_____ _ _____ _ _____ ___ ___ ___ / ____|(_) / ____|_)_ |____ \ / _ \ / _ \ / _ \ ( (____ _ _ __ ___ | | _| |_ _ _ ____) ) | | | | | | | | | | | | \____ \| | '_ ` _ \| | | | _| | | | / ____/ | | | | | | | | | | | | _____) | | | | | | | |____| | |_| |_| | ( (_____ | |_| | | |_| | | |_| | |______/|_|_| |_| |_|\_____|_|\__|\__, | \______| \___/ \___/ \___/ |___/ O------------------------------------------O | Sim City 2000 (PC version) | | An FAQ/Walkthrough | | By KeyBlade999 | | | | Total Data: 79.6 KB | | Current Version: Final | | Previous Update: 12:01 AM 9/30/2011 | O------------------------------------------O -1. Donations****************************SC2K_-1***************************** While I do write all of my guides for free, it does take a lot of time and effort to put them together. If you're feeling generous and want to show your appreciation, I am gladly accepting donations. I don't know exactly what the donations will be used for, but just know that you would definitely be helping me make more quality FAQs! Even the smallest donation amounts are appreciated, and are a great way to say how much you appreciate the work I do. If you do decide you'd like to donate, please send the donations through PayPal at the e-mail address listed below. Thank you so very much for considering this!! keyblade999.faqs@gmail.com 0. Contents****************************SC2K_0******************************** CTRL+F System Format: **SC2K_##** -1. Donations | SC2K_-1 0. Contents | SC2K_0 1. Intro | SC2K_1 2. Installing and Starting Up | SC2K_2 3. The Main Menu | SC2K_3 4. Starting a New City | SC2K_4 I- Beginning a New City | SC2K_41 II- What Can You Build? | SC2K_42 III- Building Strategies | SC2K_43 IV- Various Disasters and Problems | SC2K_44 5. Editing and Using a New Map | SC2K_5 6. Saving & Loading Cities | SC2K_6 7. The Scenarioes | SC2K_7 8. The In-Game Menus | SC2K_8 9. The Cheat Codes | SC2K_9 10. Version History | SC2K_10 11. Legalities | SC2K_11 1. Intro****************************SC2K_1*********************************** Welcome to another FAQ of mine on what I believe is the best Sim City game ever, even this long after its release: Sim City 2000. This will be my second guide on a Sim City game, so I hope you enjoy. 2. Installing and Starting Up***********************************SC2K_2******* To install, pop in the disk. Now, I am not exactly sure if the process will differ from computer brand/year/etc. to computer brand/year/etc., so I will simply detail the process I went through. After popping the disc, go to the Control Panel and click on "Add/Remove Programs." In the window, click on "Add New Programs", then on "CD or Floppy." It becomes pretty obvious from there. When the game is installed, you no longer need the disk; you can play without it. When you start up the program, you may see a special movie, depending on whether the disk is in or not, then you'll arrive at the main menu. 3. The Main Menu****************************SC2K_3*************************** When you start up the game, you'll arrive at the main menu. ___________________ | | LOAD SAVED CITY: Will load a saved game. | Load Saved City | Details: Section 6 |___________________| | | START NEW CITY: Begin a new city. | Start New City | Details: Section 4. |___________________| | | EDIT NEW MAP: Customize the terrain of a map for your | Edit New Map | own city. |___________________| Details: Section 5. | | LOAD SCENARIO: Begin one of the scenarioes. | Load Scenario | Details: Section 7. |___________________| | | QUIT: Exit the program in entirety. | Quit | |___________________| Each of the aspects (except "Quit") are explained in one the sections below. Good luck! 4. Starting a New City****************************SC2K_4********************* O---------------------------------------O | I- Beginning a New City **SC2K_41** | O---------------------------------------O To begin a new city, you'll have to either make a map for the city, then begin it (section five) or simply click on "Start New City" from the main menu to get an auto-generated map. You will then see a text box. There, you can select the game difficulty and the corresponding cash for the start (Easy = $20,000; Medium = $10,000; Hard = $10,000 from a bond). At that point, you can begin to build. At the start, you will need to place a power plant. The year in which you get them differs slightly. If you want, you can make a water system. This will allow you to make a denser population. It is NOT required if you aren't aiming for a high population. Finally, you will see the buttons on the toolbar. Click and hold a button to get additional details. Example: You can find the power plants under the lightning bolt symbol. O---------------------------------------O | II- What Can You Build? **SC2K_42** | O---------------------------------------O When you begin a city, you will see a toolbar. You may think that these are the only buildable objects. They are not; if you click and hold a tile, you may get additional options, such as de-zone and power plants. Below, I will list the objects and their details, including the approximate year the object becomes available. I will also list the other buttons on the toolbar, in case you want to know what they do. MAJOR NOTICE: If needed, I will place the invention year of an object. However, it is merely approximate. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BULLDOZER ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Clear/Demolish Area Affected: 1 square tile Cost : $1 per tile demolished Effect : Clear whatever is in a tile, including water. If a building is there, the whole building is demolished and you are charged for each tile demolished. Available : Always. Pros/Cons : (+) Destroys unneeded stuff (-) Leaves rubble you need to destroy or build over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Level Terrain Area Affected: Varies somewhat; seems to be about nine tiles at a time. Cost : $25 per altitude change Effect : Levels altitude of mountains, valleys, and rivers. Click on the tile with the desired height, then drag to what needs to be altered. Available : Always. Pros/Cons : (+) Quick removal of mountains, valleys, and rivers. (-) May accidentally destroy buildings. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Raise Terrain Area Affected: Varies Cost : $25 per altitude change Effect : Raises level of land. If on water, may eventually draw land out of the water. Available : Always. Pros/Cons : (+) Get rid of valleys and rivers. (-) May accidentally destroy buildings. (-) If you simply edit the map before making the city, you'll save some money. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lower Terrain Area Affected: Varies Cost : $25 per altitude change Effect : Lowers the level of land, making it become water if lowered too much. Available : Always. Pros/Cons : (+) Get rid of mountains and hills. (-) May accidentally destroy buildings. (-) If you simply edit the map before making the city, you'll save some money. (+/-) May give water. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ De-zone Area Affected: 1 square tile (of undeveloped Residential, Industrial, Commercial, Airport, or Seaport zones) Cost : $1 per tile Effect : Gets rid of the zoning. Available : Always. Pros/Cons : (-) You can just put some other zone, road, small park, etc. over the tile! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> TREE & STREAM ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Trees Area Affected: 1 square tile Cost : $3 per tile you affect ($3 per click, more cash per drag) Effect : Places trees on the ground; cannot do so where there is a building; can do on undeveloped zones. Available : Always. Pros/Cons : (+) Reduces pollution? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Water Area Affected: 1 square tile Cost : $100 per tile Effect : Places water where you click Available : Always. Pros/Cons : (+) Promotes growth of Commercial zones? (+) Increases land value? (+) Increase water pumped via water pumps. (-) Buildings cannot be placed directly on water. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> SIREN ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Dispatch Police/Fire Area Affected: Wherever the disaster is! Cost : $0 Effect : Aids in removing a disaster. Available : Always. Pros/Cons : (+) Speeds the removal of disasters. (-) Only one dispatch per station. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> LIGHTNING ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Power Lines Area Affected: 1 square tile (and all tiles connected to this tile via power lines) Cost : $2 per tile on land; $10 per tile on water Effect : Provides power to buildings. However, power lines have to be connected to buildings/power lines that are connected in such a manner that the power plant can provide power. Those places without power will be marked with a flashing lightning icon on the view screen. Available : Always. Pros/Cons : (+) Provides power. (+) Goes over rails, roads, and water. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Coal Power Plant (found under Power Plant) Area Affected: 16 square tiles (4x4) Cost : $4,000 Effect : Powers buildings. Available : Always. Pros/Cons : (+) Provides power. (-) Makes large amounts of pollution. (-) Is destroyed after 50 years. You must then replace it (if "No Disasters" is active, it is replaced automatically, if you can pay for it). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hydroelectric Power Plant (found under Power Plant) Area Affected: 1 square tile (a waterfall tile) Cost : $400 Effect : Provides power, but must be on a waterfall tile. Available : Always. Pros/Cons : (+) Provides power. (+) No pollution. (+) Never needs replacing. (-) Must be on waterfall tile. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Oil Power Plant (found under Power Plants) Area Affected: 16 square tiles (4x4) Cost : $6,600 Effect : Provides power. Available : Always. Pros/Cons : (+) Provides power. (-) BARELY cleaner than coal (in other words, high polluting) (-) Is destroyed after 50 years. You must then replace it (if "No Disasters" is active, it is replaced automatically, if you can pay for it). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gas Power Plant (found under Power Plants) Area Affected: 16 square tiles (4x4) Cost : $2,000 Effect : Provides power. Available : ~ 1950. Pros/Cons : (+) Cleaner than coal or oil (-) Provides less power. (-) Is destroyed after 50 years. You must then replace it (if "No Disasters" is active, it is replaced automatically, if you can pay for it). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nuclear Power Plant (found under Power Plants) Area Affected: 16 square tiles (4x4) Cost : $15,000 Effect : Provides power. Available : ~ 1955. Pros/Cons : (+) Provides power. (-) Is destroyed after 50 years. You must then replace it (if "No Disasters" is active, it is replaced automatically, if you can pay for it). (-) May melt down. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wind Turbine (found under Power Plants) Area Affected: 1 square tile Cost : $100 Effect : Provides power based on wind. Available : ~ 1980. Pros/Cons : (+) Provides power. (+) Never needs replacing. (-) Need large amounts to generate a decent amount of power. (-) The wind doesn't always blow, and that is the source of this kind of power! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Solar Power Plant (found under Power Plants) Area Affected: 16 square tiles (4x4) Cost : $1,300 Effect : Provides power based on sunlight. Available : ~ 1990. Pros/Cons : (+) Provides power. (+) Relatively clean. (-) The Sun can't always shine, and that is the source of this kind of power! (-) Is destroyed after 50 years. You must then replace it (if "No Disasters" is active, it is replaced automatically, if you can pay for it). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Microwave Power Plant (found under Power Plants) Area Affected: 16 square tiles (4x4) Cost : $28,000 Effect : Provides lots of power. Available : ~ 2020. Pros/Cons : (+) Powers many zones (it has more megawatts than lightning!) (+) Clean. (+) Reliable. (-) A beam could be mistargeted... (-) Is destroyed after 50 years. You must then replace it (if "No Disasters" is active, it is replaced automatically, if you can pay for it). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fusion Power Plant (found under Power Plants) Area Affected: 16 square tiles (4x4) Cost : $40,000 Effect : Provides an insane amount of power. Available : ~ 2050. Pros/Cons : (+) Powers LOTS of zones (my arcology-filled city needed only two!) (+) Pollutes little, if at all. (+) Reliable. (-) Is destroyed after 50 years. You must then replace it (if "No Disasters" is active, it is replaced automatically, if you can pay for it). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> WATER FAUCET ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Water Pipes Area Affected: 1 square tile (underground) Cost : $3 per tile Effect : Hooks buildings up to the water system. An efficient way is to place them under your aboveground transport system. Available : Always. Pros/Cons : (+) Hooks buildings up to the water system. (-) Gets in the way of subways. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Water Pumps Area Affected: 1 square tile (and your whole city in the terms of water distribution) Cost : $100 per pump Effect : Draws water from the ground and nearby rivers, lakes, etc. If touching fresh water, it will service another 24 ~ 36 tiles for every tile of water touching it. Available : Always. Pros/Cons : (+) Provides water. (+) Effect is greater when near water... (-) ...but it must be FRESH WATER. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Water Towers Area Affected: 4 square tiles (2x2) (can affect your whole city as well) Cost : $250 Effect : Stores water, lessening the effects of a drought. Each will store up to 40,000 gallons (I think...). Available : Always. Pros/Cons : (+) Stores water, lessening the effects of droughts. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Water Treatment Plants Area Affected: 4 square tiles (2x2) (can affect your city as a whole as well) Cost : $500 Effect : Recycles used *shudder* water, lessening the effects of droughts. Available : ~ 1935. Pros/Cons : (+) Recycles water, lessening the effects of a drought. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Desalinization Plants Area Affected: 9 square tiles (3x3) (can affect your city as a whole as well) Cost : $1,000 Effect : Takes the salt out of sea water; pumps the same amount of water as six land-locked water pumps. Available : Pros/Cons : (+) Desalinizes water. (+) Pumps its own water. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> REWARDS ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Mayor's House Area Affected: Four square tiles (2x2) Cost : $0 Effect : ????? Available : Get 2,000 people. Pros/Cons : (+) Probably raises land values? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ City Hall Area Affected: Nine square tiles (3x3) Cost : $0 Effect : ????? Available : Get 10,000 people. Pros/Cons : (+) Probably raises land values? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Statue Area Affected: One square tile Cost : $0 Effect : ????? Available : Get 30,000 people. Pros/Cons : ????? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Braun Llama Dome Area Affected: 16 square tiles (4x4) Cost : $0 Effect : ????? Available : Get 90,000 people. Pros/Cons : (+) Probably raises land values? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Plymouth Arco (found under Arcologies) Area Affected: 16 square tiles (4x4) Cost : $100,000 Effect : Houses many people in a small area. Available : Wait until the year 2000 and get 120,000 people. Pros/Cons : (+) Houses ~55,000 people (2nd of 4 in acros). (-) Pollutes some. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Forest Arco (found under Arcologies) Area Affected: 16 square tiles (4x4) Cost : $120,000 Effect : Houses lots of people in a small area. Available : Wait until the year 2050 and get 120,000 people. Pros/Cons : (+) Houses ~30,000 people (4th of 4 in arcos). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Darco (found under Arcologies) Area Affected: 16 square tiles (4x4) Cost : $150,000 Effect : Houses lots of people in a small area. Available : Wait until the year 2100 and get 120,000 people. Pros/Cons : (+) Houses ~45,000 people (3rd of 4 in arcos). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Launch Arcos (found under Arcologies) Area Affected: 16 square tiles (4x4) Cost : $200,000 Effect : Houses lots of people in a small area. Available : Wait until the year 2150 and get 120,000 people. Pros/Cons : (+) Houses ~60,000 people (1st of 4 in arcos) (-) You can only build a maximum of 349. Once you build #350... you'll see. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ROAD ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Roads Area Affected: 1 square tile Cost : $10 per tile Effect : Provides transport. Available : Always. Pros/Cons : (+) Provides transport. (+) Goes over water as a costlier bridge. (-) May pollute (somewhat) and cause traffic. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Highways Area Affected: 4 square tiles (2x2) Cost : $100 per section Effect : Provides transport. Available : ~ 1930. Pros/Cons : (+) Provides quadruple (4x) the transport of roads. (+) Can go over water. (-) May pollute and cause traffic. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tunnels Area Affected: Varies Cost : $150 per tile Effect : Makes a tunnel through a mountain. The entrance tile must be sloped and stable. Available : Always. Pros/Cons : (+) Provides transport through mountains. (-) Cannot cross/go over/go under other tunnels. (-) May pollute and cause traffic. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Onramps Area Affected: One square tile (intersection of highway and road) Cost : $25 per tile Effect : Connect a road to the highway. Available : ~ 1930. Pros/Cons : (+) Allows cars onto the highway. (-) Tricky to place. NOTE: These are tricky to place. Below is a diagram of an example of how to place an onramp. In this example, you'll place it where X is. "H" is the highway and "R" is the road. HHHHHHHHHHHHHHHHHHHHHHHH HHHHHHHHHHHHHHHHHHHHHHHH XRRRRRRRR Therefore, simply extend the road to the highway so it's parallel. The tile where you want the onramp should be empty. Place it there, beside the road and highway. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bus Depots Area Affected: Four square tiles (2x2) Cost : $250 per depot Effect : Provides buses. Available : ~ 1920. Pros/Cons : (+) Reduces traffic. (-) Requires two depots. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> RAILROAD ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Rails Area Affected: 1 square tile Cost : $25 per tile Effect : Provides transportation. Available : Always. Pros/Cons : (+) Provides non-polluting transport. (-) Needs rail depots. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Subways Area Affected: 1 square tile (underground) Cost : $100 per tile Effect : Essentially provides underground rail transport. Available : ~ 1910. Pros/Cons : (+) Non-polluting transport. (-) Needs subway stations. (-) Water pipes will get in the way. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rail Depots Area Affected: Four square tiles (2x2) Cost : $500 Effect : Allows people to get on/off trains. Available : Always. Pros/Cons : (+) Allows people to use trains... (-) ...and is therefore required. Must be placed next to rails. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sub Stations Area Affected: One square tile Cost : $250 Effect : Allows people to use subways. Available : ~ 1910. Pros/Cons : (+) Allows usage of subways. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Subway <--> Rail Junction Area Affected: 1 square tile Cost : $250 Effect : Connects rails to subways. Place on the space between the two. Available : ~ 1910. Pros/Cons : (+) Provides a continuous transport system. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> AIRPLANE & BOAT ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Airports Area Affected: Varies (must be 2x6 or greater) Cost : $250 per tile (minimum of $3,000) Effect : Allows air transport between cities. Available : Always. Pros/Cons : (+) Increases population. (-) Pollutes. (-) Planes/copters will crash into tall buildings, such as arcologies. (-) All tiles must be powered for optimal growth. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Seaport Area Affected: Varies (must be near water) (must be 1x3 or greater) Cost : $150 per tile (minimum of $450) Effect : Allows water transport between cities. Available : Always. Pros/Cons : (+) Increases population. (-) Pollutes? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> HOUSE ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Light Residential Area Affected: Varies (must be within 3 tiles of transport) Cost : $5 per tile Effect : Provides residences. Available : Always. Pros/Cons : (+) Lower crime. (-) Less max people living there. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dense Residential Area Affected: Varies (must be within 3 tiles of transport) Cost : $10 per tile Effect : Provides residences. Available : Always. Pros/Cons : (+) More people living there. (-) More crime. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> OFFICE BUILDING ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Light Commercial Area Affected: Varies (must be within 3 tiles of transport) Cost : $5 per tile Effect : Provides places for business. Available : Always. Pros/Cons : (+) Less crime. (-) Less businesses. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dense Commercial Area Affected: Varies (must be within 3 tiles of transport) Cost : $10 per tile Effect : Provides places for business. Available : Always. Pros/Cons : (+) More businesses. (-) More crime. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> FACTORY ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Light Industrial Area Affected: Varies (must be within 3 tiles of transport) Cost : $5 per tile Effect : Provides places to produce goods. Available : Always. Pros/Cons : (+) Less crime and pollution. (-) Less factories producing goods. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dense Industrial Area Affected: Varies (must be within 3 tiles of transport) Cost : $10 per tile Effect : Provides places to produce goods. Available : Always. Pros/Cons : (+) More places producing goods. (-) More crime and pollution. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> GRADUATION CAP ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> School Area Affected: Nine square tiles (3x3) Cost : $250 Effect : Increases level of education. Available : Always. Pros/Cons : (+) Increases level of education. (-) Maintenance costs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ College Area Affected: 16 square tiles (4x4) Cost : $1,000 Effect : Increases level of education. Available : Always. Pros/Cons : (+) Increases level of education. (-) Maintenance costs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Library Area Affected: Four square tiles (2x2) Cost : $500 Effect : Increases level of education. Available : Always. Pros/Cons : (+) Increases level of education. (-) Maintenance costs. RANDOM TRIVIA: If you use the Query button and check a library and then click "Ruminate", this will appear: "Cities are not people. But, like people, cities have their own personalities - there are a dozen Londons, a crows of different New Yorks. A city is a collection of lives and buildings, and it has identity and personality. Cities exist in location, and in time. There are good cities - the ones that welcome you, that seem to care about you, that seem you're pleased in them. There are indifferent cities - the ones that honestly don't care if you're there or not; cities with their own agendas, the ones that ignore people. There are cities gone bad, and there are places in otherwise healthy cities as rotten and maggotty as windfall apples. There are even cities that seems lost - some, lacking a centre, feel like they would be happier being elsewhere, somewhere small, somewhere easier to understand. Some cities spread, like cancers or B-movie slime monsters, devouring all in their way, absorbing towns and villages, swallowing bouroughs and hamlets, transmuting into boundless conurbations. Other cities shrink - one prosperous area empty and fail: buildings empty, windows are boarded up, people leave, and sometimes they cannot even tell you why. Occasionally I idle time away by wondering what cities would be like, were they people. Manhattan is, in my head, fast-talking, untrusting, well-dressed but unshaven. London is huge and confused. Paris is elegant and attractive, older than she looks. San Francisco is crazy, but harmless, and very friendly. It's a foolish game: cities aren't people. Cities exist in location, and they exist in time. Cities accumulate their personalities as time goes by. Manhattan remembers when it was unfashionable farmland. Athens remembers the days when there were those who considered themselved Athenians. There are cities that remember being villages. Other cities - currently bland, devoid of personality - are prepared to wait until they have history. Few cities are proud: they know that it's all too often a happy accident, a mere geographical fluke that they exist at all - a wide harbour, a mountain pass, the confluence of two rivers. At present, cities stay where they are. For now, cities sleep. But there are rumblings. Things change. And, what if, tomorrow cities wake, and go walking? If Tokyo engulfed your town. If Vienna came striding over the hill toward you. If the city you inhabit today just upped and left, and you woke tomorrow wrapped in a thin blanket on an empty plain, where Detroit once stood, or Sydney, or Moscow? Don't ever take a city for granted. After all, it is bigger than you are; it is older; and it has learned how to wait... -- Neil Gaiman" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Museum Area Affected: Nine square tiles (3x3) Cost : $500 Effect : Raises education level. Available : Always. Pros/Cons : (+) Increases education level. (-) Maintenance costs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> POLICE BADGE ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Police Station Area Affected: Nine square tiles (3x3) (nearby area's crime rate) Cost : $500 Effect : Reduces crime in the nearby area. Available : Always. Pros/Cons : (+) Reduces crime. (-) Maintenance costs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fire Station Area Affected: Nine square tiles (3x3) (nearby area's fire, if any) Cost : $500 Effect : Quickens the extinguishing of a fire in the nearby area. Available : Always. Pros/Cons : (+) Makes nearby fires extinguish faster. (-) Maintenance costs. NOTE: If "No Disasters" is active, these are not needed. Place one, however, as the citizens will complain. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hospital Area Affected: Nine square tiles (3x3) Cost : $500 Effect : Increases the health and life expectancy of citizens. Available : Always. Pros/Cons : (+) Raises your citizens' health and life expectancy. (-) Maintenance costs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Prison Area Affected: 16 square tiles (4x4) Cost : $1,000 Effect : Houses prisoners and SOMEWHAT lowers crime rate. Available : Always. Pros/Cons : (+) Houses prisoners and slightly lowers crime. (-) Maintenance costs. (-) Too few of these and prisoners escape, raising crime. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BALLOONS ICON >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Small Park Area Affected: 1 square tile Cost : $5 Effect : Raises nearby land values. Available : Always. Pros/Cons : (+) Raises nearby land values. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Large Park Area Affected: Nine square tiles (3x3) Cost : $25 Effect : Raises nearby land values. Available : Always. Pros/Cons : (+) Raises nearby land values. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Zoo Area Affected: 16 square tiles (4x4) Cost : $500 Effect : Raises nearby land values. Available : Always. Pros/Cons : (+) Raises nearby land values. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stadium Area Affected: 16 square tiles (4x4) Cost : $1,000 Effect : Raises nearby land values? Available : Always. Pros/Cons : (+) Raises nearby land values? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Marina Area Affected: 16 squares tiles (4x4) (one tile touching water) Cost : $500 Effect : Raises nearby land values? Available : Always. Pros/Cons : (+) Raises nearby land values? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ALL OF THE OTHER BUTTONS >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> "Signs" Button Effect: Places a sign on an object, such as the Mayor's House. There is no cost for this. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Query" Button Effect: Lists the details of an object. Up to 150 objects will give extra data (like police stations showing the number of arrests, or arcologies showing the number of residents, condition, and year built). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Rotate Counter-clockwise" Button Effect: Rotates the view of the city counter-clockwise (to the right) ninety degrees. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Rotate Clockwise" Button Effect: Rotates the view of the city clockwise (to the left) ninety degrees. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Zoom In" Button Effect: Zooms in on the part of the city in the center of the screen. There are four Zoom levels in Windows's version; three everywhere else. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Zoom Out" Button Effect: Zooms out on the part of the city in the center of the screen. There are four Zoom levels in Windows's version; three everywhere else. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Center" Button Effect: Centers the map on a specific spot. EASTER EGG: If you hit the helicopter with this, there will be a "Mayday!" heard and the copter will explode on the ground (no damage). A new helicopter will quickly pop up, though. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Map Window" Button Effect: Shows the map window, which can detail the various stats of the city, like population density, rate of growth, traffic, fire power, and police power, and many more. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Graphs Window" Button Effect: Shows the graphs window, which can look at the data of the city, such as city size and health %, over the past year, decade, or century. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Population Window" Button Effect: Shows the work force, education level, and life expectancy of the population. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "City Industry Window" Button Effect: Shows the distribution, tax rates, and demand for the various industries. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Neighbors Window" Button Effect: The population of your city and the four cities neighboring you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Budget Window" Button Effect: Shows your yearly budget. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Show Buildings" Button Effect: Choose whether to show buildings or not. If not, they are marked red, with the zones their color. Parks, roads, rails, and power lines are still displayed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Show Signs" Button Effect: Choose whether to show the signs, such as those marking connections to another city. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Show Infrastructure" Button Effect: Choose whether or not to show the transportation system, power lines, and water pumps. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Show Zones" Button Effect: Choose whether or not to show the buildings on a zone. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Show Underground" Button Effect: Show the underground view, where the water pipes and subways are. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Help" Button Effect: Displays the help menu. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Demand Graph Effect: This shows the demand for residential, commercial, and industrial zones with red, blue, and yellow bars respectively. The closer to the plus, the more demand for that zone; the closer to the minus, the less demand to that type of zone. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O----------------------------------------O | III- Building Strategies **SC2K_43** | O----------------------------------------O If you feel like submitting your own method of building, feel free to do so. E-mail the method and anything else you feel is needed to keyblade999.faqs@gmail.com. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= HONEST METHOD (by KeyBlade999). Approximate Max Population: 18,800,000. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= So, you feel like doing this honestly, huh? No cheats in the least? Okay, we'll see what we can do. You should begin by at least using the terrain editor to change your map. I will usually make it flat with many trees and a little water. I'll let you do your thing, though. At the start, I want you to build an Oil or Nuclear Plant, depending on the year you've chosen. They should be at a distance from the major population, to avoid the negative effects of pollution. Also, place a Police Station near it. Make some clustered zones away from the plant and be sure to give them protection. Make some schools. Make more zones as needed; it will progress pretty boring from here. When you've reached about 10,000 people, now is when you need to build some Seaports and Airports, and begin developing your water system. You will need to make a chunk of water for your seaports, so place the water pumps near these, as well as some others in this type of pattern: WWWWWW W=water PPPPPP P=pump WWWWWW You should place water towers as well. For the pipes, place them under roads. At this point, change the power plant to a more efficient one, Microwave or Fusion if possible. At about 150,000 people, you'll need to focus almost solely on earning cash. You probably already have arcologies, but they are too expensive. You will need to build many more Residential zones, as well as Commercial and Industrial, and keep the ratio of R:I or R:C at about 2:1. Now, start experimenting with the tax rates. Try to get it as high as possible without having major amounts of people leaving. When you get to such a point, begin building a more efficient water system and get two Fusion plants. These two will serve your city for however large it gets. Improve your health system and everything else; in other words, build almost it all! Make connections to other cities via road, rail, and highway. Once you start reaching about half a million dollars, begin with the arcos. I usually place mine like this: TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT T = transport AAAAAAAAZZZZAAAAAAAAZZZZAAAAAAAAZZZZ A = arcology AAAAAAAAPPPZAAAAAAAAPPPZAAAAAAAAPPPZ P = Police Station AAAAAAAAPPPZAAAAAAAAPPPZAAAAAAAAPPPZ p = Small park or water pump (you choose) AAAAAAAAPPPpAAAAAAAAPPPpAAAAAAAAPPPp Z = Residential, Commercial, or AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA Industrial Zone AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT Basically, you make two rows of acrologies. One is two arcologies with a police station dividing them from the next two. Around the space near the police station, you place zones and a small park or water pump. The row below it will be entirely arcologies. From this point, you continue building. When you get the Launch Arcos and are really raking in the dough, you'll need to be careful. When you get 350 Launch Arcos, they will... you'll see. To summarize, they will become destroyed. Save often, then be prepared to use a Plymouth Arco. Once you run out of room, you'll have to start demolishing all of the starting stuff you made and placing arcos there, if you want a higher population. Really make your water level go to its maximum efficiency: every zone will need to be watered to maximum population! At this point, you pretty much keep demolishing and building as needed. Keep the tax rate down once you reach about $200,000,000 so you can maximize your city's growth. At the end, the city may not be much to look at, but you can get quite a large number of people. I manage 18,800,000 +/- 50,000 at any given time on one of my cities. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUPERCHEAT METHOD (by KeyBlade999). Approximate Max Population: Unknown. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is one method I simply came up with in the middle of typing this, so I don't know an exact/approximate population. It should work, in theory. Firstly, you may or may not want to make use of the Debug Menu and other cheats. You will then be using the above method as directed (unless you start immediately with arcos). If you start immediately with arcos, just be sure to make a very good water system and build schools, police, etc. Okay, here's where it gets a bit weird. I do not necessarily want you to start building arcos like some whacko. This would be a long process if you did. Start by building one Launch Arco. Just one. Now, use the Magic Eraser trick (see section nine for details) and make the arco have merely one square. Just one. Now, make another arco and repeat... and repeat... and repeat... and repeat... Be sure to do this with stations as well, to maximize efficiency. Why would you do such a thing, destroying where your people live? The Magic Eraser trick is a strange thing. Apparently, it seems that even if you erase all but one tile of an arco, it can still hold its maximum population! You will in theory be able to use 16,097 squares of land (you need power plants!) for arcos. 349 will be Launch Arcos at maximum and the rest will be Plymouth Arcos. According to my math, you can therefore have an approximate maximum population of 887,080,000 people. Again, all figures in this section were made out of various theories. I can easily be incorrect on them, so be warned. However, I am very sure that this can easily result in a population greater than anyone has ever seen! O--------------------------------------------------O | IV- Various Disasters and Problems **SC2K_44** | O--------------------------------------------------O O-------O | Crime | O-------O Crime can result from a lack of police departments, lack of police funding, or from too much pollution or too many arcologies. The last is not a joke. My method actually leaves lots of crime and my police power is maxed. It will help to use the map to find where crime is the densest and place police stations there. O-----------O | Pollution | O-----------O This is caused by too dense Industrial, Seaport, Airport, Plymouth Arco, or, amazingly, water pumps zones. If the zone in question is entirely isolated, it may be okay to leave it. However, as the city expands and approaches, you'll need to place some parks nearby, or destroy some of the troublemakers. O---------O | Traffic | O---------O This is caused by too dense a population sharing too little road. Expand the road system or switch to a rail system. O--------------O | Unemployment | O--------------O This is caused by a lack of places to work. Place some Commercial or Industrial Zones to fix it, depending on which has higher demand. O-----------------O | Water Shortages | O-----------------O You either lack or have an inefficient water system. It will help to make two to five water towers and have many water pumps near water sources. If you have landlocked water pumps, consider putting some water in/near the group. O-------------------------O | Brownouts and Blackouts | O-------------------------O This is caused by a lack of power plants or a lack of power lines connecting places. It is best to simply start with the most powerful plants, such as Microwave and Fusion. If neither are available, place some more plants or power lines as needed. Remember, you only need 2 - 3 Fusions at max. O-------O | Fires | O-------O When a fire arises, simply put some fire dispatches nearby. If you have any buildings near it, pause the game and then dispatch. O-------O | Flood | O-------O This is only in cities with water whatsoever. It is activatable via cheat, too. There is an easy way to prevent it: raise the land one level around the water. If you do that, you'll never have to worry. As for seaports... I can't say. You can also use a cheat to stop a flood. O----------------O | Airplane Crash | O----------------O This will only occur when having an airport, or using the Disasters menu. This will occur when an airplane hits an tall building (ie. acrology). There is only a slight chance of damage coming from fire. Otherwise, it is usually okay. These will happen still with No Disasters on, but there is no chance of a fire. O-----------O | Tornadoes | O-----------O These will occur randomly, unless No Disasters in on. Like with regular tornadoes, they will suck up and destroy the property they come across, even going over water (yes, it is possible). There is a very slight chance of fire. They will not last long, usually dissipating about halfway across town, or on the edge of the screen. You'll just have to rebuild. O-------------O | Earthquakes | O-------------O Welcome to L.A. These will occur randomly, and can cause more destruction based on the size of your city. The city will shake for a while, collapsing buildings and causing fires. All you can do is put them out, or use No Disasters. O----------O | Monsters | O----------O These are among the weirdest disasters ever. Not only do they look odd, but what they do can be odd. They can cause fires, build forests or wind turbines, or place water. The latter three are unlikely, so this is typically a threat. There is no prevention aside from No Disasters, so follow its movements and use many fire dispatches. O------------O | Hurricanes | O------------O Welcome to a different LA - Louisiana. These will not occur randomly if you have no coastline. Otherwise, they'll happen randomly. You can always trigger them via Disasters. Like usual, there will be lots of flooding and strong winds. You'll be pretty overwhelmed as it can easily knock out your stations, reducing your city's defense. The only major prevention is the dikes for floods; see above. To prevent all, use No Disasters. O---------O | Rioters | O---------O Riots will occur randomly, but most often when your citizens dislike your city living conditions, such as droughts. They will actually be seen as a mob, going through your city, destroying things but rarely leaving roads. Dispatch your police and fire as needed. >>>>> The following are only activatable via cheat code or debug menu. <<<<< O-----------O | Meltdowns | O-----------O Firstly, these can only occur while you have a nuclear power plant. Even then, you have let it to exceed its 50-year life, get overwhelmed with power needs, or use the debug option. When you do, the plant will explode, sending fire and radioactive waste all over the place. It is will be denser closer to the plant, though. There will large fires and you'll have to get rid of them. After this, you still have to deal with the radioactive waste. You cannot destroy it and it pollutes. The only way to get rid of it is to wait a LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONG time. How long? About 150,000 years. I'm not joking. I am quite serious here. If you want to get rid of it immediately, make sure you are gaining a SLIGHT amount of money every year, turn on Auto-Budget, turn off the Subscriptions and Extras newspapers, set the speed to African Swallow, and minimize the window. The speed will vary from computer to computer. Mine will do a century about every ten seconds like this, so I'd have to wait a continuous four and one-half hours for it to begin to disappear. Good luck dealing with this one... O-----------O | Microwave | O-----------O These will only occur if you have a microwave power plant. After that, it will occur randomly, or you can use the debug menu. It is caused by a mis-aimed beam of energy at your power plant. You'll easily notice some fire near the plant. If you're quick and lucky, you might be able to stop the fire. If not, just keep trying as it spreads. O-----------O | Volcanoes | O-----------O These will NEVER occur, unless you play the Portland scenario or use the debug menu. Why? Imagine the number of p-ed off players! When this happens, a mountain will rise somewhere is your city, as if you were using the Raise Terrain feature. Toxic clouds and fires will also appear, going to the city. As it occurs, you can't do much. The flames are too large. You'll have to have many fire stations before successfully dealing with this without destroying a large amount of the city. When you are done, you'll still have to deal with the mountain. You can leave it, but the space is large. You'll need to raise a LOT of money to level it, though. O-------------O | Fire Storms | O-------------O These are quite similar to fires, except they begin from a fast-spreading 8x8 patch of land. Surround the area with water and dispatch firemen to quicken the extinguishing of the fire. O------------O | Mass Riots | O------------O These are similar to riots, except they begin as several groups. Control them as you would. O--------------O | Major Floods | O--------------O These are barely dissimilar to normal floods. In fact, the normal protection of using dikes works. If you are protected from a flood, you won't have to worry about these! O--------------O | Toxic Spills | O--------------O These occur randomly or with the debug menu, but are more likely with higher pollution. When it happens, you'll see a toxic cloud, emptying any building that it touches. I have seen that police dispatches seem to work in dispersing the cloud. 5. Editing and Using a New Map****************************SC2K_5************* From the main menu, click on "Edit New Map." You come up on the image of how your city will look and a toolbar like this: ________________ |________________| | ____________ | | | | | | | Coast | | The Coast button. | |____________| | | | | | | | River | | The River button. | |____________| | | | | __ __ __ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Mountain, Tree, and Water sliders (from left to right). | | | | | | | | | | | | | | | | | |__| |__| |__| | | |__| |__| |__| | | ____________ | | | | | | | Make | | The Make button. | |____________| | | | | ____ ____ | | | | | | | | | | | | | | |____| |____| | | | | | | | | | | | | | | |____| |____| | | | | | | | The Raise/Lower/Stretch/Level Terrain, Raise/Lower Sea | | | | | | Level, and Place Water/Stream/Tree/Forest buttons. | |____| |____| | | | | | | | | | | | | | | |____| |____| | | | | | | | | | | | | | | |____| |____| | | | | ____ ____ | | | | | | | | | | | | | | |____| |____| | | | | | | | The Zoom In/Out, Rotate Counter-clockwise/Clockwise, Center, | | | | | | and Help buttons. | |____| |____| | | | | | | | | | | | | | | |____| |____| | | ____________ | | | | | | | Done | | The Done button. | |____________| | |________________| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Coast" Button Effect: When depressed, you'll have a coastline along one side of the area. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "River" Button Effect: When depressed, you'll end up having a river on the land. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Mountain, Tree, and Water Sliders Effect: The higher you slide each of them, the greater the effect each will have. If it is high for mountains, you'll have more mountains; if it is low, you may actually get flat land with pits. If it is high for trees, you'll have dense forest; if not, you will have few/no trees. If it is high for water, you may get an island or just water; if not, there will not be much water, if any. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Make" Button Effect: Make a map based on the above details of mountains, trees, water, coast or no coast, and river or no river. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Raise Terrain" Button Area Affected: Varies Effect : Raises level of land. If on water, may eventually draw land out of the water. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Lower Terrain" Button Area Affected: Varies Effect : Lowers the level of land, making it become water if lowered too much. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Stretch Terrain" Button Area Affected: Varies Effect : Let's you grab the land and move it up/down. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Level Terrain" Button Area Affected: Varies somewhat; seems to be about nine tiles at a time. Effect : Levels altitude of mountains, valleys, and rivers. Click on the tile with the desired height, then drag to what needs to be altered. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Raise Sea Level" Button Effect: Raises the water level one tile. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Lower Sea Level" Button Effect: Lowers the water level one tile. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Place Water" Button Area Affected: 1 square tile Effect : Places water where you click. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Place Stream" Button Area Affected: Varies Effect : Places little ponds which, when you drag the mouse, can become rivers, streams, lakes, etc. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Place Trees" Button Area Affected: 1 square tile Effect : Places trees on the ground. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Place Forests" Button Area Affected: Varies Effect : Places many trees on several tiles. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Zoom In" Button Effect: Zooms in on the part of the city in the center of the screen. There are four Zoom levels in Windows's version; three everywhere else. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Zoom Out" Button Effect: Zooms out on the part of the city in the center of the screen. There are four Zoom levels in Windows's version; three everywhere else. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Rotate Counter-clockwise" Button Effect: Rotates the view of the city counter-clockwise (to the right) ninety degrees. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Rotate Clockwise" Button Effect: Rotates the view of the city clockwise (to the left) ninety degrees. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Center" Button Effect: Centers the map on a specific spot. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Help" Button Effect: Displays the help menu. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Done" Button Effect: Begin your new city using this map. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6. Saving & Loading Cities****************************SC2K_6***************** To save a new city, you'll hit Save (CTRL+S) or Save As... In the pop-up menu, write a name to title this file. It can be different from the city name you gave it at the beginning of the file. If you are saving a city that you loaded, simply hit Save (CTRL+S). If you wish to save it as is, but as a separate file under a (possibly) different name, hit Save As... If you wish to load a non-scenario city, go to the main menu and click on "Load Saved City" or, in the game, hit Load City (CTRL+L). To select a scenario (it can be defined as loading it) hit the scenario button in either menu or, in mid-game, hit CTRL+Z. 7. The Scenarioes****************************SC2K_7************************** I shall not actually need to describe how to win these scenarioes. Why? Each of these has a problem to be solved which I mentioned in section four, subsection four. I will merely list them below. O---------O | Atlanta | O---------O Problem to solve: Monster attack. Win Conditions : Get 72,000 residents. Time Limit : 5 years. O-----------O | Barcelona | O-----------O Problem to solve: Nuclear explosion (similar to meltdown). Win Conditions : Get 130,000 residents WITHOUT USING ARCOS. Time Limit : 5 years. O------------O | Charleston | O------------O Problem to solve: Hurricane and resulting floods. Win Conditions : Get 45,000 residents. Time Limit : 5 years. O---------O | Chicago | O---------O Problem to solve: High pollution. Win Conditions : Get the industry population to 44,000. Time Limit : 10 years. O-----------O | Davenport | O-----------O Problem to solve: Major flooding. Win Conditions : Get the population to 118,000. Time Limit : 5 years. O------------O | Dullsville | O------------O Problem to solve: Provide entertainment (eg. stadiums, marinas). Win Conditions : Have 20,000 people and $5,000+ at the end. Time Limit : 10 years. O-------O | Flint | O-------O Problem to solve: Reduce the unemployment. Win Conditions : Get the industry population to 21,000. Time Limit : 5 years. O-----------O | Hollywood | O-----------O Problem to solve: Monster attack. Win Conditions : Get 100,000 people. Time Limit : 5 years. O-----------O | Homestead | O-----------O Problem to solve: Hurricane and resulting floods. Win Conditions : Get 65,000 people. Time Limit : 5 years. O-----------O | Las Vegas | O-----------O Problem to solve: High crime. Win Conditions : Have crime <5% in the Graphs window. Time Limit : 5 years. O--------O | Malibu | O--------O Problem to solve: Fire storm. Win Conditions : Get 27,500 people. Time Limit : 5 years. O-----------O | Manhattan | O-----------O Problem to solve: Nuclear meltdown. Win Conditions : Get 130,000 people. Time Limit : 10 years. O---------O | Oakland | O---------O Problem to solve: Fire storm. Win Conditions : Get 50,000 people. Time Limit : 5 years. O-------O | Paris | O-------O Problem to solve: Fire storm. Win Conditions : Get 169,000 people without arcos. Time Limit : 5 years. O----------O | Portland | O----------O Problem to solve: Volcano and resulting fires. Win Conditions : Get 115,000 people. Time Limit : 5 years. O---------------O | San Francisco | O---------------O Problem to solve: Earthquake and resulting fires. Win Conditions : Get 60,000 people. Time Limit : 5 years. O----------------O | Silicon Valley | O----------------O Problem to solve: Microwave laser and resulting fires. Win Conditions : Get 48,000 people. Time Limit : 5 years. O------------------O | Washington, D.C. | O------------------O Problem to solve: Mass riots and any resulting fires. Win Conditions : Get 135,000 people. Time Limit : 5 years. 8. The In-Game Menus****************************SC2K_8*********************** >>>>>>>>> File Menu >>>>>>>>> Load City (shortcut: CTRL+L) -- Loads a previously-saved city. New City (shortcut: CTRL+N) -- Begins a new city on a randomly made map. Edit New Map (shortcut: CTRL+E) -- Edits a map for a city, then lets you begin building on that map. Load Tile Set -- ????? Save City (shortcut: CTRL+S) -- Saves your city. If a new city, lets you name the city's file name. If it is already saved, it will overwrite that file. Save City As... -- Saves your city. If a new city, lets you name the city's file name. If it is already saved, you can save it as a separate file, in a different location, and/or under a new file name. Exit (shortcut: CTRL+X (ALT+F4 works as well)) -- Prompts you to exit the program. If in the middle of a city, you will be asked to save. >>>>>>>>>> Speed Menu >>>>>>>>>> Pause (shortcut: CTRL+P) -- Completely pauses the game's progress. It may just progress super-slowly, like in the original Sim City for the SNES that I wrote an FAQ for, but I am not sure. Turtle (shortcut: CTRL+1) -- Makes the game run at a very slow pace. Llama (shortcut: CTRL+2) -- Makes the game run at a moderately-fast pace. Cheetah (shortcut: CTRL+3) -- Makes the game run at a fast pace. African Swallow (shortcut: CTRL+4) -- Makes the game run at a speed that is limited only by your computer's processing power. It typically will go exceedingly fast in this day and time, so turn off "Subscriptions" and "Extra!!!", and turn on "Auto-Budget" and "No Disasters" before using this. >>>>>>>>>>>> Options Menu >>>>>>>>>>>> Auto-Budget -- Automatically spends your money for the budget at the end of the year based on the percentaages in place before end of year. If you end up in debt, this will not be activated at any time. Auto-Goto -- Automatically goes to the site of a disaster. If unactive, you can hit the button in the lower-right corner. Sound Effects -- Turns on the sound effects, such as those of bulldozing or explosions. Music -- Turns on music. >>>>>>>>>>>>>> Disasters Menu >>>>>>>>>>>>>> Fire -- Makes a fire appear. Flood -- Causes a flood. Air Crash -- Causes a plane to crash. You can only do this if you have an airport. Tornado -- Makes a tornado appear. Earthquake -- Causes an earthquake. Monster -- Causes a monster to appear. Hurricane -- Causes a hurricane as well as the resulting floods. Rioters -- Causes a riot. No Disasters -- Stops most disasters from happening. Exceptions include those from scenarioes and those user-activated. >>>>>>>>>>>> Windows Menu >>>>>>>>>>>> Budget (shortcut: CTRL+B) -- Shows the budget menu. From there, you choose the general taxes for most areas. Using the book icon, you can set specifics for each option or, in the bonds area, issue or repay a bond and see your bond rating. The speech bubble will have the person representing each area give details and advice on their department. Ordinances (shortcut: CTRL+O) -- Here, you can enact or repeal ordinances. These will have an effect(s) based on which it is. They can be user-activated, or, in some cases, the game will enact them. Below is each and what is affected: <> 1% Sales Tax: Brings in some cash, but negatively affects the commercial population. <> 1% Income Tax: Brings in some cash, but negatively affects the residential population. <> Legalized Gambling: Brings in some cash, but raises crime levels. <> Parking Fines: Reduces traffic and brings in a small amount of cash, but negatively affects the commercial population. <> Pro-Reading Campaign: Raises the citizens' EQ, but costs money. <> Anti-Drug Campaign: Reduces crime, but costs money. <> CPR Training: Increases citizen life expectancy, but costs money. <> Neighborhood Watch: Reduces crime, but costs money. <> Volunteer Fire Department: Helps out the fire departments, but costs money. <> Public Smoking Ban: Increases citizen life expectancy, but costs money. <> Free Clinics: Increases citizen life expectancy, but costs money. <> Junior Sports: Increases life expectancy, reduces crime, and costs little. <> Tourist Advertising: Increases the tourism industry, but costs money. <> Business Advertising: Increases industry, but costs money. <> City Beautification: Increases residential population and land value, but costs money. <> Annual Carnival: Increases commercial growth and tourism industry, but costs money. <> Energy Conservation: Helps to allow power plants to make more power at a monetary cost. <> Nuclear-Free Zone: If active, residential population grows, but you cannot build nuclear power plants. If inactive, industry grows and you can build nuclear power plants. It costs nothing whatsoever. <> Homeless Shelters: Reduces unemployment and increases land value, but costs money. <> Pollution Controls: Reduces pollution and raises the life expectancy, but costs money and negatively affects industries that cause pollution. Population (shortcut: CTRL+C) -- Here, you can see how the ages of the city are distributed (population), their life expectancy (health), and educational quotient (EQ) (education). The blue brackets show the employable members of the city (the work force) and the average data for each. Industry (shortcut: CTRL+I) -- Here, you can see how each of the eleven industries is distributed (ratios), set each individual tax rate (1% - 20%)(tax rates), and the demand for each (demand). Graphs (shortcut: CTRL+G) -- Here, you can look at sixteen different aspects of the city or nation on a scale of one, ten, or one hundred years. You can set which to see all on a constantly-updated line graph. Neighbors (shortcut: CTRL+H) -- Here, you can the population of your city and those of the four neighboring cities, as well as their names. It will also show the population of the entire nation. Map (shortcut: CTRL+M) -- Here, you can see the many aspects of the city, such as crime rate, police power, locations of structures, population density, etc. You can even use the box near the bottom of the pop-up window to project the data onto the city. >>>>>>>>>>>>>> Newspaper Menu >>>>>>>>>>>>>> Here, you will be able to pick from one of the newspapers available and when to get them, if ever. If you want to read one, just click on the one you wish to read. Subscription: -- Choose whether to get a newspaper of choice twice a year, on April and August. Extra!!!: -- Choose whether to get a newspaper when something major, such as an invention or reward, occurs. Chronicle, Courier, Herald, Times, Journal, Picayune: -- The six papers available to you as your city grows larger. >>>>>>>>>> Debug Menu >>>>>>>>>> You are ONLY able to access this by typing in the code "priscilla" during the game. It will appear on the toolbar and, for some odd reason, you'll have to navigate from the first debug to another, then to the stuff. Show Version Info: -- Shows the version info. More Money: -- Gives you $500,000. Add All Gifts: -- Gives you every invention and reward, regardless of your progress. Add All Inventions: -- ...Brings up help menu? Meltdown/Microwave/Volcano/Fire Storm/Mass Riots/Major Flood/Toxic Spill: -- Disasters. See the appropriate section for details. Graph Kludge: -- ????? >>>>>>>>> Help Menu >>>>>>>>> Brings up the help menu. 9. The Cheat Codes****************************SC2K_9************************* During normal gameplay, type in these codes on the keyboard for the described effect. These are compatible with Windows's version of Sim City 2000; as for others, I don't know. Code : cass Effect: Get $250; may cause disasters without "No Disasters" on. Code : fund Effect: Get a $10,000 bond with 25% interest (just get your own, you'll pay this back anyways!). Code : gilamrtin Effect: Prompts a request from the military for a base. However, it may glitch and you still may not be able to get it. Code : imacheat Effect: Get $500,000, all inventions, and all gifts! Code : joke Effect: Just try it; it has no game-altering effects whatsoever. Code : moses Effect: Stop a flood. Code : mrsoleary Effect: Begins a fire storm. If you know your history, it's based on the theory that Mrs. Oleary's cow started the great Chicago fire of the 1800s. Code : noah Effect: Cause a major flood. Code : priscilla Effect: Opens the debug menu on the toolbar. It has these selections: - Show Version Info: Obvious. - More Money: Get $500,000. - Add All Gifts: ALL OF THEM. REGARDLESS OF PROGRESS. EVEN GIVES THE INVENTIONS. - Add All Inventions: ...Brings up help menu? - Meltdown/Microwave/Volcano/Fire Storm/Mass Riots/Major Flood/Toxic Spill: Disasters. See the appropriate section for details. - Graph Kludge: ????? The below are various tricks. They may not be codes, but come quite close. ----- The Magic Eraser ----- Using this trick, you can actually erase tiles with stuff on them. How would this be useful? Well, say you have some arcos. You can erase these down to being just one tile, and it'll still have the usual population inside. If you repeatedly use this, you can easily extend your population's limits up into the hundreds of millions (untested theory; see section 4, subsection 3 for details) or farther! However, note this: power plants affected will lose power production, so leave them be. First, you need to begin to use the Trees action. Hold down the Shift key on the keyboard and drag the mouse as if placing trees and voila! You have begun to erase various things. Repeat as desired. ----- The Best Water System With One Water Pump! ----- Using this, you'll trick the game into thinking that the city has a full water supply, despite having one pump (and lots of other stuff non-water related). However, you cannot have any other water pumps. All you need to do make an empty 3x3 space (that's what I do. I don't think it is required). Place a water pump into the center of this space and power it. Now, do not connect it to the water system in any way. Therefore, remove all of the pipes underneath/near the pump. And there you go! 10. Version History****************************SC2K_10*********************** v0.10 - Completed the Contents, Intro, Legal, Installion, Main Menu, and parts one and two of section four today. 11:58 PM 1/3/2011 v0.20 - Been a bit busy with school lately. Just lack section nine, the menus. I hope to submit this by Monday. 1:37 AM 1/8/2011 Final - Finished it all tonight. I'll likely be delayed on the submission, though: there are massive storms nearby. 1:13 AM 1/9/2011 - Changed Legal and intro ASCII. 12:01 AM 9/30/2011 11. Legalities****************************SC2K_11**************************** This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any website or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. © 2011-2012 Daniel Chaviers (AKA KeyBlade999). If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM me on the GameFAQs message boards. 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