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SIM CITY 3000 Unlimited
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Michael Detwiler Copyright 2001
Version 1.7
Last Update: 4/16/01
E-Mail- Psxmsta847@aol.com
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This FAQ can only be seen on Gamefaqs.com and Neoseekers.com.
If it is on any other site please e-mail me.
Version 1.7
How the version update number works: When I first post the FAQ
it is version 1.0. Whenever I add an entire section I add .5 to
the version. Whenever I straighten up the FAQ I add .1 to the
version.
Contents
Intro
What's New?
Part 1 Starting a City
1.1 Customizing Terrain
1.2 Starting to Build
Part 2 Information on Various Structures
2.1 Landscape
2.2 Zoning
2.3 Transportation
2.4 Utilities
2.5 Civic/ Special Buildings
Part 3 When Disasters Strike...
Part 4 Adjust and Review
4.1 Making Money
4.2 Land Value
4.3 Ordinances
Part 5 Goodbye
5.1 Credits
5.2 Coming Soon
*Intro*
If you are new to any Sim City games by Maxis Sim City 3000 can
be overwhelming . There are so many little details to this game.
If you have any experience with Sim City 2000 or Sim City
Classic you will still notice tons of new stuff like garbage
disposal (believe me that's a biggie), new disasters and new
ways to stop them, better scenarios, a much improved query
tool, and a LOT more. Another thing, if you're just buying
this game to cause disasters and blow up stuff don't bother.
*What's New?*
--------------
Version 1.0- The whole FAQ.
Version 1.5- The "What's New" Section,
Ordinance Section (4.3)
Version 1.6- Straightened up the FAQ and maps.
Version 1.7- Fixed line breaks and checked the spelling
(horray!). Seriously, I can't spell worth crap.
Update on
4/16/01 - Minor Corrections
_____________________________
/ Part 1 Starting Your City /
/_____________________________/
One big question everyone asks when starting a new game is
"where to start". Well if you're brand new to Sim City
then start with a starter town or use the tutorial. They
are very helpful to starters of the game. Otherwise,
that's why I'm here. Select start new city from the
opening menu. Now you must make some decisions for the
format of your city. Your first choice is to select easy,
medium, or hard. If your new to the game select easy.
You then must choose a start date. Pick from 2000 (easy)
1950 (medium) 1900 (hard). Why this order? Much like real
life things must be invented before they can be used. Next
choose large for city size. If you choose anything else
you’ll run out of room and wish your city was bigger. At
the bottom you have two more choices. If your really brave
mark disasters and definitely mark auto-budget. Now you’re
ready to choose you’re terrain.
1.1 Customizing Terrain
--------------------------------
When beginning a new city choosing a good terrain is very
important. The less mountains and trees you have the
easier it will be. As for water, well you’ll have to
decide. Building bridges is a lot harder than in previous
installments. You can’t just drag the road across water
and expect a bridge to be built. The terrain on both sides
has to be perfect elevation and there can’t be any
buildings around, so for your first city keep the water
low except for a river and a pond or two. As for when you
pick the physical features NEVER make your city and island.
This will cut off all neighbor deals except for the garbage
ones which really stink : ( Make the middle a river.
Now you’re ready to start building.
1.2 Starting to Build
---------------------------
You’re done with that, so now what? The answer is to start
building. How? I’ll give you an example
R = road
r = residential (light)
c = commercial (light)
i = industrial (light)
O = oil power plant
F = fire station
P = police station
w = body of water
p = pumping station *
I = incinerator +
H = hospital
S = school
L = power lines
wwwwwwwwwww
wwwwwwwwwww
wwwwwwwwwww
p
H
R R R R R R R R R O
S R rrrrrrrR ccccR iiiiiiiR
R rrrrrrrR ccccR iiiiiiiR
R rrrrrrrR ccccR iiiiiiiR
R rrrrrrrR ccccR iiiiiiiR F
R R R R R R R R R P
R L
R L
R L
R I I I
R I I I
R I I I
* If you have mostly salt water use a desalination plant. If
you're starting before they are invented use a water tower
(they don't have to be near water) and remember to build water
pipes.
+ If you start in 1900 use a landfill, incinerators not
available.
If you don't quite understand this map I will better explain it
later in the FAQ.
_____________________________________________
/ Part 2 Information on Various Structures /
/____________________________________________/
2.1 Landscape
-------------------
Okay, these aren't really structures but they are listed here
anyway:
Plant Trees- $3
Planting trees can only have a good effect on your city.
(1) They raise land value (2) lower pollution and
(3) shuts up critics who keep saying your city is an industrial
wasteland. So by all means go ahead and plant trees.
They really raise land value if placed around parks.
Create Water- $150 a square (on clear terrain)
Creating water is good if you have mostly salt water in your
city because unless it is connected to a body of salt water it
is always fresh water. This will save you countless $ because
pumping stations cost less and last longer than desalination
plants, and you don't need as much of them as water towers.
Lower Terrain- $25 a square (on clear terrain)
Lowers the terrain by one. If you lower it enough you will
reach sea level.
Raise Terrain- $25 a square (on clear terrain)
Raises the terrain by one. If you raise it enough you will
create a mountain which raises land value.
Level Terrain- N/A
Levels the terrain. Comes in handy for hilly terrain because
you can't build on it which wastes a lot of land.
Bulldoze- N/A
The larger the object you bulldoze the more it costs. Available
under all sub-menus.
2.2 Zoning
----------------
Industrial- Light $10 Medium $20 Dense $50
This is where the majority of your sims work. Always make sure
that there is equal industrial and residential zone. It is a
good idea to place industrial zones on the edges of your map
so half your pollution goes to your neighbor. Land value in
industrial zones is usually very low so don't worry about that.
Just remember: if you start a city in 1900 you will have
heavily polluting industries than if you start in 2000. If you
see a lot of smokestacks in the year 2000 try enacting some
ordinances to get some clean industries. Industrial zones
develop no further than five tiles from a road.
Residential- Light $10 Medium $20 Dense $50
This is where your sims live. Make sure it is far away from
industrial areas to keep land value high. Also, when putting a
certain object near residential zones use the NIMBY (not in my
backyard) rule. So if your placing a jail somewhere in your
city, place it away from residential zones. You don't want a
jail in your backyard, do you? I didn't think so. (I'll talk
about raising land value later in this FAQ) Look again at the
map in section 1.2. See now why I have things the way I do?
Residential zones develop no further than two tiles away from
the road.
Commercial- Light $10 Medium $20 Dense $50
This is where the rest if your sims work. If you're looking for
skyscrapers in your city here's where they are. Commercial
zones are best placed when separating industrial and
residential zones. In a young city you don't need many of them,
but as commerce increases you might have more of these than
industrial zones.
Landfill- $50
Well, landfills are a cheap way of getting rid of garbage but
once you put them in you will wish you didn't. They cause
pollution, take up space, lower land value, and are a pain to
get rid of. That's why unless you're starting in 1900 build an
incinerator. They pollute a lot more but as long as you put
then out in the middle of nowhere they're fine. If you are
thinking of putting one in they need road access.
Seaport- $250
Cheaper than airports, these help boost commerce in a young city.
To develop they must be on a coast and be 6x2 tiles. Make sure
that they are on a waterway that is flowing out of your city or
else they will do nothing. These also allow you to have garbage
deals with your neighbors.
Airport- $500
These really boost commerce but produce a lot of pollution.
They must be 3x5 to develop. If you put them out in the middle
of nowhere put subways and or bus stops and trains besides just
roads. This will help cut down on heavy traffic. Be sure to put
them away from residential areas.
Dezone- $2
Erases a zoned area. The area must be clear to do this
(bulldoze any thing on top). I really don't use this very often
because you can zone right over zones. Useful for getting rid
of empty landfills.
2.3 Transportation
-------------------------
This is how your sims get around. You must have a good
transportation system, but it is almost impossible to have a
large city with no major traffic problems. It seems like the
more you build, the more people complain.
Road- $10
The basic way of getting around. They are the easiest for you...
well in the beginning. There's no doubt you need roads, but
don't rely on them. Rely on other forms of mass transit. All
the sims do is grumble about roads. And if you are like me and
live in Ohio you know what it feels like.
Highway- $600 (4x4)
Just roads that are really expensive and are double. I build
these in my city but no one hardly ever drives on them. Also,
they are very hard to put up. You not only need the highway but
the onramp to the highway.
Onramp- $75
Connects a road to a high way.
Here is an example of how to build highways and onramps:
H = Highway
R = Road
O = Onramp
HR = Highway/road crossing
R R R R R R
R O O O R
H H HR H H H H HR H H H H H H H H H
H H HR H H H H HR H H H H H H H H H
R O O O R
R R R R R R R R R
Bus stop- $150
For those sims who don't have cars but still like roads there
are bus stops. Place them directly next to roads. Just
visualize your city and think of where the bus stops would be.
Great when placed next to airports and seaports.
Rail- $10
My most favorite way of mass transit. Run rails throughout your
city connecting them to rail stations. Most efficient when one
train station is in residential areas and one is in industrial
areas.
Train Station- $250
Connect them to rails so people can get on the train (duh).
Subway- $150
Most expensive form of mass transit. Good for space deprived
cities. Basically the same as rails only underground.
Subway Stations- $500
Connect to subway so people can get on subway train (duh).
Subway to Rail Connection- $500
A cross between a subway station and a train station. If you
try to build a rail bridge over water but no matter how hard
you try it won't let you, build a rail up to the body of water
then put a subway to rail connection and build subway under
water.
2.4 Utilities
----------------
Power Lines- $5
These carry power from the power plants to your sims. Unlike
the other Sim City games you don't have to build a million of
them. It seems that roads conduct electricity in Sim City 3000.
***Power Plants***
During the coarse of the game you will go through many, many
power plants. Here they are:
Coal Power- Cost- $5,000
Max. power output- 6,000 MW-h
Pollution- Hazardous
Max. Age- 62 yrs.
Coal power is a good source of energy if you start in 1900 and
are on a tight budget. They produce a fair amount of power, put
be sure they are far away from civilization because they
pollute A LOT.
Oil Power- Cost- $8,500
Max. power output- 7,000 MW-h
Pollution- Very High to Hazardous
Max. Age- 65 yrs.
When I start a new game I always use a oil power plant. They
give more power than coal, pollute less, and last longer. They
are also more expensive but are well worth the cost.
Gas Power- Cost- $4,500
Max. power output- 3,000 MW-h
Pollution- Very High
Max. Age- 73 yrs.
I never use gas. It is significantly cleaner than coal,
but when you can buy a coal plant for just $500 more which
gives off double the power why in tar nation would you use gas?
Becomes available in 1955.
Nuclear power- !MELTDOWN DANGER!
Cost- $20,000
Max. power output- 16,000 MW-h
Pollution- Low
Max. Age- 66 yrs.
NEVER EVER use nuclear power plants unless you have the
disasters off. What have we learned from the one in Chernobyl?
Three Mile Island?? Whenever they blow (overuse, over maximum
age, destroyed by disaster) they let off radiation which never
goes away. Available in 1965.
Wind Power- Cost- $250
Max. power output- 200 MW-h
Pollution- None
Max. Age- 132 yrs.
Until microwave plants are available, I use wind. You need many
of them to power a city and they only reach top power output on
tall hills but they're not to bad. They don't pollute and last
a long time. Available in 1980.
Solar Power- Cost- $15,000
Max. power output- 5,000 MW-h
Pollution- None
Max. Age- 110 yrs.
Solar power is clean, lasts a long time, and is a major rip-off.
Coal produces more power and is cheaper. The only real advantage
is the pollution. None what-so-ever.
Microwave- Cost- $30,000
Max. power output- 14,000 MW-h
Pollution- None
Max. Age- 75 yrs
The best power source until 2050 when fusion power is invented.
It doesn't give off any pollution, produces almost as much power
as a nuclear plant, and lives to a ripe old age. It is a bit
expensive but it's worth it.
Fusion- Cost- $50,000
Max. power output- 50,000 MW-h
Pollution- Low
Max. Age- 60
Fusion is the best power plant in the game. Don't worry it's
not nuclear fission* like the nuclear power plant,
so there is no risk of a meltdown. It gives off a lot of power,
hardly any pollution, but its max age is short and you need to
replace it often.
*Vedogamer2@AOL.com corrected my mistake in saying it was nuclear
fusion, instead of nuclear fission.
Water Pipes- $5
These carry water from the water structure to your sims. They
give off water seven tiles in every direction.
Water Structures
Pumping Station- Cost- $300
Cubic Centimeters per Month- 1,500
Max. Age- 110 yrs.
The best way of getting water to your sims. If you have mostly
fresh water setup the pumping stations along the coast. Once
you make more money you can create your own water to use the
pumping stations to their full potential:
W = water you created
P = pumping station
L = land
L L L L L L L L L L L L L L L L L L L L L L L L L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L L L L L L L L L L L L L L L L L L L L L L L L L
Water Tower- Cost- $150
Cubic Centimeters per Month- 600
Max. Age- 130 yrs.
Water towers take up a lot of unnecessary room and pump less
than pumping stations. On the upside they don't need to be near
a body of water.
Water Treatment Plant- Cost- $15,000
Cubic Centimeters per Month- 60,000
Max. Age- 70 yrs.
If you have high water pollution put some of these in. They will
clean up your water.
Desalination- Cost- $1,500
Cubic Centimeters per Month- 5,000
Max. Age- 100 yrs.
If you have mostly salt water in your city and can't afford to
put your own water in use a desalination plant. It turns salt
water to fresh water.
*Garbage Disposal*
Recycling- Cost- $5,000
Max. Age- 75 yrs.
In my best city I was able to eliminate 38% of my garbage by
recycling. It can be a major $$ saver. To check and see how
much garbage you are eliminating go to view data and see. Also,
make sure your recycling system is adequate by clicking on it
with the query tool. Becomes available in 1970.
Incinerator- Cost- $7,500
Tons a Month- 4,500
Max. Age- 80 yrs.
Pollution- Hazardous
I prefer these over landfills even though they pollute a lot
more. If you accept a garbage deal definitely get one of these.
Waste-to-Energy Incinerator- Cost- $25,000
Tons a Month- 5,250
Max. Power Output- 5,000 MW-h
Max. Age- 62 yrs.
Pollution- Very High
Greatest way of garbage disposal, and not a bad power source
either. Definitely worth the cost. Produces as much power as a
solar power plant.
2.5 Civic/ Special Buildings
------------------------------------
Police Station- $500
These are very important for the safety of your sims. Without
these riots will break out and there will be noting to stop
them. Each one covers a certain amount of land so you will need
more than one. Go to the data maps under view data to see where
you need more police stations. Also, make sure the funding is
high, but not to high because then you will have police
oppression.
Jail- $2500
Number of Cells: 300
Jails are where your criminals go after they are caught.
Without them the criminals will go back out on the streets and
your crime rate will skyrocket. Keep an eye on how many
criminals are in each one to see they don't get over crowded.
Don't build them close to residential zones.
Fire Station- $500
Fire stations are where the fire department lives and works
along with the Dalmatians. Without them you won't be able to
put out fires. If you disable disasters you won't need any.
Health and Education
All health and education buildings get a grade, A-F.
Hospital- $500
This is where sick sims come to get better. Hospitals also
boost commerce because if your neighbors have poor healthcare
they will come to your city if you have good healthcare. Every
hospital can only hold so many people.
School- $500
Young sims attend school here. It raises their I.Q. Like
hospitals they only carry a limited capacity so you will need
many schools. These are best placed near residential zones.
College- $3000
Just like schools, only they are for older people. They also
promote high-tech industries.
Library- $1000
Keeps aging adults I.Q. sharp. Great in residential areas.
Museum- $1500
Kind of like a library only on a bigger scale.
Parks and Recreation
...can be found in the land value section. I'll list them here,
though
Small Park
Large Park
Fountain
Pond
Playground
Marina
Zoo
Sports Park
Landmarks
Free! Great Right? Not! They do nothing and you only pay to rip
them down!
Rewards and Opportunities
Sometimes a petitioner may come to your city. They offer you
stuff to put in your city.
Some are Good For your city (winter wonderland park)
(spaceport)
Some are bad, but pay money (toxic waste conversion plant)
(gigamall, Casino)
More info in the land value section.
__________________________________
/ Part 3 When Disasters Strike.../
/_________________________________/
*Go to Disaster*
Centers the screen to your disaster if you have one.
*Activate Warning Siren*
Alerts sims if there is a disaster. Can save lives if it is put
on early enough.
Disasters
---------
Like any real city your city can have disasters. Here they are
and how to control them.
Fire
Easiest disaster to stop. As soon as it starts dispatch
firefighters to the area and surround it too. If you don't have
a fire department bulldoze everything around it and hope it
doesn't spread.
Tornado
Nothing you can do to stop it. Many times it will miss your city, though.
Earthquake
Over in a matter of seconds. Causes fires so follow the
procedure for putting out fires.
Riot
A walking talking fire starter. First dispatch police to break
up the riot then the fire dept. to put out the fires they cause.
UFO
Little aliens come in their UFO's and zap up stuff (especially
landmarks) no way to stop them.
Whirlpool
Not a very dangerous disaster because it won't cost you anything
(hardly). It only wrecks seaports which rebuild automatically
and marinas.
Space Junk
Satellites that crash into your city. They cause huge divots in
the land and catch things on fire.
Toxic Cloud
Happens where ever you have high pollution. The toxic rain
comes down on your city and melts it. If you live on the
boarder of Canada near the big cities of the east then you've
had some experience already (acid rain), only this is 100 times
worse!
Plague of Locusts
This disaster only happens when you have farms. They will eat
all the vegetation, including trees. Dispatch the crop dusters
to the farms in which they are heading. Don't spray the poison
on the locusts themselves, but on the crops so you can poison
them.
_____________________________
/ Part 4 Adjust and Review /
/____________________________/
4.1 Making Money
----------------
Well, having all the stuff I mentioned above is nice but you
can't have it without money. This section will help you make
money and maintain a balanced budget.
The Budget
Taxes
Always keep your residential, industrial, and commercial tax at
7%. Any more people will move away. Any less you won't make any
$$. So keep it there and don't change it.
Ordinances
If you need money enact money making ordinances. If you have
money enact ones to make your city a better place. (More in
ordinance section)
Loans
Never take out a loan unless following my directions, And if
you do never make it more than a total of $50,000. Any more and
you will be so deep in debt that you will be voted out of office.
(you have to pay 150% on all loans :(
Neighbor Deals
Oh, the neighbor deals. Some are good if your city is young
(import garbage). Some are good if you have money
(export garbage, import power/water) some are bad no matter
what (export water). Some are good if you want $35,000,000 in
just around 200 years (export power). Want to know how I did it?
(1) Take out a loan for $50,000. (2) Buy as many oil power
plants as you can and place them on the corner of your map.
(3) When you neighbors offer you a power deal accept it.
Right now you should be deep in the red, but don't worry.
Soon you'll be rollin' in the dough. When ever your neighbors
want to renegotiate build more power plants. Once your oil ones
get old build microwave and then fusion. In around 200-300 years
you should have around $35,000,000 without cheating.
Business Deals
Here they are along with the pros and cons:
Toxic Waste Conversion Plant-
Pros: $400 a month
Cons: Pollution
Maximum Security Prison-
Pros: $250 a month
Cons: Crime Magnet
Gigamall-
Pros: $300 a month
Cons: Stifles Commerce
Casino-
Pros: $350 a month
Cons: Attracts Crime
Must have legalized gambling ordinance (crime)
City Departments
Never lower the funding for these. Only raise them when you get
richer. Exception- Leave the police budget where it is. You
don't want police oppression in your city.
4.2 Land Value
-----------------
The land value of your city depends on the type of buildings
that will develop in your zones. The higher the land value,
the higher the buildings.
Things that increase land value:
Small park- $100
Large park- $1000
Fountain- Uses up water, better then small park.
Pond- Uses up water, better than fountain, comparable to large
park.
Playground- Best when next to schools
Marina- Must be in water, Usually too far away to make
significant difference in land value.
Zoo- expensive, really raises land value
Sports park- comparable to zoo
Police & Fire Stations- Give sims sense of protection
Hospital, school, library, college, museum- raises I.Q.
Rewards & Opportunities- any that don't pollute or raise traffic.
Things That do Nothing
Fusion, wind, solar, and microwave power- clean, an eyesore
Water structures- sure to have water, but an eyesore
Transit stops- cuts down on traffic, many people near your house
Highways- cuts down on traffic, noisy
Things that lower land value
Industrial Zones- While being low in land value, they bring
down surrounding land value, too.
Landfill- Pollutes, stinks
Airport- Heavy polluter
Seaport- pollutes
Power Lines- eyesore
Any power plant not listed that does nothing- pollutes,
nuclear- risk of meltdown
Any garbage disposal- pollutes, recycling centers don't but
still stink
*all of the above are best placed in industrial areas,
which must be placed far away from residential areas.
4.3 Ordinances
----------------
Well, here it is the complete ordinance section (new in version 1.5)
*Utilities*
- Water Conservation *Costs money*
The sims are forced to used less water. If you have any money
I would just build a pumping station.
- Power Conservation *Costs money*
Saves power. If I were you and were low on cash I would put
in some wind power plants.
- Stairwell Lighting *Costs money*
Saves power in the sim's home's stairwells. Just like above.
- Mandatory Water Meters *Costs money*
This is an ordinance that if you enact it you will lose money
two ways. (1) You have to pay for it and (2) you will lose
money because these are for people who are getting ripped off
ontheir water bill so you lose their money. If you don't enact
it you will loose popularity.
*Health, Education, And Aura*
- Community CPR training *Costs money*
This trains you sims to perform CPR. It will cut down on the
number of hospitals you have to build.
- Free Clinics *Costs money*
For people who are down on their luck, free clinics provide a
place for them to see a doctor. It will raise your health
rating.
- Junior Sports *Costs money*
This will cut down on crime. Instead of blowing up buildings,
(joke) the youth of your city will be playing sports.
- Nuclear Free Zone *Costs money*
This bans nuclear power plants from your city. While the common
person really doesn't fret about the threat of a meltdown the
snotty people just think it is dreadful. Enact this ordinance
to keep them happy.
- Pro Reading *Costs money*
Raises the IQ of your younger sims.
- Public Smoking Ban *Costs money*
This ordinance is good for your city because it raises
the health levels (secondhand smoke harms people). Of coarse
smokers willcomplain.
*Public Safety*
- Mandatory Smoke Detectors *Costs money*
You won't have to put in as many fire stations.
- Neighborhood Watch *Costs money*
Cuts down crime and you won't have to build as many
police stations.
- Crossing Guards *Costs money*
Raises health levels.
- Youth Curfew *Costs money*
Makes a time limit for how late teens can stay out.
Cuts down on crime but teens will complain.
*Environment*
- Leaf Burning Ban *Free*
Enact this ordinance! It's free and it makes free air.
- Landfill Gas Recovery *Costs money*
Cuts down on landfill pollution.
- Backyard Composting *Costs money*
Cuts down on garbage.
- Paper Reduction Act *Costs money*
Cuts down on garbage.
- Trash Presort *Costs money*
Recycling. Cuts down on garbage.
- Lawn Chemical Ban *Costs money*
Less land pollution.
- Clean Air *Costs money*
Read name.
- Industrial Waste Disposal *Makes money*
Industrial companies must pay to dump their wastes.
- Mandatory Car Smogging *Costs Money*
Less air pollution.
- Tire Recycling *Costs money*
Read name.
*City Planner*
- Industrial Pollutant Impact Fee *Makes money*
High-polluting industries must pay a fee or pack up and go.
Attracts clean industries.
- Electronic Tax Incentive *Costs money*
Attracts high-density commercial business.
- Farmers Market *Free*
Free. Enough said.
- Conservation Corps *Costs money*
Keeps you city beautiful.
- Electronics Job Fair *Costs money*
Same as Electronic Tax Incentive.
- Public Access Cable *Costs money*
Same as above.
- Clean Industry Association *Costs money*
Same as above, only with industrial zones.
- Biotech Tax Incentives *Costs money*
If you haven't caught on yet you're dense.
*Transportation*
- Parking Fines *Makes money*
Read the title and use some common sense :)
- Carpool Incentive *Costs money*
Cuts down on traffic and pollution.
- Alternate Day Driving *Costs money*
Same as above.
- Shuttle Service *Costs money*
Same.
*Finances*
- Legalized Gambling *Makes big money*
Allows you to build a casino, and even if
you don't you still make money. Raises
crime, though.
______________________
/ Part 5 Goodbye /
/_____________________/
Well this has been my first FAQ. I want to
improve it so please send me your questions
and comments or tips for the game. You will
be given full credit. After all, what is an
FAQ without some FAQ's?
*5.1 Credits*
-To CjayC at gamefaqs for publishing this FAQ.
-To Vedogamer2@AOL.com, for correcting my mistake with nuclar
fission.
-To Maxis, for creating this game.
*5.2 Coming Soon*
(I need your help here too)
-all of the rewards and opportunities
-FAQ section (only if you send me questions)
-any corrections
-------------
-------
-------------------------------------
------------------
Michael Detwiler Copyright 2001
Version 1.7
Last Update: 4/16/01
E-Mail- Psxmsta847@aol.com
-------------------------------------
------------------
This FAQ can only be seen on Gamefaqs.com and Neoseekers.com.
If it is on any other site please e-mail me.
Version 1.7
How the version update number works: When I first post the FAQ
it is version 1.0. Whenever I add an entire section I add .5 to
the version. Whenever I straighten up the FAQ I add .1 to the
version.
Contents
Intro
What's New?
Part 1 Starting a City
1.1 Customizing Terrain
1.2 Starting to Build
Part 2 Information on Various Structures
2.1 Landscape
2.2 Zoning
2.3 Transportation
2.4 Utilities
2.5 Civic/ Special Buildings
Part 3 When Disasters Strike...
Part 4 Adjust and Review
4.1 Making Money
4.2 Land Value
4.3 Ordinances
Part 5 Goodbye
5.1 Credits
5.2 Coming Soon
*Intro*
If you are new to any Sim City games by Maxis Sim City 3000 can
be overwhelming . There are so many little details to this game.
If you have any experience with Sim City 2000 or Sim City
Classic you will still notice tons of new stuff like garbage
disposal (believe me that's a biggie), new disasters and new
ways to stop them, better scenarios, a much improved query
tool, and a LOT more. Another thing, if you're just buying
this game to cause disasters and blow up stuff don't bother.
*What's New?*
--------------
Version 1.0- The whole FAQ.
Version 1.5- The "What's New" Section,
Ordinance Section (4.3)
Version 1.6- Straightened up the FAQ and maps.
Version 1.7- Fixed line breaks and checked the spelling
(horray!). Seriously, I can't spell worth crap.
Update on
4/16/01 - Minor Corrections
_____________________________
/ Part 1 Starting Your City /
/_____________________________/
One big question everyone asks when starting a new game is
"where to start". Well if you're brand new to Sim City
then start with a starter town or use the tutorial. They
are very helpful to starters of the game. Otherwise,
that's why I'm here. Select start new city from the
opening menu. Now you must make some decisions for the
format of your city. Your first choice is to select easy,
medium, or hard. If your new to the game select easy.
You then must choose a start date. Pick from 2000 (easy)
1950 (medium) 1900 (hard). Why this order? Much like real
life things must be invented before they can be used. Next
choose large for city size. If you choose anything else
you’ll run out of room and wish your city was bigger. At
the bottom you have two more choices. If your really brave
mark disasters and definitely mark auto-budget. Now you’re
ready to choose you’re terrain.
1.1 Customizing Terrain
--------------------------------
When beginning a new city choosing a good terrain is very
important. The less mountains and trees you have the
easier it will be. As for water, well you’ll have to
decide. Building bridges is a lot harder than in previous
installments. You can’t just drag the road across water
and expect a bridge to be built. The terrain on both sides
has to be perfect elevation and there can’t be any
buildings around, so for your first city keep the water
low except for a river and a pond or two. As for when you
pick the physical features NEVER make your city and island.
This will cut off all neighbor deals except for the garbage
ones which really stink : ( Make the middle a river.
Now you’re ready to start building.
1.2 Starting to Build
---------------------------
You’re done with that, so now what? The answer is to start
building. How? I’ll give you an example
R = road
r = residential (light)
c = commercial (light)
i = industrial (light)
O = oil power plant
F = fire station
P = police station
w = body of water
p = pumping station *
I = incinerator +
H = hospital
S = school
L = power lines
wwwwwwwwwww
wwwwwwwwwww
wwwwwwwwwww
p
H
R R R R R R R R R O
S R rrrrrrrR ccccR iiiiiiiR
R rrrrrrrR ccccR iiiiiiiR
R rrrrrrrR ccccR iiiiiiiR
R rrrrrrrR ccccR iiiiiiiR F
R R R R R R R R R P
R L
R L
R L
R I I I
R I I I
R I I I
* If you have mostly salt water use a desalination plant. If
you're starting before they are invented use a water tower
(they don't have to be near water) and remember to build water
pipes.
+ If you start in 1900 use a landfill, incinerators not
available.
If you don't quite understand this map I will better explain it
later in the FAQ.
_____________________________________________
/ Part 2 Information on Various Structures /
/____________________________________________/
2.1 Landscape
-------------------
Okay, these aren't really structures but they are listed here
anyway:
Plant Trees- $3
Planting trees can only have a good effect on your city.
(1) They raise land value (2) lower pollution and
(3) shuts up critics who keep saying your city is an industrial
wasteland. So by all means go ahead and plant trees.
They really raise land value if placed around parks.
Create Water- $150 a square (on clear terrain)
Creating water is good if you have mostly salt water in your
city because unless it is connected to a body of salt water it
is always fresh water. This will save you countless $ because
pumping stations cost less and last longer than desalination
plants, and you don't need as much of them as water towers.
Lower Terrain- $25 a square (on clear terrain)
Lowers the terrain by one. If you lower it enough you will
reach sea level.
Raise Terrain- $25 a square (on clear terrain)
Raises the terrain by one. If you raise it enough you will
create a mountain which raises land value.
Level Terrain- N/A
Levels the terrain. Comes in handy for hilly terrain because
you can't build on it which wastes a lot of land.
Bulldoze- N/A
The larger the object you bulldoze the more it costs. Available
under all sub-menus.
2.2 Zoning
----------------
Industrial- Light $10 Medium $20 Dense $50
This is where the majority of your sims work. Always make sure
that there is equal industrial and residential zone. It is a
good idea to place industrial zones on the edges of your map
so half your pollution goes to your neighbor. Land value in
industrial zones is usually very low so don't worry about that.
Just remember: if you start a city in 1900 you will have
heavily polluting industries than if you start in 2000. If you
see a lot of smokestacks in the year 2000 try enacting some
ordinances to get some clean industries. Industrial zones
develop no further than five tiles from a road.
Residential- Light $10 Medium $20 Dense $50
This is where your sims live. Make sure it is far away from
industrial areas to keep land value high. Also, when putting a
certain object near residential zones use the NIMBY (not in my
backyard) rule. So if your placing a jail somewhere in your
city, place it away from residential zones. You don't want a
jail in your backyard, do you? I didn't think so. (I'll talk
about raising land value later in this FAQ) Look again at the
map in section 1.2. See now why I have things the way I do?
Residential zones develop no further than two tiles away from
the road.
Commercial- Light $10 Medium $20 Dense $50
This is where the rest if your sims work. If you're looking for
skyscrapers in your city here's where they are. Commercial
zones are best placed when separating industrial and
residential zones. In a young city you don't need many of them,
but as commerce increases you might have more of these than
industrial zones.
Landfill- $50
Well, landfills are a cheap way of getting rid of garbage but
once you put them in you will wish you didn't. They cause
pollution, take up space, lower land value, and are a pain to
get rid of. That's why unless you're starting in 1900 build an
incinerator. They pollute a lot more but as long as you put
then out in the middle of nowhere they're fine. If you are
thinking of putting one in they need road access.
Seaport- $250
Cheaper than airports, these help boost commerce in a young city.
To develop they must be on a coast and be 6x2 tiles. Make sure
that they are on a waterway that is flowing out of your city or
else they will do nothing. These also allow you to have garbage
deals with your neighbors.
Airport- $500
These really boost commerce but produce a lot of pollution.
They must be 3x5 to develop. If you put them out in the middle
of nowhere put subways and or bus stops and trains besides just
roads. This will help cut down on heavy traffic. Be sure to put
them away from residential areas.
Dezone- $2
Erases a zoned area. The area must be clear to do this
(bulldoze any thing on top). I really don't use this very often
because you can zone right over zones. Useful for getting rid
of empty landfills.
2.3 Transportation
-------------------------
This is how your sims get around. You must have a good
transportation system, but it is almost impossible to have a
large city with no major traffic problems. It seems like the
more you build, the more people complain.
Road- $10
The basic way of getting around. They are the easiest for you...
well in the beginning. There's no doubt you need roads, but
don't rely on them. Rely on other forms of mass transit. All
the sims do is grumble about roads. And if you are like me and
live in Ohio you know what it feels like.
Highway- $600 (4x4)
Just roads that are really expensive and are double. I build
these in my city but no one hardly ever drives on them. Also,
they are very hard to put up. You not only need the highway but
the onramp to the highway.
Onramp- $75
Connects a road to a high way.
Here is an example of how to build highways and onramps:
H = Highway
R = Road
O = Onramp
HR = Highway/road crossing
R R R R R R
R O O O R
H H HR H H H H HR H H H H H H H H H
H H HR H H H H HR H H H H H H H H H
R O O O R
R R R R R R R R R
Bus stop- $150
For those sims who don't have cars but still like roads there
are bus stops. Place them directly next to roads. Just
visualize your city and think of where the bus stops would be.
Great when placed next to airports and seaports.
Rail- $10
My most favorite way of mass transit. Run rails throughout your
city connecting them to rail stations. Most efficient when one
train station is in residential areas and one is in industrial
areas.
Train Station- $250
Connect them to rails so people can get on the train (duh).
Subway- $150
Most expensive form of mass transit. Good for space deprived
cities. Basically the same as rails only underground.
Subway Stations- $500
Connect to subway so people can get on subway train (duh).
Subway to Rail Connection- $500
A cross between a subway station and a train station. If you
try to build a rail bridge over water but no matter how hard
you try it won't let you, build a rail up to the body of water
then put a subway to rail connection and build subway under
water.
2.4 Utilities
----------------
Power Lines- $5
These carry power from the power plants to your sims. Unlike
the other Sim City games you don't have to build a million of
them. It seems that roads conduct electricity in Sim City 3000.
***Power Plants***
During the coarse of the game you will go through many, many
power plants. Here they are:
Coal Power- Cost- $5,000
Max. power output- 6,000 MW-h
Pollution- Hazardous
Max. Age- 62 yrs.
Coal power is a good source of energy if you start in 1900 and
are on a tight budget. They produce a fair amount of power, put
be sure they are far away from civilization because they
pollute A LOT.
Oil Power- Cost- $8,500
Max. power output- 7,000 MW-h
Pollution- Very High to Hazardous
Max. Age- 65 yrs.
When I start a new game I always use a oil power plant. They
give more power than coal, pollute less, and last longer. They
are also more expensive but are well worth the cost.
Gas Power- Cost- $4,500
Max. power output- 3,000 MW-h
Pollution- Very High
Max. Age- 73 yrs.
I never use gas. It is significantly cleaner than coal,
but when you can buy a coal plant for just $500 more which
gives off double the power why in tar nation would you use gas?
Becomes available in 1955.
Nuclear power- !MELTDOWN DANGER!
Cost- $20,000
Max. power output- 16,000 MW-h
Pollution- Low
Max. Age- 66 yrs.
NEVER EVER use nuclear power plants unless you have the
disasters off. What have we learned from the one in Chernobyl?
Three Mile Island?? Whenever they blow (overuse, over maximum
age, destroyed by disaster) they let off radiation which never
goes away. Available in 1965.
Wind Power- Cost- $250
Max. power output- 200 MW-h
Pollution- None
Max. Age- 132 yrs.
Until microwave plants are available, I use wind. You need many
of them to power a city and they only reach top power output on
tall hills but they're not to bad. They don't pollute and last
a long time. Available in 1980.
Solar Power- Cost- $15,000
Max. power output- 5,000 MW-h
Pollution- None
Max. Age- 110 yrs.
Solar power is clean, lasts a long time, and is a major rip-off.
Coal produces more power and is cheaper. The only real advantage
is the pollution. None what-so-ever.
Microwave- Cost- $30,000
Max. power output- 14,000 MW-h
Pollution- None
Max. Age- 75 yrs
The best power source until 2050 when fusion power is invented.
It doesn't give off any pollution, produces almost as much power
as a nuclear plant, and lives to a ripe old age. It is a bit
expensive but it's worth it.
Fusion- Cost- $50,000
Max. power output- 50,000 MW-h
Pollution- Low
Max. Age- 60
Fusion is the best power plant in the game. Don't worry it's
not nuclear fission* like the nuclear power plant,
so there is no risk of a meltdown. It gives off a lot of power,
hardly any pollution, but its max age is short and you need to
replace it often.
*Vedogamer2@AOL.com corrected my mistake in saying it was nuclear
fusion, instead of nuclear fission.
Water Pipes- $5
These carry water from the water structure to your sims. They
give off water seven tiles in every direction.
Water Structures
Pumping Station- Cost- $300
Cubic Centimeters per Month- 1,500
Max. Age- 110 yrs.
The best way of getting water to your sims. If you have mostly
fresh water setup the pumping stations along the coast. Once
you make more money you can create your own water to use the
pumping stations to their full potential:
W = water you created
P = pumping station
L = land
L L L L L L L L L L L L L L L L L L L L L L L L L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L L L L L L L L L L L L L L L L L L L L L L L L L
Water Tower- Cost- $150
Cubic Centimeters per Month- 600
Max. Age- 130 yrs.
Water towers take up a lot of unnecessary room and pump less
than pumping stations. On the upside they don't need to be near
a body of water.
Water Treatment Plant- Cost- $15,000
Cubic Centimeters per Month- 60,000
Max. Age- 70 yrs.
If you have high water pollution put some of these in. They will
clean up your water.
Desalination- Cost- $1,500
Cubic Centimeters per Month- 5,000
Max. Age- 100 yrs.
If you have mostly salt water in your city and can't afford to
put your own water in use a desalination plant. It turns salt
water to fresh water.
*Garbage Disposal*
Recycling- Cost- $5,000
Max. Age- 75 yrs.
In my best city I was able to eliminate 38% of my garbage by
recycling. It can be a major $$ saver. To check and see how
much garbage you are eliminating go to view data and see. Also,
make sure your recycling system is adequate by clicking on it
with the query tool. Becomes available in 1970.
Incinerator- Cost- $7,500
Tons a Month- 4,500
Max. Age- 80 yrs.
Pollution- Hazardous
I prefer these over landfills even though they pollute a lot
more. If you accept a garbage deal definitely get one of these.
Waste-to-Energy Incinerator- Cost- $25,000
Tons a Month- 5,250
Max. Power Output- 5,000 MW-h
Max. Age- 62 yrs.
Pollution- Very High
Greatest way of garbage disposal, and not a bad power source
either. Definitely worth the cost. Produces as much power as a
solar power plant.
2.5 Civic/ Special Buildings
------------------------------------
Police Station- $500
These are very important for the safety of your sims. Without
these riots will break out and there will be noting to stop
them. Each one covers a certain amount of land so you will need
more than one. Go to the data maps under view data to see where
you need more police stations. Also, make sure the funding is
high, but not to high because then you will have police
oppression.
Jail- $2500
Number of Cells: 300
Jails are where your criminals go after they are caught.
Without them the criminals will go back out on the streets and
your crime rate will skyrocket. Keep an eye on how many
criminals are in each one to see they don't get over crowded.
Don't build them close to residential zones.
Fire Station- $500
Fire stations are where the fire department lives and works
along with the Dalmatians. Without them you won't be able to
put out fires. If you disable disasters you won't need any.
Health and Education
All health and education buildings get a grade, A-F.
Hospital- $500
This is where sick sims come to get better. Hospitals also
boost commerce because if your neighbors have poor healthcare
they will come to your city if you have good healthcare. Every
hospital can only hold so many people.
School- $500
Young sims attend school here. It raises their I.Q. Like
hospitals they only carry a limited capacity so you will need
many schools. These are best placed near residential zones.
College- $3000
Just like schools, only they are for older people. They also
promote high-tech industries.
Library- $1000
Keeps aging adults I.Q. sharp. Great in residential areas.
Museum- $1500
Kind of like a library only on a bigger scale.
Parks and Recreation
...can be found in the land value section. I'll list them here,
though
Small Park
Large Park
Fountain
Pond
Playground
Marina
Zoo
Sports Park
Landmarks
Free! Great Right? Not! They do nothing and you only pay to rip
them down!
Rewards and Opportunities
Sometimes a petitioner may come to your city. They offer you
stuff to put in your city.
Some are Good For your city (winter wonderland park)
(spaceport)
Some are bad, but pay money (toxic waste conversion plant)
(gigamall, Casino)
More info in the land value section.
__________________________________
/ Part 3 When Disasters Strike.../
/_________________________________/
*Go to Disaster*
Centers the screen to your disaster if you have one.
*Activate Warning Siren*
Alerts sims if there is a disaster. Can save lives if it is put
on early enough.
Disasters
---------
Like any real city your city can have disasters. Here they are
and how to control them.
Fire
Easiest disaster to stop. As soon as it starts dispatch
firefighters to the area and surround it too. If you don't have
a fire department bulldoze everything around it and hope it
doesn't spread.
Tornado
Nothing you can do to stop it. Many times it will miss your city, though.
Earthquake
Over in a matter of seconds. Causes fires so follow the
procedure for putting out fires.
Riot
A walking talking fire starter. First dispatch police to break
up the riot then the fire dept. to put out the fires they cause.
UFO
Little aliens come in their UFO's and zap up stuff (especially
landmarks) no way to stop them.
Whirlpool
Not a very dangerous disaster because it won't cost you anything
(hardly). It only wrecks seaports which rebuild automatically
and marinas.
Space Junk
Satellites that crash into your city. They cause huge divots in
the land and catch things on fire.
Toxic Cloud
Happens where ever you have high pollution. The toxic rain
comes down on your city and melts it. If you live on the
boarder of Canada near the big cities of the east then you've
had some experience already (acid rain), only this is 100 times
worse!
Plague of Locusts
This disaster only happens when you have farms. They will eat
all the vegetation, including trees. Dispatch the crop dusters
to the farms in which they are heading. Don't spray the poison
on the locusts themselves, but on the crops so you can poison
them.
_____________________________
/ Part 4 Adjust and Review /
/____________________________/
4.1 Making Money
----------------
Well, having all the stuff I mentioned above is nice but you
can't have it without money. This section will help you make
money and maintain a balanced budget.
The Budget
Taxes
Always keep your residential, industrial, and commercial tax at
7%. Any more people will move away. Any less you won't make any
$$. So keep it there and don't change it.
Ordinances
If you need money enact money making ordinances. If you have
money enact ones to make your city a better place. (More in
ordinance section)
Loans
Never take out a loan unless following my directions, And if
you do never make it more than a total of $50,000. Any more and
you will be so deep in debt that you will be voted out of office.
(you have to pay 150% on all loans :(
Neighbor Deals
Oh, the neighbor deals. Some are good if your city is young
(import garbage). Some are good if you have money
(export garbage, import power/water) some are bad no matter
what (export water). Some are good if you want $35,000,000 in
just around 200 years (export power). Want to know how I did it?
(1) Take out a loan for $50,000. (2) Buy as many oil power
plants as you can and place them on the corner of your map.
(3) When you neighbors offer you a power deal accept it.
Right now you should be deep in the red, but don't worry.
Soon you'll be rollin' in the dough. When ever your neighbors
want to renegotiate build more power plants. Once your oil ones
get old build microwave and then fusion. In around 200-300 years
you should have around $35,000,000 without cheating.
Business Deals
Here they are along with the pros and cons:
Toxic Waste Conversion Plant-
Pros: $400 a month
Cons: Pollution
Maximum Security Prison-
Pros: $250 a month
Cons: Crime Magnet
Gigamall-
Pros: $300 a month
Cons: Stifles Commerce
Casino-
Pros: $350 a month
Cons: Attracts Crime
Must have legalized gambling ordinance (crime)
City Departments
Never lower the funding for these. Only raise them when you get
richer. Exception- Leave the police budget where it is. You
don't want police oppression in your city.
4.2 Land Value
-----------------
The land value of your city depends on the type of buildings
that will develop in your zones. The higher the land value,
the higher the buildings.
Things that increase land value:
Small park- $100
Large park- $1000
Fountain- Uses up water, better then small park.
Pond- Uses up water, better than fountain, comparable to large
park.
Playground- Best when next to schools
Marina- Must be in water, Usually too far away to make
significant difference in land value.
Zoo- expensive, really raises land value
Sports park- comparable to zoo
Police & Fire Stations- Give sims sense of protection
Hospital, school, library, college, museum- raises I.Q.
Rewards & Opportunities- any that don't pollute or raise traffic.
Things That do Nothing
Fusion, wind, solar, and microwave power- clean, an eyesore
Water structures- sure to have water, but an eyesore
Transit stops- cuts down on traffic, many people near your house
Highways- cuts down on traffic, noisy
Things that lower land value
Industrial Zones- While being low in land value, they bring
down surrounding land value, too.
Landfill- Pollutes, stinks
Airport- Heavy polluter
Seaport- pollutes
Power Lines- eyesore
Any power plant not listed that does nothing- pollutes,
nuclear- risk of meltdown
Any garbage disposal- pollutes, recycling centers don't but
still stink
*all of the above are best placed in industrial areas,
which must be placed far away from residential areas.
4.3 Ordinances
----------------
Well, here it is the complete ordinance section (new in version 1.5)
*Utilities*
- Water Conservation *Costs money*
The sims are forced to used less water. If you have any money
I would just build a pumping station.
- Power Conservation *Costs money*
Saves power. If I were you and were low on cash I would put
in some wind power plants.
- Stairwell Lighting *Costs money*
Saves power in the sim's home's stairwells. Just like above.
- Mandatory Water Meters *Costs money*
This is an ordinance that if you enact it you will lose money
two ways. (1) You have to pay for it and (2) you will lose
money because these are for people who are getting ripped off
ontheir water bill so you lose their money. If you don't enact
it you will loose popularity.
*Health, Education, And Aura*
- Community CPR training *Costs money*
This trains you sims to perform CPR. It will cut down on the
number of hospitals you have to build.
- Free Clinics *Costs money*
For people who are down on their luck, free clinics provide a
place for them to see a doctor. It will raise your health
rating.
- Junior Sports *Costs money*
This will cut down on crime. Instead of blowing up buildings,
(joke) the youth of your city will be playing sports.
- Nuclear Free Zone *Costs money*
This bans nuclear power plants from your city. While the common
person really doesn't fret about the threat of a meltdown the
snotty people just think it is dreadful. Enact this ordinance
to keep them happy.
- Pro Reading *Costs money*
Raises the IQ of your younger sims.
- Public Smoking Ban *Costs money*
This ordinance is good for your city because it raises
the health levels (secondhand smoke harms people). Of coarse
smokers willcomplain.
*Public Safety*
- Mandatory Smoke Detectors *Costs money*
You won't have to put in as many fire stations.
- Neighborhood Watch *Costs money*
Cuts down crime and you won't have to build as many
police stations.
- Crossing Guards *Costs money*
Raises health levels.
- Youth Curfew *Costs money*
Makes a time limit for how late teens can stay out.
Cuts down on crime but teens will complain.
*Environment*
- Leaf Burning Ban *Free*
Enact this ordinance! It's free and it makes free air.
- Landfill Gas Recovery *Costs money*
Cuts down on landfill pollution.
- Backyard Composting *Costs money*
Cuts down on garbage.
- Paper Reduction Act *Costs money*
Cuts down on garbage.
- Trash Presort *Costs money*
Recycling. Cuts down on garbage.
- Lawn Chemical Ban *Costs money*
Less land pollution.
- Clean Air *Costs money*
Read name.
- Industrial Waste Disposal *Makes money*
Industrial companies must pay to dump their wastes.
- Mandatory Car Smogging *Costs Money*
Less air pollution.
- Tire Recycling *Costs money*
Read name.
*City Planner*
- Industrial Pollutant Impact Fee *Makes money*
High-polluting industries must pay a fee or pack up and go.
Attracts clean industries.
- Electronic Tax Incentive *Costs money*
Attracts high-density commercial business.
- Farmers Market *Free*
Free. Enough said.
- Conservation Corps *Costs money*
Keeps you city beautiful.
- Electronics Job Fair *Costs money*
Same as Electronic Tax Incentive.
- Public Access Cable *Costs money*
Same as above.
- Clean Industry Association *Costs money*
Same as above, only with industrial zones.
- Biotech Tax Incentives *Costs money*
If you haven't caught on yet you're dense.
*Transportation*
- Parking Fines *Makes money*
Read the title and use some common sense :)
- Carpool Incentive *Costs money*
Cuts down on traffic and pollution.
- Alternate Day Driving *Costs money*
Same as above.
- Shuttle Service *Costs money*
Same.
*Finances*
- Legalized Gambling *Makes big money*
Allows you to build a casino, and even if
you don't you still make money. Raises
crime, though.
______________________
/ Part 5 Goodbye /
/_____________________/
Well this has been my first FAQ. I want to
improve it so please send me your questions
and comments or tips for the game. You will
be given full credit. After all, what is an
FAQ without some FAQ's?
*5.1 Credits*
-To CjayC at gamefaqs for publishing this FAQ.
-To Vedogamer2@AOL.com, for correcting my mistake with nuclar
fission.
-To Maxis, for creating this game.
*5.2 Coming Soon*
(I need your help here too)
-all of the rewards and opportunities
-FAQ section (only if you send me questions)
-any corrections