 1980
Cost: $250
Power: 200 MW-h/Month (usually less, as this capacity reflects peak performance
when placed at high elevations)
Pollution: NONE
Notes: These can be a quick fix if you need an extra boost of power before your
next influx of taxes come in. However, they are very inefficient, only
slightly better than Gas plants.
SOLAR POWER PLANT
Available: 1985
Cost: $15,000
Power: 5,000 MW-h/Month
Pollution: NONE
Notes: While not very cost efficient, these plants do have their upsides. You
can place them very close to (or even within) residences without negative
impact. However, if you plan on selling your power to a neighbor, avoid
using Solar.
MICROWAVE POWER PLANT
Available: 2020
Cost: $30,000
Power: 14,000 MW-h/Month
Pollution: NONE
Notes: A bit less efficient than Nuclear power (and more expensive) but without
the negative side effects of Nuclear. If you have disasters turned on,
there is a chance that stray solar rays might start fires near your
plant.
FUSION POWER PLANT
Available: 2050
Cost: $50,000
Power: 50,000 MW-h/Month
Pollution: LOW
Notes: The best of the best. As soon as you can afford them, install all you
can. They are three times as efficient as Nuclear, have no chance of
meltdown, and kick out so much power that 4-8 of them can power a large
city. Build more and wait for the neighborhood deals to come in.
+==============================================================================+
| Water.................................................................04-02B |
+==============================================================================+
As water constitutes about 60% of a Sim's body, you should keep water
utilities in high consideration. Dense zone growth will not occur if the area
is not watered.
Water pipes are laid in the same fashion as water pipes, except for the
fact that water pipes can go diagonally. They might have problems with steep
slopes (mountains or deep water). If you try to build pipes across slopes like
that, they might be "broken."
There are a few buildings that draw and clean the water supply (Hotkey:
Ctrl + I)
PUMPING STATION
Available: 1900
Cost: $300
Output: 1500 m^3/Month
Water Type: Fresh
Notes: Cheap, efficient, and work with surprisingly small amounts of water.
WATER TOWER
Available:
Cost: $150
Output: 600 m^3/Month
Water Type: Fresh
Notes: Much less efficient than pumping stations, however, they can hold water
in reserve when supplies run low.
WATER TREATMENT PLANT
Available:
Cost: $15,000
Output: 60,000 m^3/Month
Water Type: N/A
Notes: These plants only treat water to reduce pollution. They need to be
hooked up to your water lines to do so. They do not pump water.
DESALINIZATION PLANT
Available:
Cost: $1,500
Output: 5,000 m^3/Month
Water Type: Salt
Notes: Must be placed on the coast of a sea to work.
+==============================================================================+
| Garbage...............................................................04-02C |
+==============================================================================+
The average Sim puts out...well...a heck of a lot of garbage per week.
You need to find a way to deal with it, which is where the garbage utilities
come into play.
Besides the utilities I will list shortly, you can also put down a
landfill (hotkey Y). However, I would suggest you don't do this, but I will
explain that later. (Garbage utility menu Hotkey: Ctrl + Y)
RECYCLING CENTER
Available:
Cost: $5,000
Consumption: N/A
Pollution: NONE
Notes: It's clean, but Sims still don't want them in their backyards. The
environmental Sims will love you for putting them in, as long as you put
them a good way away from residence.
INCINERATOR
Available:
Cost: $7500
Consumption: 4,500 Tons/Month
Pollution: HAZARDOUS
Notes: It burns garbage. No need for landfills, but this thing kicks out A LOT
of pollution.
WASTE-TO-ENERGY INCINERATOR
Available:
Cost: $25,000
Consumption: 5,250 Tons/Month
Pollution: VERY HIGH
Notes: Also burns garbage, but it's a bit cleaner and has the added advantage of
producing some power along with it. A decent choice if you don't mind
the pollution.
+==============================================================================+
| Transportation........................................................04-03 |
+==============================================================================+
Your Sims need to get from Point A to Point B (generally home and work)
quickly and efficiently. Thus, you need some sort of transportation system, be
it roads, highways, or other mass transit methods.
+==============================================================================+
| Roads.................................................................04-03A |
+==============================================================================+
Cost: $9 Hotkey: R
The basic mode of transportation for your Sims are roads. The standard
form is the common two-lane road. Put two roads next to eachother, running
parallel, and you get an avenue separated by a median. Avenues are better for
higher traffic areas while regular roads can service the other 95% of your map.
+==============================================================================+
| Highways..............................................................04-03B |
+==============================================================================+
Highway: $540 Hotkey: Shift + R
Onramp: $68 Hotkey: none
When roads become too small, highways pave the way. In SimCity, the
highways are basically two-story slabs of concrete spread into a four lane road.
They move larger volumes of cars than roads and cost quite a bit more as well.
In order to get on a highway, one must build an onramp. (Note that
there is a bug where the Onramp tool works about ten times before it stops. You
then have to select a different tool and reselect the Onramp tool to continue).
Next you need a road that's right up against the highway. This can either be a
road that runs parallel (and terminates where you want the ramp) or a road that
cuts through the highway, creating a tunnel. Place the Onramp tool where you
want to build and, if all conditions are met, the cursor should turn blue.
Click to build.
+==============================================================================+
| Trains................................................................04-03C |
+==============================================================================+
Rail: $10 Hotkey: T
Train Stop: $250 Hotkey: Alt + T
Trains appear on the scene as the first means of mass transit. In real
life, trains offer an efficient means of delivering goods or people between
points, as long as those points are stops on the track. Though not very
flexible in terms of destinations, they can at least make the trip a little
easier.
While not very realistic (what train have you ever seen stop on a dime
or turn 90 degrees like a car?), train tracks can be laid like roads. Just
stretch the rail from point to point and you can lay your track. They even span
rivers and tunnel under hills. Just be sure you put a train station where ever
you want your Sims or cargo to get on and off.
+==============================================================================+
| Subway................................................................04-03D |
+==============================================================================+
Subway Line: $150 Hotkey: Shift + T
Subway Station: $500 Hotkey: Shift + Alt + T
Subway-to-Rail Connection: $500 Hotkey: none
Subways are the most effective and most expensive form of mass transit.
Anyone who's ever ridden one can attest to the ease and speed of transportation.
These advantages also show through in SimCity.
Subways are built underground in SimCity. Never do they go aboveground.
They build in the same way as roads, just subterrainian. Place a subway station
where ever you want your Sims to get on and off. Just make sure that the
station is on a road.
Also included are subway-to-rail connections. The title says it all:
they serve as both subway and rail stations, as long as a subway line and rail
run through them.
+==============================================================================+
| Bus Stop..............................................................04-03E |
+==============================================================================+
Cost: $150 Hotkey: Alt + R
Generally the most common form of mass transit available, bus stops cram
as many people as can fit onto one large vehicle and move them from place to
place. Instead of many people in many cars, wasting much gas and space, they
are condensed into one bus. Efficient, saves traffic congestion, and has a high
riders per gallons of gas ratio. Just be sure you place them next to a road.
+==============================================================================+
| Public Safety.........................................................04-04 |
+==============================================================================+
Ideally, everyone would get along, no one would need to steal, and fires
would only occur when and where we wanted. Ideally. Since this cannot ever
happen, public safety services are a must for every city.
+==============================================================================+
| Police Station........................................................04-04A |
+==============================================================================+
Cost: $500 Hotkey: P
Police can patrol a certain radius from the station itself. You can see
this radius as a circle centered around the station or by going to the data
views and viewing crime. The amount of money you feed into the Police budget
changes the size of the radius. This ratio is obviously directly proportional
(i.e., more money = bigger radius)
+==============================================================================+
| Jail..................................................................04-04B |
+==============================================================================+
Cost: $2,500 Hotkey: Shift + P
Jails house criminals. They only hold 300 criminals, so make sure you
have enough of them. If the jails fill up, obviously the cops can't keep as
good of a hold on crime. Also make sure that you build them away from
residential areas.
+==============================================================================+
| Fire Station..........................................................04-04C |
+==============================================================================+
Cost: $500 Hotkey: F
Fire stations work the same way as police stations, except they fight
fires, not criminals. They also have a smaller effective radius. If you have
disasters turned off, you only need to place one of these in your city. If you
have disasters on, make sure you have enough.
+==============================================================================+
| Health/Education......................................................04-05 |
+==============================================================================+
Now that your Sims are safe, they need to stay healthy and contribute
to society. For that they need hospitals and schools.
+==============================================================================+
| Hospital..............................................................04-05A |
+==============================================================================+
Cost: $500 Hotkey: H
Hospitals obviously help make your sick Sims better. They contribute to
your Sims life expectancy, which in turn increases the city aura and makes it
more attractive to Sims thinking of moving there. You can place a hospital
anywhere on the map - they have no effective radius like police stations.
+==============================================================================+
| School................................................................04-05B |
+==============================================================================+
Cost: $500 Hotkey: K
These provide the basic K-12 education for your Sims. Like hospitals,
you can put them anywhere. The increase in education betters your chances for
developing high-tech industry, which reduces pollution, increases tax revenue,
and raises the city aura.
+==============================================================================+
| College...............................................................04-05C |
+==============================================================================+
Cost: $3,000 Hotkey: Shift + K
I guess that these are just small, community colleges. (You get a
university gifted to you as a reward). They increase your Sims education levels
which affect everything I outlined above.
+==============================================================================+
| Miscellaneous.........................................................04-05D |
+==============================================================================+
Also included are these two ancillary educational facilities:
LIBRARY
Cost: $1,000
Hotkey: none
Notes: Your Sims will ask for these and complain if you don't have enough.
They raise the education levels of your Sims.
MUSEUM
Cost: $1,500
Hotkey: none
Notes: Another thing Sims will ask for. Raises education.
+==============================================================================+
| Parks & Recreation....................................................04-06 |
+==============================================================================+
Sims also need a place to relax and a place for recreation. Parks
provide these services, as well as increase the land value of the area
surrounding.
+-------------+--------+-----------+------+
| Name | Cost | Hotkey | Size |
+-------------+--------+-----------+------+
| Small Park | $100 | J | 1x1 |
+-------------+--------+-----------+------+
| Large Park | $1,000 | Shift + J | 3x3 |
+-------------+--------+-----------+------+
| Fountain | $100 | none | 1x1 |
+-------------+--------+-----------+------+
| Pond | $500 | none | 2x2 |
+-------------+--------+-----------+------+
| Playground | $500 | none | 2x2 |
+-------------+--------+-----------+------+
| Marina | $3,000 | none | 3x3 | (Must be placed on water)
+-------------+--------+-----------+------+
| Zoo | $5,000 | none | 4x4 |
+-------------+--------+-----------+------+
| Sports Park | $2,500 | none | 4x4 |
+-------------+--------+-----------+------+
+==============================================================================+
| Rewards & Opportunities...............................................04-07 |
+==============================================================================+
The Sims, nice as they are, offer you rewards for your deeds as mayor.
They also offer you different opportunites which can affect your city for
better or worse.
The "Approval" prompt says whether the Sims automatically give it to you
or if you have to accept it.
Requirements:
Approval:
Cost:
Benefit:
Harm:
Notes:
+====================================+
| Mayor's House...............04-07A |
+====================================+
Requirements: 5,000 population
Approval: No
Cost: $0
Benefit: Raises population cap by 6,000, Aura and Land Values go up.
Harm: None
Notes: I generally place mine in a low density residential neighborhood, but you
can put it anywhere you want. Just keep it in residential areas.
+====================================+
| Historic Statue.............04-07B |
+====================================+
Requirements: 35,000 population
Approval: No
Cost: $0
Benefit: Raises land values surrounding it. Raises population cap by 10,000
Harm: None
Notes: Place in residences or commerical areas for greatest affect.
+====================================+
| City Hall...................04-07C |
+====================================+
Requirements: 20,000 population
Approval: No
Cost: $0
Benefit: Aura and land value for commercial areas goes up. Population cap up
9,000
Harm: None
Notes: Put this one in the heart of your commerce.
+====================================+
| County Courthouse...........04-07D |
+====================================+
Requirements: 25,000 population
Approval: No
Cost: $0
Benefit: Aura and land value for residential and commercial go up. Population
cap +9,000
Harm: None
Notes: I generally put mine next to City Hall. Doesn't really matter where it
goes.
+====================================+
| Winter Wonderland...........04-07E |
+====================================+
Requirements:
Approval:
Cost:
Benefit:
Harm:
Notes:
+====================================+
| Haunted House...............04-07F |
+====================================+
Requirements:
Approval:
Cost:
Benefit:
Harm:
Notes:
+====================================+
| Geyser Park.................04-07G |
+====================================+
Requirements: More than 35 tiles of park in your city
Approval: Yes
Cost: $10,000
Benefit: Increased aura in residence and lower pollution. Population cap is up
25,000
Harm: None
Notes: Place it anywhere. Anywhere that doesn't have heavy industry.
+====================================+
| Lighthouse..................04-07H |
+====================================+
Requirements: 15,000 population
Approval: Yes
Cost: $5,000
Benefit: Aura in residence goes up. More demand for seaport. Popultaion cap up
6,000
Harm: None
Notes: I usually put mine on an island just offshore. Looks good with a
small residential area.
+====================================+
| Country Club................04-07I |
+====================================+
Requirements: 125,000 popultaion
Approval: Yes
Cost: $25,000
Benefit: Aura and land values up in surrounding areas. Popultaion cap up by
37,5000
Harm: None
Notes: For greatest affect, put it in a neighborhood that needs the boost.
+====================================+
| Military Base...............04-07J |
+====================================+
Requirements: 80,000 population
Approval: Yes
Cost: $0
Benefit: Raises demand for residence and industry
Harm: Pollution, crime go up. Land value goes down.
Notes: Whatever you do, if you choose to put it in, put it deep in the
industrial sector.
+====================================+
| Medical Research Center.....04-07K |
+====================================+
Requirements: 80,000 popultaion, and at least year 1999
Approval: Yes
Cost: $75,000
Benefit: Raises Sim intelligence levels, raises industry demand
Harm: None
Notes: Put it anywhere. I usually put it near my City Hall.
+====================================+
| Science Center..............04-07L |
+====================================+
Requirements: Sim Education Quotoent (EQ) above 135, year above 1999
Approval: Yes
Cost: $75,000
Benefit: Sim EQ up, raises demand of industry and commerce
Harm: None
Notes: Put it anywhere. Doesn't matter.
+====================================+
| Performing ARts Center......04-07M |
+====================================+
Requirements: 100,000 population
Approval: No
Cost: $0
Benefit:Aura and land value of residential or commercial area near it go up,
population cap up by 85,000
Harm: None
Notes: Anywhere in commerce or residence. Make it in the center of everything.
+====================================+
| University..................04-07N |
+====================================+
Requirements: Sim EQ above 105
Approval: No
Cost: $0
Benefit: Sim EQ and aura up
Harm: None
Notes: Looks good in residence, no matter where you put it.
+====================================+
| Theme Park..................04-07O |
+====================================+
Requirements: 80,000 population
Approval: Yes
Cost: $250,000
Benefit: Aura in residence and commerce near it goes up, popultaion cap goes up
by 200,000
Harm: None
Notes: I usually put it between my residence and commerce.
+====================================+
| Defense Contractor..........04-07P |
+====================================+
Requirements: Military Base built
Approval: Yes
Cost: $75,000
Benefit: Raises demand for industry and commerce
Harm: Medium pollution
Notes: Put it next to your Military Base or anywhere in your industrial sector.
+====================================+
| Stock Exchange..............04-07Q |
+====================================+
Requirements: 200,000 popultaion, $50,000 in treasury
Approval: No
Cost: $0
Benefit: Raises land value and aura in commercial sector quite a bit
Harm: None
Notes: Put it in the center of your commerce center.
+====================================+
| Stadium.....................04-07R |
+====================================+
Requirements:
Approval:
Cost:
Benefit:
Harm:
Notes:
+====================================+
| Spaceport...................04-07S |
+====================================+
Requirements: 50 developed airport tiles, after year 2100
Approval: Yes
Cost: $250,000
Benefit: Commercial demand goes throught the roof, population cap up 750,000.
Harm: Very High pollution</pre><pre id="faqspan-2">
Notes: Put it near your airport or deep in your industrial sector, far away from
residential areas. If you want over 2,000,000 popluation, you better
put this in.
+==============================================================================+
| Business Deals........................................................04-08 |
+==============================================================================+
When you find yourself running in the red, Malcom Landgraab and others
will approach you about some business deals. These generate you a tidy monthly
income at some cost, usually decreased land values, aura, or increased crime
or pollution. Good for a temporary fix, but sometimes it's better to get rid
of them once you can afford it.
+====================================+
| Casino......................04-08A |
+====================================+
Income: $350/Month
Harm: Increases crime and decreases land value
Notes: This one is usually ok to put in as long as you put in enough police
stations to cover the crime. Place in industrial zones.
+====================================+
| Maximum Security Prison.....04-08B |
+====================================+
Income: $250/Month
Harm: Reduces land values and I think it increases crime a little
Notes: This one is usually ok as well, as long as it's far away from residence.
+====================================+
| Megamall....................04-08C |
+====================================+
Income: $300/Month
Harm: Kills demand for commercial sectors.
Notes: The loss of demand for commerce early in the game usually isn't too much
of an impact. I usually leave it in for the entirety of my game as the
commerce bounces right back after a while.
+====================================+
| Waste Disposal Plant........04-08D |
+====================================+
Income: $400/Month
Harm: HAZARDOUS pollution. Absolutely kills land value and aura. Your Sims
hate it and would probably tear your house down if you left it for too
long.
Notes: Don't bother. You'll hate it.
+==============================================================================+
| Ordinances............................................................04-09 |
+==============================================================================+
Hotkey: Ctrl + O
As mayor, you can enact ordinances in your city that do a variety of
things. Most will cost you money but benefit the community. Some do generate
income for your city, but they are few.
I will list the ordinances and include information about them. For the
Cost subcategory, I list the relative cost of the ordinance that corresponds
to one of my very large, 2,000,000+ population cities. The + or - denotes if
the ordinance generates money or costs money. A single sign denotes that the
ordinance costs/makes $0-500, two signs is $501-1000, and so on.
+==============================================================================+
| Utility...............................................................04-09A |
+==============================================================================+
Utility ordinances obviously affect the use and regulation of your
city's utilities. They are as follows:
WATER CONSERVATION
Cost: --
Enact?: If you need it
Notes: This ordinance reduces the amount of water yoru city uses at a cost to
your treasury. Only enact it if you are running low on water and can't
afford new pumping stations.
POWER CONSERVATION
Cost: -
Enact?: If you need it
Notes: This is the same as water conservation, except it applies to power
utilities.
STAIRWELL LIGHTING
Cost: -
Enact?: Yes
Notes: This puts motion detectors in stairwells which only enable lights when
the stairwell is in use. Saves a bit of energy each month. It costs
almost nothing, so go ahead and check it.
MANDATORY WATER METERS
Cost: -
Enact?: Yes
Notes: This puts water meters on buildings to monitor water consumption and
charge the landowner accordingly. The costs come from paying for the
meters and the workers who check the meters.
+==============================================================================+
| Health, Education, Aura...............................................04-09B |
+==============================================================================+
COMMUNITY CPR TRAINING
Cost: -
Enact?: Yes
Notes: Obviously trains the community to do cardiopulmonary resuscitation, which
can save the lives of Sims having heart attacks. Raises Sim life
expectancy.
FREE CLINICS
Cost: -
Enact?: Yes
Notes: Provides free doctor clinics for Sims who can't afford it. Raises life
expectancy.
JUNIOR SPORTS
Cost: -
Enact?: Yes
Notes: Provides sports for your city's youth such as Little League. Reduces
crime in the city and I think it might help with health.
NUCLEAR-FREE ZONE
Cost: -
Enact?: If you don't use Nuclear plants, then yes.
Notes: Enacting this means that you cannot build any Nuclear Plants and any
existing ones must be torn down. It raises city aura.
PRO-READING
Cost: -
Enact?: Yes
Notes: Promotes reading. Raises educational quotients.
PUBLIC SMOKING BAN
Cost: ---
Enact?: Yes
Notes: The titles says it all. Raises Sim health and life expectancy.
+==============================================================================+
| Public Safety.........................................................04-09C |
+==============================================================================+
MANDATORY SMOKE DETECTORS
Cost: -
Enact?: Yes
Notes: Puts smoke detectors in every building. Reduces risk of fire.
NEIGHBORHOOD WATCH
Cost: -
Enact?: Yes
Notes: Promotes the formation of neighborhood watches that patrol the streets
at night to spot crime before it happens. Reduces crime.
YOUTH CURFEW
Cost: -
Enact?: Yes
Notes: Sets a 10:00PM curfew for youngsters. They might not like it, but it
reduces city crime.
CROSSING GUARDS
Cost: ---
Enact?: Yes
Notes: Puts crossing guards at busy intersections to help little kiddies cross
safely. Increases health but increases traffic and pollution as well.
+==============================================================================+
| Environment...........................................................04-09D |
+==============================================================================+
LEAF BURNING BAN
Cost: 0
Enact?: Yes
Notes: Reduces pollution and doesn't cost you a thing.
LANDFILL GAS RECOVERY
Cost: -
Enact?: Yes
Notes: Pumps collect gas exhaled from landfills which can then be burned for
energy or heat. I think the cost goes up as you include more landfills.
BACKYARD COMPOSTING
Cost: -
Enact?: Yes
Notes: Promotes the recycling of organic matter through compost. Reduces the
amount of garbage your Sims create.
PAPER REDUCTION ACT
Cost: -
Enact?: Yes
Notes: Reduces the amount of paper used by business. This reduces garbage
output and you don't have to kill trees :)
TRASH PRESORT
Cost: -
Enact?: Yes
Notes: Separates garbage from recyclables. Less goes to rot in landfills and
more to recycling centers.
LAWN CHEMICALS BAN
Cost: -
Enact?: Yes
Notes: Bans the use of some lawn chemicals which can seep into the water system
of your city. Reduces water pollution and I think raises life
expectancy.
CLEAN AIR
Cost: -
Enact?: Yes
Notes: Takes measures to reduce emissions and pollution sources.
INDUSTRIAL WASTE DISPOSAL
Cost: +
Enact?: Yes
Notes: Charges industry a fee for disposing of generated waste. Helps promote
clean industry and lower pollution.
MANDATORY CAR SMOGGING
Cost: -
Enact?: Yes
Notes: Requires Sims to bring their cars in to test emissions. If the car fails
the tests, proper repairs must be completed or the car must be replaced.
Reduces pollution.
TIRE RECYCLING
Cost: -
Enact?: Yes
Notes: Instead of throwing away old tires, they get recycled and reused. Less
sent to the landfill.
+==============================================================================+
| City Planning.........................................................04-09E |
+==============================================================================+
INDUSTRIAL POLLUTION IMPACT FEE
Cost: +
Enact?: Yes
Notes: Charges industries based on how much pollution they generate. It will
make dirty industry leave, but that only means that clean industry will
come to you.
ELECTRONICS TAX INCENTIVE
Cost: --
Enact?: Yes
Notes: Gives a tax break to electronic (clean) industry, thus attracting them.
HOMELESS SHELTERS
Cost: -
Enact?: Yes
Notes: Gets the homeless off the streets and into a shelter. I believe it
raises aura and life expectancy.
AEROSPACE TAX INCENTIVE
Cost: --
Enact?: Yes
Notes: Gives a tax break to aerospace (clean) industry, thus attracting them.
TOURIST PROMOTION
Cost: --
Enact?: If you want
Notes: Makes your city look better for potential tourists, which can lead them
to move to your city. Also increases traffic and pollution.
FARMERS MARKET
Cost: 0
Enact?: Yes
Notes: Sets up a place for farmers (if your city has any) to sell their goods.
Makes demand for farms go up a bit.
CONSERVATION CORPS
Cost: --
Enact?: Yes
Notes: Creates a group that promotes conservation, which I assume is funded out
of the city treasury.
ELECTRONICS JOB FAIR
Cost: --
Enact?: Yes
Notes: The city sponsors a job fair that showcases jobs in the electronics
field, which attracts clean industry.
EARTHQUAKE RESISTANCE AND RETROFITTING
Cost: -
Enact?: You don't really need to if you have Disasters disabled
Notes: Strengthens buildings to withstand earthquakes better.
PUBLIC ACCESS CABLE
Cost: --
Enact?: Yes
Notes: Creates a free cable station usable by your Sims. It also attracts
clean industry.
CLEAN INDUSTRY ASSOCIATION
Cost: --
Enact?: Yes
Notes: This makes your city a member of a region-wide group that promotes clean
industry. It may drive out some dirty industries, but that's always a
good thing.
BIOTECH TAX INCENTIVE
Cost: --
Enact?: Yes
Notes: Gives a tax break to biotech (clean) industry, thus attracting them.
+==============================================================================+
| Transportation........................................................04-09F |
+==============================================================================+
PARKING FINES
Cost: +++
Enact?: Yes
Notes: Enables the police to charge parking fines for inappropriately parked
vehicles, which generates a tidy income.
CARPOOL INCENTIVE
Cost: ---
Enact?: Once your traffic gets bad, enact this.
Notes: Gives your Sims a reason to carpool to work, thus lessening your traffic
congestion and pollution.
SHUTTLE SERVICE
Cost: ----
Enact?: Once your traffic gets bad, enact this.
Notes: Provides free bus transportation for your Sims. More people on busses
means less traffic and pollution.
SUBSIDIZED MASS TRANSIT
Cost: 0
Enact?: Once your traffic gets bad, enact this.
Notes: Cuts the price of transit fares to attract your Sims to mass transit.
This price comes out of the treasury.
ALTERNATE DAY DRIVING
Cost: -
Enact?: Once your traffic gets bad, enact this.
Notes: Give incentive for your Sims to drive every other day, reducing traffic
and pollution.
+==============================================================================+
| Finance...............................................................04-09G |
+==============================================================================+
LEGALIZED GAMBLING
Cost: ++++
Enact?: Yes
Notes: Legalizes gambling in your city, generating a nice sum for the treasury.
It might raise crime, but not anything dramatic.
+==============================================================================+
| Pre-Build Setup.......................................................05-00 |
+==============================================================================+
SimCity 3000 Unlimited went a step further than its predecessor in that
in lets you adjust your city'e terrain before you start building. You can
literally make it any shape you want. You can level, raise terrain, lower
terrain, add trees, and add surface water ad nauseum. For our efficient
purposes, we will follow a basic concept.
To begin the Pre-Build, create yourself a new city. Make it whatever
size you want, whatever building set, etc. For greatest potential, make
yourself a very large city.
+==============================================================================+
| Making the Map........................................................05-00 |
+==============================================================================+
The most efficient city will be completely flat. No hills means no
wasted squares where you could have infrastructure, buildings, or zones.
Now, you notice that you can choose what kind of landscape you want?
You can choose which sides of your city will be open to sea (which also means
that you can only enact garbage deals with that neighbor, but more on that
later). You can choose to run a river through your city, make a mountain, lake,
or just a flat plain.
+==============================================================================+
| Optimizing the Terrain................................................05-01A |
+==============================================================================+
For maximum efficiency, you should choose a flat plain-type terrain with
one side open to sea. Then select your leveling tool and go to one of the
corners that doesn't touch water. Click and drag all the way across your map so
that you level out your coastline and the whole map. Preferrably, you'll want
the elevation of this land to be just above the sandy-colored height (I think
it's 13 meters). You want your sea to be about 15 squares wide (they don't need
to be exactly 15, just around that). Your map should look like this:
+-----------------------------------------------+
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
| wwwwwww|
+-----------------------------------------------+
The w's are water. The blank space is your completely level land.
Next what you want to do is add "fingers" of land that stick out into
the sea. These fingers should be 3 squares wide and a length that is a
multiple of 3. For example, 3x12 or 3x9. They should have one space of water
in between them. These will be used for Desalinization Plants. You want these
to take up about 1/3 of your coastline. An illutsration (zoomed in):
+-------------------------------------+
|...................................ww|
|...................................ww|
|...................................ww|
|.......................wwwwwwwwwwwwww|
|...................................ww|
|...................................ww|
|...................................ww|
|.......................wwwwwwwwwwwwww|
|...................................ww|
|...................................ww|
|...................................ww|
|.......................wwwwwwwwwwwwww|
|...................................ww|
|...................................ww|
|...................................ww|
+-------------------------------------+
The dotted area is the land, and the w's are the water.
That pretty much sums up the terrain generating process. Feel free to
do whatever you want with it - it's your city. I realize that this terrain is
not very realistic but some things must be sacrificed for efficiency.
When you have a terrain you're satisfied with, click "Accept this
Terrain" to proceed to the build process.
+==============================================================================+
| Finding Your Center...................................................05-01B |
+==============================================================================+
Now it's time to find the absolute center of your city. Even if you're
not planning to use cheats in this city, do so now. Open up your console
(Ctrl + Shift + Alt + C) and type in "i am weak" without the quotes. Now go to
one of your landlocked corners and select your Road tool. Click in the corner
and drag to the opposite corner. That means go from north to south or from
east to west. Release the tool when you reach the opposite corner. Do this
so that the roads form a big cross on your terrain.
Now use the Demolish tool to destroy all those roads EXCEPT in the
little 2x2 square where the roads intersect. You should now have a little road
donut in the exact center of your map. This will help determine how your roads
will be arranged in the future.
+==============================================================================+
| Deciding Your City Type...............................................05-01C |
+==============================================================================+
Now is the time to decide what your city will look like. By this I mean
where you will place your zones. I use a couple basic forms, which I will
illustrate thusly:
+-----------------------+
|RRRRRRRR|CCCCCC|IIIIIII| This is the basic columned setup. It separates
|RRRRRRRR|CCCCCC|IIIIIII| your residence from the industry by making a buffer
|RRRRRRRR|CCCCCC|IIIIIII| layer of commerce. You can switch the locations of
|RRRRRRRR|CCCCCC|IIIIIII| residence and industry by where you placed those
|RRRRRRRR|CCCCCC|IIIIIII| "fingers" I told you about in section 05-01A. The
|RRRRRRRR|CCCCCC|IIIIIII| fingers should correspond with your industry, as your
|RRRRRRRR|CCCCCC|IIIIIII| Sims won't want Desalinization Plants to corrupt the
|RRRRRRRR|CCCCCC|IIIIIII| view of the sea from their porches.
|RRRRRRRR|CCCCCC|IIIIIII|
+-----------------------+
+-----------------------+
|III|CCC|RRRRRRR|CCC|III|
|III|CCC|RRRRRRR|CCC|III| The horseshoe method places industry at the fringes
|III|CCC|RRRRRRR|CCC|III| of your city to keep the pollution towards the middle
|III|CCC|RRRRRRR|CCC|III| (towards the residence) at a minimum. Again, you have
|III|CCC|RRRRRRR|CCC|III| the buffer layer of commerce. If you choose to build
|III|CCC|RRRRRRR|CCC|III| with this, remember that your residence should take up
|III|CCC|RRRRRRR|CCC|III| more room than it appears to on this illustration.
|III|CCCCCCCCCCCCCCC|III| Also, if you use this, you might want to split up
|IIIIIIIIIIIIIIIIIIIIIII| those "fingers" I mentioned before so that they line
+-----------------------+ up with the industry on either end. That way your
residence has a part that faces the sea (hence increasing land values).
+-----------------------+
|IIIIIIIIIIIIIIIIIIIIIII| The centralization method follows the same basic
|III|CCCCCCCCCCCCCCC|III| concept as the horseshoe method. Force all the
|III|CCC|RRRRRRR|CCC|III| industry to the outside and keep residence at a
|III|CCC|RRRRRRR|CCC|III| centralized location. The only downside is that you
|III|CCC|RRRRRRR|CCC|III| can't take advantage of the land value boost that the
|III|CCC|RRRRRRR|CCC|III| coastline provides. Again, the residence should take
|III|CCC|RRRRRRR|CCC|III| up the majority of the land, with an RCI ratio of
|III|CCCCCCCCCCCCCCC|III| about 50:30:20
|IIIIIIIIIIIIIIIIIIIIIII|
+-----------------------+
Again, these are just some guidelines; feel free to modify or even
deviate completely from these. After all, experimentation often leads to even
better ideas. How do you think I came up with these?
+==============================================================================+
| Starting Your City....................................................06-00 |
+==============================================================================+
Ok, by now you've hopefully chosen what city type you want to follow,
have your terrain set right, and are ready to start building. However, before
you start laying roads and zones willy-nilly, we should discuss what your
infrastructure should look like.
+==============================================================================+
| Overview of Infrastructure Planning...................................06-01 |
+==============================================================================+
Remember that little donut of road that's chillin in the middle of your
city? Well, it's there for a purpose; all of your city's roads will be built
around that "cornerstone." Eventually you will have avenues running from this
donut, but this will have to wait until you have enough money to do so. For
now, make a road that runs NW to SE that runs through this donut. Run this
road to the coastline. This is where your seaport will be located.
+==============================================================================+
| FAQ...................................................................19-00 |
+==============================================================================+
Q: I've laid some zones, but nothing is developing. What am I doing wrong?
A: There could be a few causes. One would be lack of demand for that type of
zone. Another could be lack of power or water. Another could be lack of
transportation to and from the zone.
+==============================================================================+
| Contact Information...................................................20-00 |
+==============================================================================+
GameFAQs s/n: Idiosyncrat
Email: grfrazee [at] gmail [dot] com
Please have "Efficient City Build Guide" and the version number in the first
part of the title so it sticks out for me. You probably won't get a reply
unless your email incites one, but I will give you credit where it's deserved :)
Just sign the email with whatever name you want to be credited by.
And for goodness sake make them intelligible. If I have to think beyond the
obvious to see what you're trying to say, I'll just delete it. Nothing like:
"yo bro, i wuz diong thsi kwest and the dood woodn't appeer. i think my game si
haXored. wut shuld i do?"
Dear God use actual words and punctuation! Your English teachers should beat
you! If English isn't your native language, then I can understand. Otherwise,
you should know better. For those of you who do write well, I thank you.
+==============================================================================+
| Credits..............................................................21-00 |
+==============================================================================+
Thanks to Alternates ASCII Artist v2.0.1 (
http://alterlife.org/asciiartist/) for
the great ASCII generation program. A beatuiful, functional, open-source
program that works great and produces great results. Man, I love open-source.