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- SIM CITY
-
- Typed in by ???. Edited by PARASITE.
-
-
- Hard Disk Installation:
- Copy the contents of the Simcity Disk to a subdirectory on your
- hard disk. Be sure the Scenario file is in the same subdirectory as the
- Simcity Program.
- When you start the program from the hard disk, you will be asked
- to insert the original Simcity disk. It will be checked, and the program
- will finish loading. Once the program has been loaded, you may remove the
- floppy.
-
- INTRODUCTION
-
- FOREWORD:
- Enter Simcity and take control. Be the undisputed ruler of a sophisticated
- real-time City simulation. Become the master of existing cities such as
- San Francisco, Tokyo, and Rio de Janeiro, or create your own dream city
- (or dream slum) from the ground up.
-
- Whether you take over an existing city or build your own, you are the Mayor
- and City Planner with complete authority.
-
- Your city is populated by Sims - Simulated citizens. Like their human
- counterparts, they build houses, condos, churches, stores and factories.
- And, also like humans, they complain about things like taxes, mayors, taxes,
- city planners, and taxes. If they get too unhappy, they move out; you
- collect less taxes, the city deteriorates.
-
- The next few sections will explain the overall concept of simcity and give
- information that will help you win Scenarios and design and build better
- cities.
-
- ABOUT SYSTEM SIMULATIONS:
- Simcity is the first of a new type of entertainment/education software,
- called SYSTEM SIMULATIONS. We provide you with a set of RULES and TOOLS
- that describe, create and control a system. In the case of Simcity, the
- system is a city.
-
- The challenge of playing a SYSTEM SIMULATION game is to figure out how the
- system works and take control of it. As master of the game, you are free
- to use the TOOLS to create and control an unlimited number of systems (in
- this case, cities) within the framework and limits provided by the RULES.
-
- In Simcity, the RULES to learn are based on city planning and management,
- including:
- Human factors - residential space and amenities, availability of
- jobs, and quality of life;
- Economic factors - land value, industrial and commercial space,
- unemployment, internal and external markets,
- electric power, taxation, and funding for city
- services;
- Survival factors - strategies for dealing with disasters, crime,
- and pollution;
- Political factors - public opinion, zoning, and keeping residents
- and businesses satisfied with your city and
- your performance;
-
- The TOOLS provide you with the ability to plan, layout, zone, build,
- bulldoze, rezone, and manage a city.
-
- Plan - Mapping systems give physical and demographic overviews of the
- entire city.
- Layout - Design living and working areas, road and transit systems, and
- recreational areas.
- Zone - Set zoning boundaries for parks, residential, commercial and
- industrial areas.
- Build - Place roads, rails, airports, sea ports, fire and police stations,
- sports stadiums, and power plants.
- Bulldoze - Clear forests for city growth, build landfill along waterways,
- clear and rezone developed areas.
- Manage - Using the mapping and graphing systems, gather up-to-date
- information on traffic density, population trends, power grid
- status, pollution, crime, land value, police and fire department
- efficiency, and cash flow. Set the tax rate and funding levels for
- city services.
-
- But the most important TOOL of all is the simulator itself. Test your plans
- and ideas as you watch the city grow or shrink through the immigration and
- emigration of industrious Simulated Citizens. Sims will move in and build
- homes, hospitals, churches, stores and factories in the zones you provide,
- or move out in search of jobs or a better life elsewhere. The success of
- the city is based on the quality of the city you design and manage.
-
- THE GOALS OF SIMCITY:
- There are many goals to be pursued and reached in Simcity.
-
- SCENARIOS:
- Each of the eight included secnarios is actually a game in itself,
- with an unlimited number of ways to win - or lose.
-
- Each Scenario is a city which is either the victim of horrible planning or
- about to be the victim of a natural disaster. After you load in a Scenario,
- you will have a limited amount of time to correct or repair the problems.
- If you are successful you will be given the key to the city. If not you
- may be ridden out of town on a rail.
-
- If one strategy doesn't work, try another. And another. There are a million
- stories in each city, and you write them.
-
- YOUR DREAM CITY:
- Perhaps the main goal of Simcity is for you to design, manage and
- maintain the city of your dreams.
-
- Your ideal place to live may be a bustling megapolis, lots of people, lots
- of cars, tall buildings; high energy, high density living. Or it may be a
- small rural community, or a linked group of small communities providing
- slow paced country living.
-
- As long as your city can provide places for people to live, work, shop, and
- play, it will attract residents. And as long as traffic, pollution,
- overcrowding, crime or taxes don't drive them away, your city will live.
-
- GETTING STARTED
-
- SIMULATOR REACTION TIME:
- The simulator is a very complex multi-tasking piece of software. It is
- constantly performing many checks, calculations, and updates, as well as
- keeping watch on the mouse and keyboard to respond to your demands. When
- you load in a city, give the simulator a few minutes to compile its data
- and update the maps, graphs, population levels, etc. Some of the other
- times when the simulator lags behind you are: powering zones and updating
- the city services after installing police and fire stations.
-
- TUTORIAL - A WALK THROUGH YOUR CITY
- NOTE: In Simcity, use the LEFT mouse button, unless otherwise noted. The
- RIGHT button is used primarily to activate and select menu items from the
- title bar. The RIGHT button activates the BULLDOZER function while in the
- Editor Window, so don't press it unless you mean it.
-
- After a few seconds, the "Welcome to Simcity" road sign will appear. It
- displays the following options: START A NEW CITY, LOAD A CITY, and
- SELECT A SCENARIO.
-
- Click START NEW CITY. The Workbench will reappear, and the program will
- continue to load. You will soon see a small notice window that informs you
- that the program is terraforming a new city. A map of undeveloped land will
- be generated and displayed. You are given a choice of Game Play Level. Click
- EASY. You will now be asked to name your city. Go ahead and name it, or
- accept the default name SOMEWHERE. You are given a choice: GENERATE A NEW
- TERRAIN or USE THIS MAP. Click USE THIS MAP. Click the OK box when you are
- done.
-
- You will be shown the MAPS/GRAPHS WINDOW.
-
- On the left side of the window is the map; an overall view of your entire
- terrain, approximately 10 miles by 10 miles in area.
-
- The icons below the map are buttons to activate and display different
- demographic views of your city. We'll play with them later.
-
- On the right side of the screen you can view time-based graphs of various
- city data. We'll come back to these later, too.
-
- The rectangle located somewhere on the map indicates the portion of the
- terrain that will be visible in the EDITOR WINDOW - your main work area.
- Click the left mouse button where you want the box, or click and drag the
- box around the map, choosing the area you wish to work on, then click the
- "RETURN TO EDITOR" button in the lower right-hand corner of the screen to
- leave the MAPS/GRAPHS WINDOW and go to the EDITOR WINDOW to begin building
- your city.
-
- NOTE: The BUDGET WINDOW will pop up once a year in city time. When it does,
- just click the GO WITH THESE FIGURES box at the bottom.
-
- You are now in the EDIT WINDOW, looking at a close-up view of the box on
- the map. Note the icons on the right. They are buttons that work just like
- icons in various draw and paint programs.
-
- At the top of the EDITOR WINDOW is the title bar. This displays the name of
- the city, the date, and your available city funds. There are also the usual
- Amiga gadgets to move the window to the top or bottom of the stack.
-
- Note: You can click and drag the title bar to move the editor window, but
- the window must be all the way to the top of the screen for terrain
- scrolling to function properly.
-
- Move the mouse pointer to the title bar, and press and hold the RIGHT
- button. This will show you the various menus available in Simcity. Without
- choosing any menu items, slide the mouse pointer across the screen and take
- a look at the available menus.
-
- To scroll the terrain under the editor window, move the pointer to the top,
- bottom, side or corners of the screen. Cursor keys can also be used to
- scroll.
-
- Your available land is made of three types of territory. The brown areas
- are clear land, the green areas are forests and shrubs, and the blue areas
- are water. You can build only on clear land. You can clear forest and extend
- coastlines with your bulldozer. You can run roads, rails and power across
- water.
-
- To clear the terrain, click the Bulldozer icon. Move the pointer over to
- land.
- The "pointer" is a small square, outlining the area that will be bulldozed
- every time you click the left mouse button. Move your bulldozer pointer over
- some forest land and click. The forest section under your pointer slowly
- across the forest. Mass destruction. Clear a large area of land to prepare
- for building.
-
- To begin a city we need three things: places for Sims to live, places for
- Sims to work, and power.
-
- Click the Residential icon then move back to your terrain. Your pointer is
- now a larger square outline. This outline indicates how much clear space
- you will need to create a residential zone - a place for sims to live.
- Clicking the left mouse button in clear terrain "zones" the land. The "R"
- in the center of the zone indicates that it is a residential zone. The
- flashing lightning symbol indicates that the zone has no power. Place a few
- more residential zones adjacent to the first one.
-
- If you have trouble placing a zone, make sure it is on open land. You cannot
- zone on water, trees or over other zones.
-
- Now decide where to position a power plant in your city. Point to the power
- plant icon and click the mouse button.
-
- A small menu will appear, giving you the option of choosing a coal or nuclear
- plant. For now, click on the coal power plant. The outline for a power plant
- is even larger than for the residential zone. Place the power plant in some open
- space near your residential zones. If your power plant is not directly
- adjacent to a residential zone, you will need to run a power line from your
- power plant to the residential zone.
-
- To do this, click the power line icon. Using your mouse pointer and button,
- lay power lines from your power plant to your residential zones. Adjacent
- power line sections will automatically connect to each other. Roadways and
- transit lines connect in the same manner. In a moment, the flashing symbols
- in the residential zones will disappear, indicating that your zones have
- been powered. Any zones that are adjacent to a powered zone do not need
- separate power lines run to them. Soon you will see small houses start to
- appear. The Sims have started to move in.
-
- When you zone land, you designate where building is allowed. It is the Sims
- who actually build.
-
- Now that you have a few residential zones, you're ready for commercial and
- industrial areas; places for the sims to work, shop, and transact business.
- Select the commercial icon and place a few commercial zones near your
- residential ones. Then select the industrial icon and place some industrial
- zones. Connect all necessary power lines.
-
- Note: There is a delay between the time you connect the power to a zone and
- the time the flashing lightning symbol disappears. This delay gets longer as
- your city gets larger.
-
- Notice that as you select different icons, the icon's description and its
- associated cost will be displayed in the box just above the icons. The
- message bar across the top of the edit window displays your total funds
- available. If you do not have enough money in your treasury to pay for
- a certain function, that icon will be ghosted, on your screen and is
- unavailable for use.
-
- Now, click the road icon and add roads from your residential housing to the
- commercial and industrial areas to allow the sims to commute to work. Road
- sections connect themselves like power line sections. Once you have roads,
- traffic will be generated.
-
- Now, move the mouse pointer to the title bar, press and hold the RIGHT mouse
- button, slide the pointer to the window menu, and select the budget window.
- This is where you set the level of funding for your fire, police, and
- transportation departments. Click the up or down arrows to change the
- funding level. You can also adjust the current property tax rate. If you
- have no police or fire departments, you can't fund them. You cannot fund
- more than 100%. Click the GO WITH THESE FIGURES box when you are done.
-
- Now select MAP & GRAPH from the windows menu to return to the maps/graphs
- window. By clicking on the icons along the lower left, you can see different
- demographic views of your city. You will need this information to build and
- adjust conditions in your city. For example, you can pinpoint the areas with the
- highest crime to determine locations for new police stations.
-
- Additional information can be gained through the available graphs. Unlike
- the maps, which only show the current state of your city, the graphs give
- you a record of the past so you can gauge trends and cycles.
-
- This is all the basic information you need to run simcity, but we suggest
- reading on. The user reference explains in detail how to use each program
- function. Inside simcity explains the inner workings of the simulator, and
- gives some hints & tips for using it. There is also an essay on the History
- of Cities and City Planning, and a Bibliography for serious City Planners.
-
- USER REFERENCE
-
- MENUS
- Simcity Menus follow the standard Amiga interface.Use the RIGHT mouse button
- to activate and select menu items.
-
- FILE MENU
- ABOUT brings up a screen giving fascinating and vital information about
- Simcity and Maxis.
-
- START NEW CITY generates a new,empty terrain.Clears existing city (if any)
- from memory.You will be asked if you wish to "GENERATE A NEW GROUND MAP AND
- LOSE THE CURRENT ONE?" and gives the option to go ahead or cancel.You will
- next be given a chance to set the GAME PLAY LEVEL,and then name your city.
-
- PICK SCENARIO brings up a new menu of available SCENARIOS to load and run.
-
- LOAD CITY brings up the standard Amiga "File Loading Screen",allowing you
- to load a previously saved city.
-
- SAVE CITY brings up the standard Amiga "File Saving Screen" allowing you to
- save the scenario or city in progress for later use.Once you have loaded a
- scenario,it can be saved and reloaded,like any city,without the impending
- disaster.
-
- PRINT CITY brings up a window giving you the choice of printing out your
- city on a single page,or on a multi-page poster.You may also cancel the
- print function.
-
- QUIT OUT! ends SimCity.
-
- EDIT MENU
- UNDO cancels the last operation you performed.
-
- OPTIONS MENU
- The options set in this window stay with the simulation,not the city.
-
- AUTO BUDGET keeps your budget at the same percentage settings without asking
- for approval every year.
-
- AUTO BULLDOZER allows you to place zones,roadways,etc.,directly on top of
- trees and shoreline without manually bulldozing first.You will be charged
- the same as for manual bulldozing.
-
- AUTO GOTO EVENT automatically transports you to the scene of a disaster or
- major event.
-
- SOUNDS ON toggles the city sounds on and off.Defaults to the "on" position.
- The simulation runs slightly faster with the sound off.
-
- GAME SPEED brings up a sub-menu allowing you to set the simulation speed.
- FAST sets city time to maximum speed.Medium is the default setting,about
- three times slower than FAST.SLOW is seven times slower than FAST.PAUSED
- stops time.Zoning and building are possible in paused time.
-
- POWER BOLTS toggles on and off the presence of the flashing power sign in
- unpowered zones.
-
- DISASTERS MENU:
- The disasters menu allows you to set natural disasters loose in your city.
- Use these disasters to test your ability to deal with emergencies in your
- city or just to release some aggression. More information on disasters,
- their causes, and dealing with them is presented later.
-
- **WARNING**
- It is a good idea to save your city to disk before you set a disaster loose
- (just in case)
-
- FIRE starts a fire somewhere within the city limits.
-
- FLOODING causes a flood to occur near the water.
-
- AIR DISASTER causes a plane to crash. If there are no planes in the air, one
- will be generated.
-
- TORNADO causes a tornado to appear within the city limits.
-
- EARTHQUAKE causes a MAJOR earthquake.
-
- MONSTER sets a monster loose in your city.
-
- WINDOWS MENU:
- BUDGET brings up the budget window on the screen.
-
- EVAL brings up the evaluation window.
-
- MAP & GRAPH brings up the map/graph window.
-
- WORKBENCH allows you to bring up the WORKBENCH WINDOW, or close it to free
- up another 30K of memory for Simcity.
-
- THE EDITOR WINDOW:
- This is where all actual zoning and building takes place.
-
- TERRAIN:
- There are three types of terrain in the EDITOR WINDOW.
-
- The brown area is open land, where you can zone and build.
-
- The green areas are trees and forests. You cannot zone or build on green
- areas. You may BULLDOZE trees and forests to turn it into clear land. While
- some bulldozing is necessary, clearing away too much green area will result
- in lower property values.
-
- The blue area is water. You cannot zone or build on water. You must bulldoze
- coastlines to create landfills before you can build or zone there.
-
- Roads and power lines can be laid across water, with no turns or
- intersections.
-
- EDITOR WINDOW GADGETS
- Title bar displays the city name, the date, and available funds. Clicking
- and dragging the title bar allows you to relocate the editor window.
-
- Note: The editor window must be all the way to the top of the screen for
- the scrolling to work properly.
-
- At the right of the title bar are the standard amiga gadgets for moving the
- window to the top and bottom of the stack.
-
- Behind the title bar is the menu bar.
-
- The message bar, located directly below the title bar displays status
- messages to you from the simulator and demand messages from the sims
- themselves.
-
- GOTO BUTTON takes you to the scene of a disaster or major event mentioned
- in the message bar.
-
- ICONS along the right side of the window are for the editing functions.
-
- The ICON TITLE BOX, located just above the icons gives the name and cost of
- the selected icon.
-
- EDITOR WINDOW CONTROLS:
- The MOUSE is used to activate icons. Moving the mouse pointer to the sides
- or corners of the screen causes the terrain to scroll below the EDITOR
- WINDOW.
-
- The LEFT mouse button is used to select icons, and place items.
-
- The RIGHT mouse button performs the Bulldozer function, regardless of the
- active icon.
-
- THE CURSOR KEYS will also cause scrolling.
-
- Z and X cycle active icons in opposite directions.
-
- Q (Query) Hold down the "Q" key while clicking the mouse on parts of your
- city to bring up a status box identifying the spot (zone, road, terrain,
- etc.), and giving information on Population Density, Land Value, Crime Rate,
- Pollution, and Growth.
-
- B,R,T and P are shortcut keys. No matter which icon is selected, if you push
- and hold down the "B" key, you will be in active Bulldozer mode. Release the
- "B" key to return control to the selected icon. The "R" key activates
- Roadbuilding mode in the same way. The "T" key activates Transmit line
- building, and the "P" key puts you in Powerline mode.
-
- EDITOR WINDOW ICONS
- Active icons are highlighted. Ghosted icons are unavailable due to lack of
- funds. When an icon is selected a rectangle will accompany the pointer to
- indicate the size and area of land that will be affected.
-
- BULLDOZER clears trees and forests, creates landfill aling the water, levels
- developed, existing zones and clears rubble caused by disasters. The Auto-
- Bulldozer option works on natural terrain, power lines, roads and rails,
- but not on zones.
-
- Note: Bulldozing the center of a zone will destroy the whole zone.
-
- Bulldozing one section of land costs $1.
-
- ROADS connect developed areas. Intersections and turns are automatically
- created. Lay continuous roads by clicking and draggig your pointer. Be
- careful - if you accidentally lay a road in the wrong place, you will have
- to pay for bulldozing and rebuilding.
-
- Roads may not be placed over zoned areas. They may be placed over trees,
- shrubbery, and shoreline only after bulldozing or activating the Auto-
- Bulldozer function from the Options menu. Roads can cross over power lines
- and rails only at right angles.
-
- Laying roads across water creates a bridge. Bridges can only be built in a
- straight line - no curves, turns or intersections. Shorelines must be
- bulldozed prior to building a bridge.
-
- Roadways are maintained by the transit budget, and wear out if there is a
- lack of funding. The amount of yearly fundig requested by the transportation
- department is $1 for each section of the road, $4 for each section of
- bridge.
-
- It costs $10 to lay one section of road and $50 to lay one section of
- bridging.
-
- TRANSIT LINES create a railway system for intra-city mass transit. Place
- tracks in heavily trafficked areas to help alleviate congestion.
-
- Intersections and turns are created automatically. Lay continuous transit
- lines by clicking and dragging your pointer. Tracks laid under rivers will
- appear as dashed lines. These are underwater tunnels, and must be vertical
- or horizontal - no turns, curves or intersections.
-
- Transit lines are maintained by the transit budget. The level of funding
- affects the efficiency of the system. The amount of yearly funding requested
- by the transportation department is $4 for each section of rail, and $10
- for each section of tunnel.
-
- It costs $20 per section of track laid on land, $100 per section underwater.
-
- POWER LINES carry power from power plants to zoned land and between zones.
- All developed land needs power to function.
-
- Power lines cannot cross zoned land. They can be built over trees, shrubbery
- and shoreline only after bulldozing, or activating the Auto-Bulldozer
- function from the Options Menu.
-
- Power is conducted through adjacent zones. Unpowered zones display the
- flashing power symbol. There is a delay between the time you connect power
- to a zone and when the flashing symbol disappears. The delay grows longer
- as the city grows larger.
-
- Junctions and corners are automatically created. Lay continuous power lines
- by clicking and dragging your pointer. Power lines across water must be
- horizontal or vertical - no turns, curves or intersections. Shorelines must
- be bulldozed before placing power lines. Power lines consume some power due
- to transmission inefficiencies.
-
- It costs $5 to lay one section of power line on land, $25 on water.
-
- PARKS can be placed on clear land. Parks, like forests and water, raise land
- value of the surrounding zones. Parks can be bulldozed as fire breaks or
- reserve space for later mass transit expansion.
-
- It costs $10 to zone one park.
-
- RESIDENTIAL ZONES are where the sims build houses, apartments and community
- facilities such as schools, hospitals and churches.
-
- Residential zones develop into one of four values: slums, lower middle class,
- upper middle class, and upper class. They can range in population density
- from single-family homes to high-rise apartments and condominiums.
-
- Factors influencing residential value and growth are pollution, traffic
- density, population density, surrounding terrain, roadway access, parks and
- utilities.
-
- It costs $100 to zone one plot of land as residential.
-
- Residential zones are bordered in green to aid in distinguishing them from
- other zones.
-
- COMMERCIAL ZONES are used for many things, including retail stores, office
- buildings, parking garages, and gas stations.
-
- There are four values for commercial property, and five levels of growth,
- from the small general store to tall skyscrapers. Factors influencing the
- value and growth of commercial areas include internal markets, pollution,
- traffic density, residential access, labor supply, airports, crime rates,
- transit access and utilities.
-
- It costs $100 to zone one plot of land as commercial.
-
- Commercial zones are bordered in blue to aid in distinguishing them from
- other zones.
-
- INDUSTRIAL ZONES are for heavy manufacturing and industrial services. There
- are four levels of industrial growth, from small pumping stations and
- warehouses to large factories.
-
- Factors influencing industrial growth are external markets, sea ports,
- transit access, residential access, labor supply, and utilities.
-
- It costs $100 to zone one plot of land as industrial.
-
- Industrial zones are bordered in yellow to aid in distinguishing them from
- other zones.
-
- FIRE DEPARTMENTS make surrounding areas less susceptible to fires. When
- fires do occur, they are put out sooner and do less damage if a station is
- near. The effectiveness of fire containment depends on the level of fire
- department funding.
-
- It costs $1000 to build a fire station. Full yearly maintenance of each
- Fire station is $100.
-
- POLICE DEPARTMENTS lower the crime rate in the surrounding areas. This in
- turn raises property values. Place these in high-density crime areas as
- defined by your crime rate map. The efficiency of a station depends on the
- level of police department funding.
-
- It costs $1000 to build a police station. Full yearly maintenance of each
- Police station is $100.
-
- POWER PLANTS can be coal or nuclear, chosen from a sub-menu provided when
- you activate the Power Plant icon. The nuclear plant is more powerful but
- carries a slight risk of meltdown. The coal plant is less expensive, but
- less powerful and it pollutes.
-
- All zoned land needs power to develop and grow. When developed land loses
- power, it will degenerate to barren ground unless power is restored.
-
- Connecting too many zones to a power plant causes brownouts.
-
- Coal power plants cost $3000 to build, and supply enough energy for about
- 50 zones. Nuclear plants cost $5000 and supply electricity for about 150
- zones.
-
- STADIUMS encourage residential growth, once a city has become fairly large.
- You may build a stadium in a smaller city without negative (or positive)
- effect. Stadiums indirectly generate a lot of revenue, but create a lot of
- traffic. Properly maintaining a stadium requires a good road and transit
- network.
-
- It costs $3000 to build a stadium.
-
- AIRPORTS increase the growth potential of your commercial markets. Once a
- city starts getting large, commercial growth will level off without an
- Airport.
-
- Airports are large and expensive and should not be built unless your city
- can afford one. Position airports to keep flight paths over water whenever
- possible, lessening the impact of air disasters.
-
- Once you build an airport you will see planes flying above your city to
- and from the airport. There is also a traffic helicopter which alerts you
- to heavy traffic areas.
-
- It costs $10000 to zone land for use as an airport.
-
- SEA PORTS increase the potential for industrial growth. They have little
- effect in a small city, but contribute a lot to industrialization in a
- large city.
-
- Sea ports should be placed on the shoreline. The shoreline must be bulldozed
- prior to zoning a Sea port. Once the port is operational you may see ships
- in the water.
-
- It costs $5000 to zone land for use as a Sea port.
-
- THE BUDGET WINDOW
- When your first taxes are collected in a new city, and each year after, the
- BUDGET WINDOW will appear (unless you select the Auto-Budget function). You
- will be asked to set the funding levels for the fire, police, and
- transportation departments, and to set the property tax rate.
-
- You can raise and lower budget levels by clicking on the little arrows that
- correspond to each category. A percentage indicator will display the level
- of funding that will be maintained if you turn on the Auto-Budget function.
- You may adjust your tax rate by clicking on the arrows next to the tax
- rate indicator. Click on "GO WITH THESE FIGURES" to exit the BUDGET WINDOW.
-
- TAX RATE
- The maximum tax rate you can set is 20%
-
- The minimum tax rate you can set is 0%
-
- The optimum tax rate for fast growth is between 5% and 7%
-
- To slow city growth without actually shrinking set the tax rate to 9%
-
- The taxes collected from each zone is based on the following formula.
- Tax = Population * Land Value * Tax Rate * a scaling constant. The scaling
- constant changes with the difficulty level of the game.
-
- FUNDING LEVELS
-
- The amount of yearly funding requested for the fire and police department
- is $100 per station that you have placed. Until you actually build fire or
- police stations, you cannot fund them. You cannot allocate more than 100%
- of the requested funding for fire and police departments - simcity police
- officers and fire inspectors are honest and will not accept your bribes.
-
- Allocating less than the requested amount will decrease the effectiveness
- coverage of the police or fire station.
-
- The amount of yearly funding requested for the transportation department is
- $1 for each section of road, $4 for each section of bridge (roads over
- water),$4 for each section of rail, and $10 for each section of tunnel
- (underwater rails). You cannot allocate more than 100% of the requested
- funds.
-
- Transportation maintenance funding slightly below 100% will cause slow,
- minor deterioration of the transit system - an occasional pothole or bad
- track section. Funding between 90 and 75% will cause noticeable damage -
- many sections of the road and rail will be unusable. Funding below 75% will
- cause rapid deterioration of your transit system.
-
- CASH FLOW
- Cash Flow = Taxes collected - Total Allocated Funds. It will be a negative
- number if your yearly maintenance costs are greater than your yearly tax
- intake.
-
- A major difference between Simcity and a real city is that Simcity does not
- allow budget deficits. If you don't have the money, you can't spend it. Try
- not to let your city run with a negative cash flow.
-
- An hourglass icon is displayed at the top left of the budget icon. It
- indicates the time remaining to enter the budget information. When the
- hourglass empties, the budget that is set is accepted. If you need more time,
- click in the BUDGET WINDOW to reset the hourglass.
-
- MAPS/GRAPHS WINDOW
- The MAPS/GRAPHS WINDOW supplies the city planner with vital information on
- his city. Click on the "RETURN TO EDITOR" button when you wish to leave the
- MAPS/GRAPHS WINDOW and return to the EDITOR WINDOW.
-
- MAPS
- The left side of the MAP/GRAPH WINDOW supplies you with maps showing various
- overviews of your city.
-
- On the map is a red box, indicating the area of the map that will be visible
- in the edit window. The box can be moved around the map by placing the
- pointer where you want the center of the box and clicking the left mouse
- button. You can also hold down the button and drag the box around the map.
-
- For demographic maps that show density, rate or comparative levels, a Color
- Key will also be shown to the left of the map.
-
- You may also notice yellow letters on the map. These are markers to let you
- know where moveable objects are. An "S" marks the location of a ship. An "R"
- marks the location of a railroad train. An "H" marks the location of a
- helicopter. An "A" marks the location of an airplane. An "M" marks the
- location of a Monster, and a "T" marks the location of a Tornado.
-
- The CITY FORM MAP shows the physical shape of your city, demarking developed
- and non-developed areas. Zones are shown in dark grey, roads in black, and
- rails in light grey. Use this map to plan city expansion.
-
- The POWER GRID MAP shows you the power network of your city. Powered zones
- are shown with a yellow dot in their middle. Unpowered zones have a black
- dot. Power lines on land are shown in black. Power lines over water are
- shown in yellow. Use this map to locate unpowered zones and breaks in the
- power lines.
-
- The TRANSIT MAP is a road and rail map of the city. Roads are shown in grey.
- Rails are shown in black. Use this map to examine traffic access to all parts
- of the city and plan further expansion of the network.
-
- The ZONES MAP shows and distinguishes all zones and developed areas in the
- city. Residential zones are shown in green. Commercial zones are blue.
- Industrial zones are yellow. Other developed areas, such as power plants,
- airports, and sea ports are shown in black.
-
- The POPULATION DENSITY MAP displays the average number of people occupying
- an area each day. Use this map to locate under-utilized areas and over-
- populated areas.
-
- The TRAFFIC DENSITY MAP shows the amount of traffic on the roads. Spot
- traffic problems and determine where new roadways are needed.
-
- The CRIME RATE MAP shows the level and location of crime in your city. Crime
- is calculated from population density, land value, and proximity of police
- stations.
-
- The POLLUTION INDEX MAP shows levels of pollution throughout the city.
- Pollution is generated primarily by industry, traffic, and coal power plants.
-
- The LAND VALUE MAP shows the relative value of land within the city limits.
- Land values are used to establish the amount of revenue generated by taxes.
-
- The GROWTH RATE MAP shows the most recent growth (positive or negative) of
- your city, and where it is occuring.
-
- The FIRE PROTECTION MAP displays the effective radius of Fire Stations based
- on their location, power, and funding levels.
-
- The POLICE INFLUENCE MAP displays the effective radius of Police Stations
- based on their location, power and funding levels.
-
- USING THE MAPS
-
- The MAP WINDOW should be constantly referred to in all stages of city
- planning, building and managing.
-
- BEFORE YOU BUILD:
- Use the map before beginning a new city to plan:
- where you want your city center,
- where you want the high class waterfront residential areas,
- where you will cross water with bridges, power lines and tunnels,
- where to place power plants,
- where to place large industrial sections away from the residential
- sections,
- the generl layout of the city.
-
- Printing the map and sketching in your plan with a pencil or pen will save
- a lot of bulldozing and re-zoning and rebuilding.
-
- DURING CITY GROWTH:
- Use the map to guide your city's growth around forest areas, to preserve the
- trees and improve property values.
-
- Use the transportation map along with the traffic density map to plan traffic
- control and expansion.
-
- Use the city maps to make sure that you have the proper ratio of residential
- to commercial to industrial zones.
-
- Use the pollution map to detect problem areas, and disperse the industrial
- zones and/or replace roads with rails.
-
- Printing out the map in various stages of development and doing some
- preliminary planning with a pencil can be useful. Printouts can also be used
- for city historical records.
-
- DURING CITY MAINTENANCE:
- Coal power plants will only supply approximately 50 zones with power and
- nuclear plants will supply about 150. Overloading power plants can cause
- brownouts and blackouts. Use the power grid to locate zones that have lost
- power.
-
- Use the city services maps to evaluate the effective coverage of your police
- and fire departments.
-
- Use the crime rate map to locate problem areas that need more police
- protection.
-
- Use the pollution map to locate problem areas.
-
- Use the transportation and traffic density map to determine where to replace
- roads with rails.
-
- Use the land value map to locate depressed areas for improvement or
- replacement.
-
- Use the city maps to maintain the proper ratio of residential to commercial
- to industrial zones.
-
- GRAPHS:
- The right side of the MAPS/GRAPHS WINDOW gives you time-based graphs of
- various city data. You may view graphs for time periods of either the last
- ten years or the last 120 years by clicking on the "10 / 120 year" button.
-
- The RESIDENTIAL POPULATION GRAPH shows the total population in residential
- zones.
-
- The COMMERCIAL POPULATION GRAPH shows the total population in commercial
- zones.
-
- The INDUSTRIAL POPULATION GRAPH shows the total population in industrial
- zones.
-
- The CRIME RATE GRAPH shows the overall crime rate of the entire city.
-
- The POPULATION GRAPH displays the change, positive or negative, of the
- overall population.
-
- The POLLUTION GRAPH shows the overall average pollution reading of the
- entire city.
-
- USING THE GRAPHS:
- The graphs give information on many of the same factors as the maps, but
- show the information over time. Graphs are for locating trends in city life
- that won't be noticeable in a map. If you look at a map, for example the
- crime rate map, every year, a very slight rise in crime will not be
- noticeable. But on a graph, you would easily locate the upward trend in crime
- because you will be viewing the levels for a number of years at the same
- time.
-
- Residential, commercial and industrial population growth and/or decline can
- be tracked and displayed. If you notice a downward trend in any of these,
- refer to the User Reference Card to locate potential problems and solutions.
-
- Crime rate can be displayed, revealing slight but consistent upward or
- downward trends.
-
- Use the cash flow graph to track your city's efficiency as it grows. If your
- maintenance costs are higher than your tax revenues, you will have a
- negative cash flow.
-
- Use the pollution graph to catch rising levels of pollution before they reach
- a problem level.
-
- THE EVALUATION WINDOW
-
- The EVALUATION WINDOW gives you a performance rating. You can access it
- through the WINDOWS MENU.
-
- PUBLIC OPINION is presented in poll form, rating your overall job as mayor
- and listing what the public regards as the city's most pressing problems.
- You are advised to keep your residents happy or they might migrate away, and
- you will be left with a "ghost town".
-
- In general, if more than 55% of the populace thinks you are doing a good job
- as mayor, then you can feel secure of keeping your job.
-
- If 10% or less of the people think that something is a problem, then it's
- not too bad.
-
- These are the problems that citizen's complain about, and how to correct
- them:
-
- Traffic - Replace dense sections of roads with rails.
- Crime - Add police stations and/or raise property values.
- Pollution - Replace roads with rails, disperse industrial zones.
- Housing - Zone more residences.
- House Cost - Zone more residences in low property value areas.
- Fires - Build more fire departments.
- Taxes - Lower taxes (if you can)
- Unemployment - Zone more commercial and industrial areas.
-
- STATISTICS ON POPULATION, NET MIGRATION, and ASSESSED VALUE are displayed,
- along with the city's GAME LEVEL and the OVERALL CITY SCORE. This data is
- calculated once a year at budget time.
-
- POPULATION is the number of residents in your city.
-
- The NET MIGRATION statistic provides a rating of the desirability of your
- city. If people are leaving in droves, then you know something is rotten
- in Simcity.
-
- The ASSESSED VALUE is the combined value of all city-owned property: roads,
- rails, power plants, police and fire stations, airports, sea ports, parks,
- etc. Does not include residential, commercial and industrial zones.
-
- The CATEGORIES are defined by population as follows:
- Village 0 to 1,999
- Town 2,000 to 9,999
- City 10,000 to 49,999
- Capital 50,000 to 99,999
- Metropolis 100,000 to 249,999
- Megalopolis 250,000 and above.
-
- The OVERALL CITY SCORE is a composite score based on the following factors
- (some positive, some negative):
-
- MAJOR FACTORS - Crime, pollution, housing costs, taxes, traffic,
- unemployment, fire protection, unpowered zones, city growth rate.
-
- MINOR FACTORS - Stadium needed (but not built), sea port needed (but not
- built), airport needed (but not built), road funding, police funding, fire
- department funding, and fires.
-
- A large population is not necessarily a sign of a successful city. Population
- size does not affect the overall city score, since low population could
- indicate a new or growing city.
-
- Since city growth rate does affect the overall city score, a city in which
- growth has been intentionally stopped for environmental or aesthetic reasons
- will have a slightly lower score.
-
- DISASTERS:
- Disasters will randomly occur as you play Simcity. At higher levels the
- disasters will happen more often. Most disasters can be activated from the
- DISASTERS MENU.
-
- FIRES can start anywhere in the city. Fires spread fairly rapidly through
- forests and buildings, somewhat slower over roadways. Fire will not cross
- water or clear land.
-
- The effectiveness of the fire department (which can be reviewed in the MAPS/
- GRAPHS WINDOW) is based on how close it is to the fire, and its funding
- levels. Fires inside this effective radius will be put out automatically.
- If you have no operational fire departments in the area you can try to
- control the fire yourself. Since fire will not spread across clear terrain,
- you can build fire breaks with the bulldozer. Just surround the fire with
- clear areas and it will stop spreading and eventually burn itself out.
-
- Note: you cannot directly bulldoze a fire.
-
- FLOODING occurs near the water. Floods gradually spread and destroy
- buildings and utilities. After a while, the flood waters recede, leaving
- behind cleared terrain.
-
- AIR CRASHES can happen anywhere in the city if a airport is operational. This
- happens whenever aircraft collide with things, such as tornados or another
- aircraft. When a crash occurs, a fire will start, unless the crash is on
- the water.A good strategy is to locate the airport away from the central
- city to minimize the fire damage.
-
- TORNADOS can occur anywhere on the map at any time. Very fast and
- unpredictable, they can appear and disappear at a moment's notice. Tornados
- destroy everything in their path, and can cause planes, helicopters, trains
- and ships to crash.
-
- EARTHQUAKES are the most devastating disaster. This is a MAJOR Earthquake -
- between 8.0 and 9.0 o the Richter scale. It will destroy buildings and start
- fires. The initital damage will vary with the severity of the earthquake,
- and the eventual fire damage depends on your fire control efforts.
-
- When an earthquake occurs, you will see the editor window shake for a while.
- When it stops you will have to take charge and control the scattered fires.
- Use the bulldozer to contain the largest fires first and work your way down
- to the smaller ones.
-
- MONSTER ATTACKS are provoked by high levels of pollution. A monster destroys
- everything in its path, starts fires, and causes planes, helicopters, trains,
- and ships to crash.
-
- MELTDOWNS are only possible if you are using a nuclear power plant. If a
- meltdown occurs, your nuclear plant will explode into flames. The surrounding
- area will be unusable for the remainder of the simulation due to radioactive
- contamination. Meltdowns are not available on the DISASTERS MENU.
-
- SHIPWRECKS can occur once you have an operating seaport. They can cause
- fires where the ship crashes into a shore or bridge. Shipwrecks are not
- available on the DISASTERS MENU.
-
- SCENARIOS
- The Scenarios provide both real and hypothetical situations for you to deal
- with in seven famous (and one not so famous) events. They present various
- levels of difficulty. Some problems are in the form of disasters which will
- occur some time after you start. Other problems are more long-term, such as
- crime.
-
- Your task is to deal with the problem at hand as well as possible under the
- circumstances. After a certain amount of time the city residents will rate
- your performance in a special election. If you do very well you may be given
- the key to the city. However, if you do poorly, they might just run you out
- of town.
-
- Note: To avoid the disaster which is tied to a scenario, save it to disk and
- reload the city from the saved file.
-
- GAME PLAY LEVEL
- When you first start a new city you must pick a difficulty level. Once a city
- is started you cannot change the game play level; it remains at your initial
- setting for the life of the city. The game level setting is displayed in the
- evaluation window.
-
- This level - Easy, Medium or Hard - adjusts the simulation to your current
- abilities by altering several factors. A harder setting will increase the
- chance of disasters, make residents more intolerant of taxation, cause
- maintenace costs to grow,etc.
-
- GROWING A CITY
- While growing a city, refer often to the USER REFERENCE CARD. It provides a
- chart of city dynamics; how all factors of city life and growth are related.
-
- The main points to keep in mind while growing a city are:
-
- Grow slow. Watch your money.
-
- All zones must be powered to develop.
-
- Zones must be developed to generate tax money.
-
- Roads or rails must provide access to and from each zone for it to fully
- develop.
-
- There is a yearly maintenance cost for each section of road, rail, bridge
- and tunnel. This can add up. Don't build too many roads and rails and
- generate high maintenance costs before your city can generate enough tax
- revenues to cover them.
-
- Extra power plants and redundant power lines are expensive, but can keep
- zones from losing power during a disaster or emergency and deteriorating.
-
- Rails can carry much more traffic than roads. While building and zoning an
- area that you predict will generate heavy traffic, install rails instead of
- roads in the early stages of development.
-
- If you get a lot of heavy traffic warnings, replace roads with rails. You
- can even build an entire roadless city.
-
- Grouping zones together, 4 or 5 in a row touching each other, can eliminate
- a lot of power line segments.
-
- Airports, sea ports and stadiums won't help a small city grow - so save your
- money until the city gets larger. The sims will tell you when they need these
- things.
-
- Place zones,roads,etc.carefully - they cannot be moved, and you will have to
- pay to bulldoze them and rebuild.
-
- As a rule of thumb, the number of residential zones should approximately
- equal to the sum of commercial and industrial zones. When your city is small,
- you will need more industrial zones than commercial, and when your city gets
- larger, you will need more commercial zones than industrial.
-
- Separate the residential areas from the industrial areas.
-
- Proximity to forest, parks, and water increases land value, which increases
- the taxes collected. Don't bulldoze any more forest than you must. Also
- natural shoreline increases property values more than landfill shoreline.
-
- Keep in mind that proximity to downtown raises property values. The simulator
- defines the downtown as "the center of mass of the population density". It
- calculates the average geographical center of the population.
-
- A bigger, more populous city is not necessarily better. Having a self
- supporting, profitable city with pleasant surroundings is better than a huge
- city that is always broke and has no forest or shoreline.
-
- Use the various maps and graphs to plan city growth, locate problems, and
- track your progress. Look for areas that need police and fire coverage as
- you go, so you don't have to go back and bulldoze developed zones to make
- room for police and fire stations.
-
- Save your city to disk before trying any major new policy so you can go
- back if your plan doesn't work.
-
- Print out your city in different stages of evolution to track and plan
- growth.
-
- Check the EVALUATION WINDOW often. The sims will let you know how you are
- doing. Also the statistics can be useful; if your population is shrinking,
- don't go zoning new areas that may never develop, look for problems in the
- existing zoned areas, and spend your time and money solving them.
-
- SAVE YOUR CITY TO DISK OFTEN!!!
-
- The User Reference Card
-
- Included in the box is the user reference card (later on in this printout)
-
- ZONE EVOLUTION CHART
- On one side of the user reference card is the zone evolution chart. It shows
- the various levels of development and decline of residential, commercial and
- industrial zones. The levels of development depends on the land value and
- population density.
-
- Use this chart along with the Qery function to identify, and gather info on,
- individual zones.
-
- CITY DYNAMICS CHART
- The other side of the card is the City Dynamics chart. This chart lists the
- factors of city life and growth and shows how they inter-relate. Use this
- chart to guide you in designing your city. It will help you find solutions to
- the sim's complaints, and to problems you discover from the maps & graphs.
-
- KEYBOARD REFERENCE CHART
-
- GENERAL KEYBOARD COMMANDS
- The Amiga-shift key refers to the key marked with an "A" just to the right
- of the space bar.
-
- Amiga-Shift B - Brings up the BUDGET WINDOW
- Amiga-Shift E - Brings up the EVALUATION WINDOW
- Amiga-Shift G - Brings up the MAPS/GRAPHS WINDOW
- Amiga-Shift L - Loads a city
- Amiga-Shift P - Brings up the PICK SCENARIO MENU
- Amiga-Shift Q - activates the UNDO command
- Amiga-Shift S - Saves a city
-
- SPECIAL EDITOR WINDOW KEYOBARD COMMANDS
- X and Z - Cycle through and activate icon functions.
-
- Q - (Query) - Point to a zone or object in the EDITOR WINDOW, hold down "Q"
- while clicking the left mouse button to bring up information about the zone
- or object.
-
- B activates the Bulldozer while depressed, overriding active icon.
-
- R activates Road laying while depressed, overriding active icon.
-
- T activates Transit line laying while depressed, overriding active icon.
-
- P activates Power line laying while depressed, overriding active icon.
-
- CURSOR KEYS scroll the terrain under the EDITOR WINDOW.
-