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-
- SimCity2000 Technical Info v2.0 rev. 3/22/94
- Maintained by: Dave Palsen
- Please send corrections, additions, questions,
- etc. to me at: dpalsen@ux4.cso.uiuc.edu
-
- *DISCLAIMER*
- Under no circumstance including negligence, shall I (D.M.Palsen)
- be liable for any incidental, special, or consequential damages
- that result from the use of the information contained with this
- file. So there.:P
-
- New items to this version have a plus to the left.
-
- INDEX
- 1.0 MISC I (General questions about the game)
- 2.0 TOOLS (Zoning, transportation, water, city services)
- 3.0 BUDGET + OTHER WINDOWS (Taxes, ordinances, etc.)
- 4.0 MISC II (Bugs, rewards, cheats)
- 5.0 SCURK (SimCity 2000 Urban Renewal Kit)
- A-1 Appendix 1 (Solving Problems)
- A-2 Appendix 2 (Adjusting Difficulty)
- A-3 Appendix 3 (Mac Technical Problems)
- A-4 Appendix 4 (IBM Technical Problems)
- A-5 Appendix 5 (How to Make a Boot Disk)
- A-6 Appendix 6 (SC2K Suggestion List)
- A-7 Appendix 7 (SC2K Description)
-
- 1.0 MISC I
- 1.1 Q: What's required to run SimCity2000?
- 1.1 A: (MAC) LC, Performa, II, Centris and Quadra series;
- Color Classic, Powerbook 165c, 180c. Powerbook 160,
- 180, Duo 210, 230 with external 256-color monitor.
- 4MB RAM, hard disk, mouse, color monitor with 8-bit
- (256 color) graphics, System 7.0 or higher.
- 1.1 A: (DOS) MS-DOS 3.3 or above, 4MB RAM, hard disk, mouse,
- extended VGA (640x480 256 colors). A sound card is
- optional.
- 1.2 Q: Will SC2K run on a PowerPC Macintosh? What about
- a native mode release?
- 1.2 A: According to Chris Weiss, PowerMac versions are due out shortly.
- Watch for an update on the mailing list.
- 1.3 Q: Where can I get the v1.1 updater?
- 1.3 A: (MAC) The updater is available at the following ftp sites:
- spider.navsses.navy.mil in /Joe 240/pub/game/sc2k
- netcom.com in /pub/maxis
- sumex-aim.stanford.edu
- mac.archive.umich.edu
- If you are unable to ftp, drop me a line (dpalsen@ux4.cso.uiuc.edu)
- and I will e-mail you a copy.
- +1.3 A: (IBM) It's not currently available. Rumor has it that it will
- become available late this year as version 1.2. 1.1 was out for awhile,
- but was buggy, so Maxis recalled it until they have a chance to
- fix it.
- 1.4 Q: (MAC) What does the updater do?
- 1.4 A: *The budget should work properly now, transit figures
- should be correct (and stay that way.)
- *The Bulldoze Tool should always default to Bulldoze
- instead of whatever tool was last used. This should
- prevent accidental mass destruction caused by
- forgetting that the last bulldoze tool being used was
- Raise/Lower/Level Terrain.
- *Airports should build correctly now (the ratio of
- towers to runways should be better.)
- *Several problems that show up with more than 7
- stadiums/teams should be gone.
- *Figures in the Analysis window (from the City Hall
- query window) should stay correct.
- *Sometimes, destroying bridges would leave an
- un-usable shoreline tile. This should be fixed.
- *Querying on certain tiles of the Forest Arcology in
- certain situations would report bare land, this
- should not happen.
- *Arcologies that do not have micro-simulators attached
- should now affect population (populations far greater
- than 9.1 million should be attainable.)
- *There is a new button when using the query tool on a
- library.
- *Placing highway and re-enforced bridges now charges
- the user correctly.
- *Schools should work properly at population levels
- above 60,000.
- *The date should now properly display above 9,999
- years.
- *The power graph should be more accurate.
- 1.4 A: *The Microsim bug is still not fixed. It should be fixed by the
- time version 1.2 comes out, at least according to Maxis. NOTE:
- This is inconsistent with the README.TXT file.
- *The budget should work properly now, transit figures should be
- correct(and stay that way)
- *The Bulldoze tool should always default to Bulldoze instead of
- whatever tool was last used.
- *Airports should build correctly now, with a better ratio of towers
- to runways.
- *Several problems that show up with more than 7 stadiums/teams
- should be gone.
- *Figures in the Analysis window(City Hall query)should stay correct)
- *Sometimes, destroying bridges would leave an un-usable shoreline
- tile. This should be fixed.
- *A new button is now available with the library.
- *Schools should work properly at population levels above 60,000.
- *The date should now properly display above 9999 years.
- *The power graph should be more accurate.
- 1.5 Q: (MAC) I've installed the updater, but my old cities still
- have the same bugs.
- 1.5 A: Cities that already have bugs can't be fixed by the
- update. Only new cities that are created with the updated
- version of SC2K will be bug-free (more or less.)
- 1.6 Q: I'm having trouble installing SC2K.
- 1.6 A: (DOS) See Appendix 4 and 5 at the bottom of this file.
- 1.6 A: (MAC) see Appendix 3 at the bottom of this file.
- 1.7 Q: Where's the SimCity2000 ftp site?
- 1.7 A: (MAC) spider.navsses.navy.mil in /Joe 240/pub/game/sc2k
- 1.7 A: (DOS) andyspc.rh.uchicago.edu in /pub/sc2k
- Logon as anonup with password upload in order to upload.
- 1.8 Q: Why can't I get onto the spider site?
- 1.8 A: The proprietor occasionally has things more important
- than SimCity2000 to occupy his computer's time with.
- I can't imagine what. :)
- 1.9 Q: How do I get on the Sim mailing list?
- 1.9 A: There is a digest and non-digest version of the mailing
- list. For the digest, send mail to majordomo@cisco.com
- with the following line in the body of the message:
- subscribe simlist-digest
- For the non-digest, use the following line
- subscribe simlist
- 1.10 Q: Does Maxis have an E-Mail address?
- 1.10 A: You can reach e-mail technical support at
- support@maxis.com
- 1.11 Q: Is there anybody from Maxis on the net?
- 1.11 A: Yes - Chris Weiss, cweiss@netcom.com
- Also-support@maxis.com for help.
- 1.12 Q: Where can I get a demo of SimCity2000?
- 1.12 A: Anonymous ftp to netcom.com. Look in the /pub/maxis
- directory.
- SC2KDEMO.ZIP is a slide show for DOS.
- SC2KDEMO.SEA is a slide show for Mac.
- 1.13 Q: How do I log on to the Maxis BBS?
- 1.13 A: The phone number is (510) 254-3869. (8-N-1)
- 1.14 Q: What's a good price for SimCity2000?
- 1.14 A: Well, I paid $38.88 (with CUE discount) at Egghead.
- 1.15 Q: Can I upgrade from the old Sim City?
- 1.15 A: No, I don't think so. SC2K is, pretty much, a totally
- different product.
- 1.16 Q: (MAC) Can I run SC2K on my black and white Mac?
- 1.16 A: No. SC2K is specifically designed to run in 256-colors.
- 1.17 Q: What newsgroups talk about SimCity2000?
- 1.17 A: comp.sys.mac.games, comp.sys.ibm.pc.games.misc,
- and comp.sys.ibm.pc.games.strategic.
- 1.18 Q: Is there an upper limit on population?
- 1.18 A: (MAC v1.0) Yes. Only arcologies that have are represented
- by a microsimulator contribute to population - so, the
- theoretical maximum is somewhere around 9.1 million.
- 1.18 A: (MAC v1.1) Well, if the arcos don't launch, you'd be
- able to fill a map with 961 launch arcos, which equals
- about 62.5 million. So that's just about the
- theoretical maximum.
- 1.18 A: (IBM)There currently is still a limit. This
- should be fixed in the next version.
- 1.19 Q: Are there any books out about SimCity2000?
- 1.19 A: I've heard of three books scheduled for upcoming
- release:
- * Daniel A. Tauber and Brenda Kienan are finishing up
- SimCity 2000 Stategies and Secrets to be published
- by Sybex (300 pages,ISBN 0-7821-1518-7, $14.99.)
- which should be in bookstores in May.
- Dan and Brenda write:
- "...we think our book is clear and useful
- -- it's full of strategies for zoning, budgeting,
- and making the most of every part of your SimCity.
- We include a complete how-to section and full info
- on installation. We also cover -- in depth --
- dealing with disasters and winning the model
- scenarios, as well as all the known Easter eggs."
- * Nick Dargahi writes:
- "Here's the latest scoop. I am a coauthor of the
- SimCity Power, Politics, and Planning book that
- Prima Publishing is releasing [in March], the other
- author is Michael Bremer who, as you know, wrote
- the manual that comes with the software. Our book
- includes information that isn't available anywhere
- else, since we had direct access to the programmers
- and staff at Maxis.
- Our book also includes color pictures of
- interesting cities, including a city which has the
- world population record for a SimCity of 9.3
- million people.
- Other topics include:
- -The most comprehensive information resource guide
- for all tools, buildings and object types in
- SimCity.
- -The Making of SimCity 2000: Interviews with the
- designers, and background information on how
- SimCity 2000 came into being.
- -Greater detail on how the simulation works.
- -How to beat the scenarios: tested methods to win
- each scenario.
- -Tips & Tricks Chapter: Includes how to hex edit
- your city files to add more money or create new
- scenarios of your own design. All Easter Eggs are
- mentioned.
- -The Economic model. Managing your money, and
- employing different economic strategies.
- -Plus an appendix that teaches you how to install
- the DOS version of SimCity 2000 so that it will
- run under Windows 3.1 (as a DOS application) or
- under OS/2."
- * Johnny L. Wilson is working on The Sim City 2000
- Planning Commisioners Handbook, probably to be
- published by McGraw Hill.
- 1.20 Q: What is this SimCity CD-ROM I've heard of?
- 1.20 A: Well, it's an expanded version of the old game, not
- SimCity2000. And its put out by Interplay, not Maxis.
- It is expected to be out in April or May.
- Courtesy of Dave A. Lartigue:
- SIMCITY ENHANCED (a/k/a SimCity on CD-ROM)
- "You'll watch dramatic city news unfold through live
- broadcasts in a full-motion video window. News that
- will challenge you to make choices that could make
- your metropolis thrive...or perish!" Ye-ikes!
- - Incredible video and sound
- - Hollywood's finest talent captured the intensity
- of natural disasters, human drama, triumph, and
- tragedy in 30 minutes of action-packed video
- footage
- - See how your citizens react to your decisions in
- pop-up video windows
- - Included on same disk - extra sets and terrain editor
- +1.20 A: There is a version of SC2K available on CD, but it really isn't
- much different from the disk version. There are a couple of
- differences, however, in that it has SCURK and the Scenarios
- package added to it.
- 1.21 Q: How is the Australian version of SC2K different?
- 1.21 A: Chris Weiss writes:
- "The Australian version has a few bug fixes in it
- that are more or less transparent. I think the only
- external way to tell is that instead of getting a
- Braun Llama Dome at 90,000 people, you get the
- Sydney Opera House. A patch for the Australian
- version will be available shortly."
-
- 2.0 TOOLS
- 2.1 Bulldozer
- 2.1.0 Q: Is there a good way to aviod mass destruction?
- 2.1.0 A: Yes, the bulldoze tool in version 1.1 will default to
- The bulldoze tool all the time, so some destruction caused
- by using the wrong bulldoze tool can be avoided. Also,
- Save Early, Save Often. (Note: V. 1.0 will NOT default to bulldoze)
- 2.1.1 Q: Should I bulldoze abandoned buildings?
- 2.1.1 A: You can, but it's not necessary. Sims will build over
- abandoned buildings, although, abandoned buildings
- lower property values.
- 2.1.2 Q: Do I have to bulldoze rubble?
- 2.1.2 A: No. Sims will build over rubble.
- 2.1.3 Q: Is there any way to bulldoze large areas at a time?
- 2.1.3 A: No. Although you can destroy a few buildings at a time
- using raise terrain tool.
- 2.1.4 Q: Is there a way to get rid of lots of rubble?
- 2.1.4 A: You can either build power lines over rubble, or you
- could use the de-zone tool to get rid of the zoning
- and the rubble.
- 2.1.5 Q: The sims complain when I try to bulldoze some forest.
- Should I pay any attention to them?
- 2.1.5 A: I don't think it'll do you any harm to ignore them.
- 2.2 Landscape
- 2.2.1 Q: How do I make waterfalls?
- 2.2.1 A: Place water on a slope.
- 2.2.2.Q: What's the magic eraser?
- 2.2.2 A: Select the tree tool. Press the mouse button with
- the cursor on a blank tile. Keep holding down the
- button and press the shift key. The cursor will
- now erase any type of development. The effect is
- rather odd - when you query the tile that's been
- erased, the old structure appears to still be there.
- 2.2.3 Q: Can I make a deep river at higher elevations?
- 2.2.3 A: No, the only way to add water at elevations above
- sea level is to use the water tool - and this only
- makes water that is 50 feet deep.
- 2.2.4 Q: Does the water tool make fresh water or salt water?
- 2.2.4 A: (MAC) Fresh water.
- 2.2.4 A: (DOS) The water tool seems to make fresh water half
- the time and salt water the other half.
- 2.3 Power
- 2.3.1 Q: Do undeveloped zones conduct power?
- 2.3.1 A: No. Only tiles that have immediate contact to
- power (either next to another building or next
- to a power line) will be powered.
- 2.3.2 Q: What type of power plant should I use?
- 2.3.2 A: If you aren't concerned with money, fusion plants
- are the most efficient, and don't pollute or cause
- disasters - like nuclear and microwave.
- If you are concerned about money, then hydro is
- best. Hydro plants don't pollute and don't need
- to be replaced every 50 years.
- Eff. Output Pollut.
- (16 tiles) Level Comments
- Fusion $16/MW 2500 80
- Micro $17.5/MW 1600 0 Possible disaster
- Hydro $20/MW 320 0 Doesn't need replacing
- Coal $20/MW 200 3400
- Wind $25/MW 64 0 Doesn't need replacing
- Solar $26/MW 50 0 Weather dependent
- Nuclear $30/MW 500 80 Possible disaster
- Oil $30/MW 220 1680
- Gas $40/MW 50 610
- 2.3.3 Q: Isn't it kind of like cheating to use hydro power?
- 2.3.3 A: Well, first off, it's just a game, and you can
- do whatever you want with it. The most efficient
- use of hydro would be to use the raise terrain tool
- to make a little bump. Line the bump with waterfalls
- and then place hydro plants on the waterfalls. You
- could even surround the hydro pants with water
- pumps. This is the best, and most unrealistic use
- of hydro plants. A more realistic approach would
- be to make a map with a river, then raise the land
- on one end of the river, and draw the river back
- in, having it flow down the raised land. You could
- then build large dams on the slopes.
- 2.3.4 Q: My power plants seem to last forever.
- 2.3.4 A: If you have disasters off, your power plants
- will automatically be replaced when they are 50
- years old. Their cost will also be deducted from
- your coffers.
- 2.3.5 Q: Why don't hydro plants and wind power have to
- be replaced every 50 years?
- 2.3.5 A: Well, you could say that this is bias on the
- part of Maxis to encourage the use of clean power.
- The real reason has to do with programming
- limitations - they'd have to keep track of the
- age of each plant.
- 2.3.6 Q: Why should I use wind power?
- 2.3.6 A: I don't know - appearance, maybe? If you have extra
- space on the top of a mountain, you could put
- windmills there. You could use a couple of wind
- power plants to sustain a small village in the
- middle of nowhere.
- 2.3.7 Q: Do I have to use raised wires to run power across water?
- 2.3.7 A: No, there's a cheat you can use to get around this.
- Chris Weiss writes:
- "There's a little trick you can do to run power across
- water without needing lines. First, you need 3 tiles of
- water between where you'd run the line from and where
- you'd run it to. Build a power line brige across that 3
- tile space and bulldoze the power line between the two
- "on-ramps" for the power bridge. Replace the flat land
- tiles with water again and Voila! The power flows across
- the no-longer-existent power bridge."
- 2.4 Water
- 2.4.1 Q: How effective is a water pump?
- 2.4.1 A: A water pump (not next to water) will service
- approximately 24 to 36 tiles, depending on the weather.
- An additional 12 tiles (approx.) will be serviced for
- every water tile that the pump is adjacent to.
- For example: W W W
- L P L
- L L L
- where W = water, L = land, P = pump
- The above pump is next to 3 water tiles, therefore, it
- will provide 60 to 72 tiles with water. I think that
- each tile requires 600 gallons of water.
- 2.4.2 Q: Should I build water towers?
- 2.4.2 A: Each water tower will hold up to 40,000 gallons of
- water. They will only fill up when you have a surplus.
- It's probably easier to just build four more pumps in
- the space that a tower would take.
- 2.4.3 Q: Why aren't the pipes under my towers filled with water?
- 2.4.3 A: The pipes turn blue when the tower fills with water.
- For every 10,000 gallons, one pipe will turn blue.
- 2.4.4 Q: What good is a water treatment plant?
- 2.4.4 A: The manual says that water treatment plants will help
- you prevent droughts by cleaning and recycling your
- water. However, the online help says that water
- treatment plants will reduce the overall pollution level
- of your city. Experimentation has revealed that water
- treatment plants do not really have anything to do with
- the water supply. Adding one treatment plant (anywhere
- on the map) will reduce the pollution level of your
- city quite a bit. Additonal treatment plants have no
- effect, though. So, build one, and only one
- 2.4.5 Q: How effective is a desalination plant?
- 2.4.5 A: Desalination plants seem to have an effective radius, so
- there effectiveness is rather complicated. They can
- provide water to 200 - 500 tiles each, depending on how
- many seawater tiles are adjacent to the plant.
- 2.4.6 Q: What types of water will help a water pump?
- 2.4.6 A: Natural water and artificial water will improve the
- performance of a water pump, while salt water will not.
- Use the query tool to find out whether water is salty or
- fresh. Water pump performance will even be improved by a
- waterfall, or a waterfall with a hydro plant on it.
- 2.4.7 Q: I've built several pumps on the edge of my city,
- but all the water seems to be going to the center.
- 2.4.7 A: Well, SC2K figures out how much water you have, then
- it distributes it from the center of your city. The
- only way to keep the water at the edge would be to
- cut it off from the water system.
- 2.4.8 Q: Where do I need to build pipes?
- 2.4.8 A: Sims will automatically build pipes underneath
- buildings, so, all you need to do, is build pipes
- underneath roads. I like to place pipes underneath
- my power lines.
- 2.5 Road + Rail
- 2.5.1 Q: How much road do I need?
- 2.5.1 A: A zone (residential, commercial, or industrial) must
- be within 3 tiles (not counting diagonally) of a
- road in order to start growing. If you're really
- strapped for cash (say you start on the hard level)
- then you can get away with discontinuous roads.
- Just drop down 1 tile sections of road and build
- different zones around it:
- For example: R R R
- R R R R R
- R R - I I
- C C I I I
- C I I
- where - = road R = residential, C = commercial,
- I = industrial
- Actually you don't really need any roads at all. If you
- want, you can rely totally on mass transit. You won't
- have any traffic, but growth will be less and
- larger(3X3) buildings won't develop.
- For example, sims will build given the following setup:
- R I
- R R R I I I
- R R R R R I I I I I
- R R R s R R R I I I s I I I
- R R R R R I I I I I
- R R R I I I
- R I
- where R = residential, I =industrial,
- s = sub stations - connected underground by subway
- 2.5.2 Q: Why should I use rail instead of a subway?
- 2.5.2 A: Rail is cheaper, and, supposedly, has a greater
- positive impact on heavy industry.
- 2.5.3 Q: How do bus stations work?
- 2.5.3 A: Place bus stations at busy intersections to
- reduce traffic at that intersection.
- 2.5.4 Q: How do you build a reinforced girder bridge?
- 2.5.4 A: You will be asked if you want to build a reinforced
- bridge if you place a highway tile halfway over
- water:
- before: L L L W W W after L L L W W W
- L L L W W W L L H H W W
- L L L W W W L L H H W W
- L L L W W W L L L W W W
- where L = land, W = water, H = highway tile
- +Also, be sure that the other side of the river is
- clear and flat.
- 2.5.5 Q: What's the difference between a highway bridge and a
- reinforced bridge?
- 2.5.5 A: Highway bridges don't allow ships to pass, but are
- cheaper.
- 2.5.6 Q: What's the difference between causeways, raising
- bridges, and suspension bridges?
- 2.5.6 A: Causeways do not allow ships to pass. Raising
- bridges and suspension bridges both allow ships
- to pass. Raising bridges are cheaper than
- suspension bridges, but can only be a maximum of
- eleven tiles long.
- 2.5.7 Q: How does my transportation system affect growth?
- 2.5.7 A: Residential zones must be properly connected to a
- commercial or industrial zone in order to start
- growing. Industrial or commercial zones must be
- connected to a residential zone in order to start
- growing. This connection can either be made by road
- rail, or subway, however, growth will be best with
- roads.
- 2.5.8 Q: Is there an annual charge for bus depots?
- 2.5.8 A: Yes, in fact, there are transportation charges for lots
- of things. The chart below shows the various things that
- have maintenance charges. The first column shows the
- building cost. The other columns show how much is
- charged, per year for each item in each category. (Some
- items, like Sub/Rail, have split charges.)
- Build Road Hwy Brid Rail Sub Tun
- Road $10 0.10 -- -- -- -- --
- Causeway $25 -- -- 0.22 -- -- --
- Raising Bridge $50 -- -- 0.22 -- -- --
- Suspension Bridge $75 -- -- 0.22 -- -- --
- Highway $100 -- 0.80 -- -- -- --
- Highway Bridge $200 -- 0.80 -- -- -- --
- Reinforced Bridge $300 -- 0.80 1.00 -- -- --
- Tunnel $150 -- -- -- -- -- 0.10
- Tunnel Entrance $150 0.10 -- -- -- -- --
- Onramp $25 0.10 -- -- -- -- --
- Bus Depot $250 25.00 -- -- -- -- --
- Rail $25 -- -- -- 0.40 -- --
- Rail Bridge $75 -- -- 0.22 -- -- --
- Subway $100 -- -- -- -- 0.40 --
- Rail Depot $500 -- -- -- 1.60 -- --
- Sub Station $250 -- -- -- -- 0.76 --
- Sub/Rail $250 -- -- -- 0.40 0.40 --
- Power Lines $2 -- -- -- -- -- --
- Raised Wires $10 -- -- 0.20 -- -- --
- 2.5.9 Q: Will sims walk to a road, then drive to a sub station,
- take the subway, drive from the sub station, and walk
- from the road to work?
- 2.5.9 A: Well, I said yes before, but actually, work has to be
- next to the road. (See next question.)
- 2.5.10 Q: Why do some zones develop away from a road, and others
- don't?
- 2.5.10 A: terry@laue.biochem.ubc.ca writes:
- "I recently posted my theory about the trip generator
- by proposing four schemes. The question came up because
- I was trying to explain how you can have properties
- develop which are not connected to the road. The
- schemes are as follows:
- A. R - I
- B. R -I
- C. R- I
- D. R-I
- +After powering up, I found that neither property in
- (A) developed and both properties in (D) did. This
- is expected as the sims in (A) cannot seem to find
- the road. However, The R in (B) and the I in (C),
- the squares which DO NOT touch the road, DO
- develop! And, the I in (B) and the R in (C), the
- squares which DO touch the road, DO NOT develop!
- Therefore, for roads, the trip generator works as
- follows:
- -assume you have a starting building X
- -assume you need to reach a zone Y which is a zone
- type different than that of X (ie: if X is an R
- zone, Y will be an I or C zone)
- -the trip generator starts from X and looks for the
- nearest road segment Z within 3 squares of X
- -the generator travels along the road searching
- for Y
- -if Y is touching the road and is within 25 squares
- of the originating road segment Z, the trip is a
- success
- -otherwise, the trip is a failure and X will not
- develop, or will be abandoned in short order if it
- is already developed
- Obviously, this does not take into account traffic
- volumes. As stated in the manual, the trip
- generator will try to avoid areas of high traffic.
- It is also important to note that X is a whole
- building, whether 1x1, 2x2 or 3x3, whereas Y is a
- single square of a zone, developed or undeveloped.
- 2.5.10 Q: Do I need 2 or 4 onramps at each road-highway
- intersection?
- 2.5.10 A: Well, really, you only need one. The only reason to
- have more would be for realism, or to shorten some
- trip distances.
- 2.5.11 Q: Why can't I build onramps?
- 2.5.11 A: You must build onramps in the following fashion:
- H H
- o H H o
- - - - - H H - - - -
- o H H o
- H H
- H H
- where H = highway, - = road, o = onramp
- 2.5.12 Q: Why can't I put highways where I want them?
- 2.5.12 A: I assume that they only allow highways to placed on
- every other tile, just so that there won't ever by a
- time when highways mismatch:
- H H
- H H H H
- H H
- 2.6 Ports + Connections
- 2.6.1 Q: I've zoned a port - why do they keep complaining?
- 2.6.1 A: They won't stop complaining until either a runway
- or pier has been built.
- 2.6.2 Q: What is the smallest size of zone for an airport?
- 2.6.2 A: An airport must be at least 1 X 5 tiles, in order
- for a runway to be built.
- Since runways are 5 tiles long, you can keep force
- them to only go in one direction by zoning a
- 4 X 10, 4 X 15, 4 X 20 etc. area for the airport.
- 2.6.3 Q: Why won't my airport grow?
- 2.6.3 A: I don't know. Results seem to vary from person to
- person. Runways won't be built if you have an air
- force base. Just keep trying to zone more airport
- tiles. Sometimes Sims have difficulty building over
- airport tiles that have power lines on them.
- 2.6.4 Q: Does my airport need to be connected to water pipes or
- transportation in order to grow?
- 2.6.4 A: No. An airport only needs connection to power.
- 2.6.5 Q: Does my city have to be a certain size before an
- airport can be built?
- 2.6.5 A: No. You could build a successful airport, even before
- anybody moves into your city (of course, you won't have
- any money left, but...)
- 2.6.6 Q: Why do I keep having air crashes?
- 2.6.6 A: You'll have air crashes if you have tall buildings
- in the immediate flight path. Generally, it's best
- to put your airport out of the way - perhaps on an
- island or plateau.
- 2.6.7 Q: I've zoned a seaport, why won't piers develop?
- 2.6.7 A: Well, I think that a pier needs to be able to extend out
- over water that's at least 150 feet deep.
- 2.6.8 Q: Exactly what effect do seaports and airports have,
- anyway?
- 2.6.8 A: Unknown. They stop the sim's complaints. Airports
- promote commerce and seaports promote industry. Beyond
- that, who knows? It's a very hard factor to isolate.
- 2.6.9 Q: What does it mean when connections are requested?
- 2.6.9 A: You must build connections to your neighbors. Run a
- road, rail, or highway to the edge of the map, and
- you will be asked if you want to build a connection
- to your neighbor.
- 2.6.10 Q: What does the number on the connection sign mean?
- 2.6.10 A: That's the distance to your neighbor.
- 2.6.11 Q: Why is it possible to build a connection to the
- ocean?
- 2.6.11 A: I don't know.
- 2.6.12 Q: I've built plenty of connections, but they keep asking
- for more.
- 2.6.12 A: They may want you to build highway or rail connections.
- 2.6.13 Q: Just how useful are connections, anyway?
- 2.6.13 A: A connection acts as a stimulus point. Normally,
- residential zones are stimulated by being connected to
- job zones, and vice versa. A connection will act as a
- stimulus to both residential and commercial/industrial.
- 2.7 Residential Zones
- 2.7.1 Q: What kinds of residential zones are there?
- 2.7.1 A: Name size population
- Abandoned building 1 X 1 0
- Construction 1 X 1 0
- Lower Class Homes 1 X 1 10
- Middle Class Homes 1 X 1 10
- Luxury Homes 1 X 1 10
- Abandoned building 2 X 2 0
- Construction 2 X 2 0
- Church 2 X 2 0 (dezones when built)
- Cheap Apartments 2 X 2 80
- Apartments 2 X 2 80
- Nice Apartments 2 X 2 80
- Condominium 2 X 2 120
- Abandoned building 3 X 3 0
- Construction 3 X 3 0
- Condominium 3 X 3 360
- Large Apt. Bldg 3 X 3 450
- 2.7.2 Q: What's the difference between light residential
- heavy residential?
- 2.7.2 A: Light residential is cheaper and will only allow
- 1 X 1 buildings.
- 2.7.2 Q: Why should I use light residential?
- 2.7.2 A: Aesthetics? Not everyone can live in high rise
- apartment buildings. Light residential requires
- less police protection than heavy residential. If
- your zoning an oddly shaped piece of land that
- wouldn't be able to form into a 2X2 or 3X3 building,
- you might want to use light instead of heavy.
- 2.7.3 Q: Why should I use heavy residential?
- 2.7.3 A: You will need to use heavy if you want your
- city to have a large population. The blank map looks
- large at the beginning, but you will quickly run out
- of space if you rely on light zoning. The larger
- buildings use the same amount of power, therefore,
- you use less power per person. In addition, you
- will get more tax revenue, for the same amount of
- space.
- 2.7.4 Q: How do I encourage my sims to build 3 X 3 buildings?
- 2.7.5 A: First the property values have to be pretty good.
- Second, a 3 X 3 piece of land must be adjacent to
- an intersection: R R R | C C C I I I C C C |
- R R R | C C C I I I C C C |
- R R R | C C C I I I C C C |
- - - - - - - - - - - - - - -
- where R = heavy residential, C = heavy commercial,
- I = heavy industrial, | and - = road
- In the above example, the residential and commercial
- zones may become 3 X 3 buildings, however, the
- industrial zone will not.
- 2.7.6 Q: Can I get rid of all these churches?
- 2.7.6 A: Dave Chaloux <chaloux@mandolin.mitre.org> writes:
- "You can't really get rid of the churchs but it can
- be worthwhile moving them. Zone a 2x2 residential
- where you want the church. Blow up the church
- and do not rezone. The church will often move to the
- 2x2 you made for it. Then and only then rezone as
- residential where the church was. The reason this is
- worth it is because if you zoned for a 3x3, you are
- only getting 50 pop around the church (5 1x1s). The 3x3
- will give you 360."
- Pat Traynor <traynor@bostech.com> writes:
- "Hmmm... I wonder if you could build an industry
- block 8x8, and leave the center 2x2 area empty.
- Demolish a church in the main residential section
- and then quickly zone the center of the industrial
- section for residential. Perhaps the church would
- pop up there."
- This will work, but you have to build a road out to
- the center:
- - - - - - - - - - -
- | I I I I | I I I |
- | I I I I | I I I |
- | I I I I | I I I |
- | I I I R R I I I |
- | I I I R R I I I |
- | I I I I I I I I |
- | I I I I I I I I |
- | I I I I I I I I |
- - - - - - - - - - -
- where R = heavy residential, I = industrial,
- | and - = road
- Then, once you coerce the church into the middle, you
- can bulldoze the road into the middle and replace it
- with industrial.
- 2.8 Commercial Zones
- 2.8.1 Q: What kinds of commercial zones are there?
- 2.8.1 A: Name size population
- Abandoned building 1 X 1 0
- Construction 1 X 1 0
- Cassidy's Toy Store 1 X 1 10
- Bed & Breakfast Inn 1 X 1 10
- Gas Station 1 X 1 10
- Small Office Bldg 1 X 1 10
- Convenience Store 1 X 1 10
- Office Building 1 X 1 10
- Warehouse 1 X 1 10
- Abandoned building 2 X 2 0
- Construction 2 X 2 0
- Office Building 2 X 2 80
- Resort Hotel 2 X 2 80
- Grocery Store 2 X 2 80
- Shopping Center 2 X 2 80
- Office Building 2 X 2 120
- Office/Retail 2 X 2 120
- Abandoned building 3 X 3 0
- Construction 3 X 3 0
- Theatre Square 3 X 3 360
- Corporate HQ 3 X 3 360
- Parking Lot 3 X 3 360
- Drive-In Theater 3 X 3 360
- Office Park 3 X 3 360
- Office Tower 3 X 3 360
- Historic Office Bldg3 X 3 ??
- Mini Mall 3 X 3 360
- Office Tower 3 X 3 450
- 2.9 Industrial Zones
- 2.9.1 Q: What kinds of industrial zones are there?
- 2.9.1 A: Name size population
- Abandoned building 1 X 1 0
- Construction 1 X 1 0
- Chemical Storage 1 X 1 10
- Ind. Substation 1 X 1 10
- Warehouse 1 X 1 10
- Abandoned building 2 X 2 0
- Construction 2 X 2 0
- Factory 2 X 2 80
- Factory 2 X 2 120
- Abandoned building 3 X 3 0
- Construction 3 X 3 0
- Chemical Processing 3 X 3 360
- Factory 3 X 3 360
- Large Factory 3 X 3 360
- Warehouse 3 X 3 360
- Large Warehouse 3 X 3 360
- Ind. Thingamajig 3 X 3 360
- 2.10 Education Zones
- 2.10.1 Q: What are the relative effects of education zones?
- 2.10.1 A: The manual implies that you need 1 school for every
- 15,000 people in order to increase EQ to 90. This
- does not seem right, however. Schools lose their A+
- rating when student to teacher ratio goes above 12.
- In other words, a half-full school gets about an A
- and a full school gets an F.
- Colleges have a capacity of 50,000, but, as with
- schools, grade goes down as the number of students
- approaches capacity.
- Libraries and museums increase the EQ of all ages.
- Museums are more effective than libraries.
- 2.10.2 Q: Does it matter where I put educational zones?
- 2.10.2.A: No, educational zones do not need proper access
- to transportation to be effective. Educational
- zones do increase land value, though.
- 2.10.3 Q: What EQ is average?
- 2.10.3 A: The SimNation EQ average is 100. Although, the average
- age of sims that move into your city is around 83.
- 2.10.4 Q: My EQ doesn't seem to ever go above 100.
- 2.10.4 A: High EQ seems to require more than top notch schools,
- colleges, libraries, and museums. I've built a small
- city with excessive amounts of all these items. Over a
- span of 400 years, EQ never got above 100. I think the
- other factor must be industry - there's probably some
- sort of feedback effect from the high EQ industries.
- (Petro, auto, aero, electronics, etc.)
- 2.10.5 Q: I just put in a school but it still says 0 student,
- and 0 teachers. Why don't they use the school?
- 2.10.5 A: There seems to be quite a long lag time (maybe a year)
- before students will shuffle around to new schools.
- Chris Weiss writes:
- "Micro-simulators do all their calculations in
- January (well, most of them anyway). So if you
- place one in June, then query on it in July,
- everything will be zeros (or incorrect, at any
- rate). Wait until after January, then things should
- look A-OK."
- 2.11 Health and Safety Zones
- 2.11.1 Q: Do police stations and fire stations need to be
- placed next to roads?
- 2.11.1 A: No, apparently, police and fire power is not
- effected by proximity to transportation.
- 2.11.2 Q: Do I need prisons?
- 2.11.2 A: Prisons increase police performance. If you still have
- crime, even though you've just built a police station,
- build a prison next to the police station to improve
- the effectiveness of the police station at close range.
- 2.11.3 Q: Should I worry about the number of escapes from my
- prison?
- 2.11.3 A: I believe that this is a symptom of overcrowding (high
- inmate to guard ratio.) I would suspect that crime
- might go up slightly around the prison.
- 2.11.4 Q: How many policemen or firefighters should I be able
- to dispatch?
- 2.11.4 A: You should be able to dispatch 1 police icon for every
- police station and 1 firefighter icon for every fire
- station. The maximum number of emergency units you may
- dispatch (including military) is 33.
- 2.11.5 Q: Do hospitals need road access?
- 2.11.5 A: I don't think they do.
- 2.11.6 Q: How many hospitals do I need?
- 2.11.6 A: The capacity of each hospital is 25,000, although, they
- will have a higher grade at half capacity.
- 2.11.7 Q: Do I really need a high LE?
- 2.11.7 A: Logically, LE should have an effect on the available
- work force. The lower your LE, the less people you
- have working at any given population level. Well,
- in theory, anyway.
- 2.12 Recreation Zones
- 2.12.1 Q: What are all these things for?
- 2.12.1 A: Small parks and Large parks increase land value.
- Zoos, stadiums, and marinas increase residential
- demand and improve tourism.
- 2.12.2 Q: Can I build a marina in the middle of land?
- 2.12.2 A: Sure, just place a drop of water, then build
- the marina on top of it. The boats'll have
- trouble leaving though...
- 2.12.3 Q: Why do my sports teams always lose?
- 2.12.3 A: Hmmm, bad coaching?
- 2.12.4 Q: Is there any value in having empty space?
- 2.12.4 A: Property that borders empty space seems to have
- a higher property value.
-
- 3.0 BUDGET + OTHER WINDOWS
- 3.1 Property Taxes
- 3.1.1 Q: How much should I set property taxes at?
- 3.1.1 A: Well, 7% is pretty much standard. If you lower
- it, that will stimulate growth. If you raise it,
- that will stifle growth.
- 3.1.2 Q: How is property tax revenue figured?
- 3.1.2 A: Use the following formula:
- Population * Propert tax rate * 1.29 = Tax Revenue
- or, if you are taxing zones at different rates:
- Rpop * Rtax * 1.29 + Cpop * Ctax * 1.29 + Ipop * Itax * 1.29
- where Rpop = residential population
- Rtax = residential tax rate(in decimal, i.e. 0.07)
- Cpop, Ipop = commercial, industrial population
- Ctax, Itax = commercial, industrial tax rate
- 3.1.3 Q: Does property value have anything to do with tax
- revenue?
- 3.1.3 A: No, not directly. High property values encourage
- growth and higher densities. A piece of land will
- have more tax revenue if it is of a higher density.
- 3.2 City Ordinances
- 3.2.1 Q: Why do ordinances get passed when I'm not looking?
- 3.2.1 A: Ordinances will get passed at random if you do not
- have disasters turned off. Actually, the help says:
- "If you've been doing very well, the city counsellors
- sometimes take it into their heads to begin beneficial
- programs using public funds."
- 3.3 Bond Payments
- 3.3.1 Q: I'm running out of money. Should I take out a bond?
- 3.3.1 A: Not if you can help it. If you can afford to spend
- $300+/year for interest, you can probably do
- without a bond. The only exception I can see is if
- a disaster destroys your only power plant.
- 3.3.2 Q: How many outstanding bonds can I have?
- 3.3.2 A: There is a maximum of 50.
- 3.3.3 Q: What determines the interest rate of the bond?
- 3.3.3 A: The bond rate is determined by adding a percentage
- to the current fed rate. The percentages are as follows:
- Rating Added Percentage
- AAA +1%
- AA +2%
- A +3%
- B +4%
- C +5%
- D +6%
- F +7%
- 3.3.4 Q: What determines my credit rating?
- 3.3.4 A: I believe that it's a combination of city value and
- outstanding debt.
- 3.4 Map
- 3.5 Graphs
- 3.5.1 Q: How is traffic measured?
- 3.5.1 A: The number on the traffic graph is the average number
- of cars/minute on all roads, highways, bridges. This
- means that you can artificially lower your traffic
- level by building lots of roads out in the middle of
- nowhere.
- 3.5.2 Q: How is pollution measured?
- 3.5.2 A: In parts per million. Several different types of
- buildings, most notably industrial and power plants,
- give off a certain level of pollution. The pollution
- value is a sum of all the pollution levels divided
- by the amount of tiles occupied by development. Thus,
- adding zones that don't pollute, such as a zoo, will
- lower the value given in the pollution graph.
- +Non-Polluters:
- trees/water
- hydro/wind/solar/micro power plants
- water towers/desalination plants
- Mayor's House/city hall/statue/Braun Llama Dome
- schools/colleges/libraries/museums
- police stations/fire stations/hospitals
- small parks/big parks/zoos/marinas
- airport-control tower/airport-radar
- +Polluters: pollution level (approx)
- coal plant 3400
- oil plant 1680
- Plymoth Arco 1630
- Launch Arco 960
- Darco 735
- gas plant 610
- prison 610
- Forest Arco 610
- stadium 240
- airport-Runway 125
- seaport-crane/pier 110
- seaport-cargo yard 84
- nuclear plant 80
- fusion plant 80
- airport-Hangar 35
- airport-Tarmac 30
- rail depot 15
- airport-Parking lot 10
- seaport-loading bay 10
- bus depot 10
- treatment plant 5
- water pump 1
- sub station 1
- airport-Building 1
- seaport-warehouse 1
- Industrial(1X1-10) 3
- Industrial(2X2-80) 150
- Industrial(2X2-120) 250
- Industrial(3X3-360) ?
- traffic ?
- 3.5.3 Q: What do the power% and water% numbers mean?
- 3.5.3 A: This is an inverse percentage of usage - the amount
- of power or water that you have surplus.
- 3.5.4 Q: How is unemployment figured?
- 3.5.4 A: The level of unemployment seems to be directly related
- to declines in R, C, or I levels. Growth in these areas
- will lower unemployment.
- 3.6 Population
- 3.7 City Industry
- 3.7.1 Q: Can I change all of the tax rates at once?
- 3.7.1 A: In the city industry window, you can change all of the
- taxes rates at once by holding down the option key.
- 3.7.2 Q: Which industries need high EQ?
- 3.7.2 A: Very High EQ - Aerospace
- Electronics
- High EQ - Petrochemicals
- Automotive
- Good EQ - Finance
- Media
- 3.7.3 Q: Which industries pollute?
- 3.7.3 A: Heavy Pollution - Steel/Mining
- Textiles
- Petrochemicals
- Automotive
- Mild Pollution - Food
- Electronics
- Tourism
- 3.8 Neighbors
- 3.8.1 Q: Can I change the names of my neighbors?
- 3.8.1 A: (MAC)Not easily, if at all. You would probably have to
- alter your copy of SC2K with ResEdit.
- 3.8.2 Q: What other names are possible?
- 3.8.2 A: Oak Creek, Denmont, Fort Verdegris, Schwinton, Mill
- Valley, Petaluma, PortVille, Ashland, Eubanks, Aurac,
- Tent Pegs, Cherryton, Blake, Pioneers, Fortune,
- Phippsville, Jeromi, Harpersville, Washers Grove,
- Stars County, Villa, Serviland, Newton, Avon, Dexter,
- Sinistrel, Jenna, Yestonia, New Boots, Hoek Creek,
- Stimpleton, Little Rogue, Krighton, Cats Corner,
- Rimmer, Lister.
-
- 4.0 MISC
- 4.1 Bugs
- 4.1.1 Q: What known bugs exist?
- 4.1.1 A: Well, I've only heard of a few.
- (MAC v1.0) Airport bug - your airport will not make
- runways anymore once you've got an air force base.
- (I don't know if the same thing holds true for
- piers and naval bases.)
- (MAC v1.0) Budget bug - various budget items increase to
- an enormous level.
- (MAC v1.0) Newspaper bug - newspaper stories are screwed
- up. Try switching to 256 colors before starting SC2K.
- 4.1.2 Q: What's being done about the bugs?
- +4.1.2 A: There is currently an updater for the mac version that
- fixes the above bugs. There is also an IBM version that
- fixes SOME of the bugs. A new version is still on the way.
- 4.1.3 Q: Why do some of my police stations tell me how many
- arrests have been made, while others don't?
- 4.1.3 A: Well, this is the microsimulation limit. Certain
- zones, like police stations, power plants, schools,
- etc., are called microsimulations, and each one
- has it's own data. There is a limit to these of 150.
- 4.2 Terrain Editor
- 4.2.1 Q: How do I get rid of trees?
- 4.2.1 A: With the tree or forest tool selected, press shift.
- 4.3 Military Bases
- 4.3.1 Q: When should I get a military base?
- 4.3.1 A: When your population reaches 60,000
- 4.3.2 Q: My population is more than 60,000, why haven't I
- been asked for a military base?
- 4.3.2 A: (MAC) You won't be asked for a base if you use the ptga
- cheat.
- 4.3.3 Q: Why should I have a military base?
- 4.3.3 A: It provides customers and jobs. Certain bases
- may deter the monster. You may be able to deploy
- troops during an emergency. Military bases will
- increase crime and traffic, though.
- 4.3.4 Q: How big is a military base?
- 4.3.4 A: Air force and army bases are 8 X 8 tiles.
- (I don't know for sure whether or not the others
- are this size.)
- 4.3.5 Q: Why does the military say they can't find a suitable
- site for a base?
- 4.3.5 A: Probably because there isn't an empty piece of land that
- is large enough. There may be some randomness in this,
- however. Try saving your game before you get to 60,000,
- and then restart from your save point if they don't
- find a suitable site.
- 4.3.6 Q: Will the military ever ask me to grant land for a
- base again?
- 4.3.6 A: No. Only once.
- 4.3.7 Q: How do I get rid of a military base?
- 4.3.7 A: You'll either have to use the raise terrain or lower
- terrain tool.
- 4.3.8 Q: Why does the air force dispatch tanks to disasters?
- 4.3.8 A: There's only one icon (a tank) for all military.
- 4.4 Disasters
- 4.4.1 Q: How do I put out fires?
- 4.4.1 A: Use dispatch firefighters tool to place a
- firefighter icon next to a patch of fire. If there's
- a lot of fire, you can also build a fire station on
- top of it to put it out (you'll have to experiment
- with this.)
- 4.4.2 Q: How do I make the monster go away?
- 4.4.2 A: I don't think you can.
- 4.4.3 Q: What other disasters are there?
- 4.4.3 A: Meltdown, Microwave Oops, Pollution, Fire Storm,
- Mass Riots, Major Floods, Toxic Spill, Volcano.
- 4.4.4 Q: Hey, why is the monster making wind generators?
- 4.4.4 A: Chris Weiss writes:
- "The Monster is not neccesarily bad. He's an
- elemental kind of guy. 50% of the time, he'll place
- something bad (fire). The other 50%, he'll place
- something good. If it's something good, there's a
- 33% chance of it being Windmills, Water, or Trees."
- 4.4.5 Q: What do I do about floods?
- 4.4.5 A: Besides dispatching emergency units, you can prepare
- ahead be building dikes on your coastlines - use the
- raise terrain tool to increase the land on the coast
- one level.
- 4.5 Cheats, Bonuses, and other Secrets
- 4.5.1 Q: How do I get more money?
- 4.5.1 A: (MAC v1.0) Well, the easiest way is to type
- porntipsguzzardo. This will give you $500,000 and allow
- all technologies and rewards to become available. It
- will also prevent the military from building a base.
- Once you've typed porntipsguzzardo, you can type
- ardo by itself to get additional $500,000s.
- 4.5.1 A (MAC v1.1) Open the map window and type pirn. Click
- on the status window (next to the weather) and then
- type topsguzzardo. Subsequently typing ardo will
- give additional money.
- 4.5.1 A: (DOS) Neither of the above mac cheats work on the DOS
- version. There is a cheat, but it has not, as of yet,
- been discovered.
- 4.5.2 Q: (MAC v1.1) Where did the new cheat come from?
- 4.5.2 A: Anne Peck (from Compuserve) writes:
- "All credit goes to my husband, Darryl. He was
- attending an SPA dinner in San Francisco a few days
- ago, and he called me from the dinner to say
- "goodnight" (my time.) He mentioned that he'd been
- talking to Will Wright, and so _naturally_ I asked him
- to pester Will about the cheat. Will didn't seem to
- think it was a big deal and sent Darryl e-mail the next
- day!"
- 4.5.3 Q: Why aren't all of the cheats the same?
- 4.5.3 A: Apparantly, the programmers have decided that users
- enjoy looking for the cheat, thus they intend to
- change it with each version.
- 4.5.4 Q: Are there any other secret words?
- 4.5.4.A: FUND, CASS, JOKE, VERS. Typing cass, will give you
- $250 at the end of the month. If you type more than once
- during a month, you will incite a fire storm.
- 4.5.4 A: (DOS) In addition to the above mac codes HECK,
- DARN, DAMN, TEST, and MEMY work on the DOS version.
- PORN does something, too.
- 4.5.5 Q: Is there any other ways to get lots of money?
- 4.5.5 A: If you have the old Sim City, you can import an old
- city into Sim City 2000. One city (Big City) that
- came with the old Sim City has a large sum of money.
- You can use the old terrain editor to clear this map
- and then import it into SC2K.
- MartinL@ozonline.apana.org.au writes:
- "You will need a calculator/program that can convert
- Decimal to Hex, and Hex to Decimal and a code editor
- like Norton.
- *****Before you start this you should make a copy of
- your game, just in case you make a mistake******
- 1. Save your game and note how many funds you have. If
- you have less than 4095 then I recomend taking out a
- bond, the reason will become clear later.
- 2. Open the game with your code editor
- 3. Convert the ammount of funds you have into Hex,
- eg. 9379 = 24A3.
- 4. Now search for this number in the code, using a find.
- 5. When you have found it, change all the numbers into
- "F"'s eg. 24A3 becomes FFFF. This is why you should
- have more funds than 4095, otherwise there will only
- be 3 digits in Hex, above that figure you will have 4
- digits to change.
- 6. Quit the editor and remember save.
- 7. Open it with SC again and you should, if you changed
- 4 digits into FFFF, have 65535 funds.
- 8. Now, go take out a bond and quit & save again.
- 9. Open it with the editor again and change the new
- number that's there (1270F) to...yep, you guesed it,
- FFFFF. That should give you $1048575 funds! Now if
- you are still more greedy you can repeat it from step
- 7."
- 4.5.6 Q: What is the Launch Arco secret?
- 4.5.6 A: (MAC v1.0) Apparently, there is no secret. You can build
- as many launch arcos as you want, and nothing will
- happen. Reports are that it was nothing more than
- a bad joke.
- (MAC v1.1) Well, now they launch. You've got to build
- about 350 of them though. It really isn't as exciting
- as you might think...
- 4.5.7 Q: What are the city bonuses, and when do I get them?
- 4.5.7 A: Mayor's House 2,000
- City Hall 10,000
- Statue 30,000
- Military Base 60,000
- Braun Llama Dome 90,000
- Arcologies 120,000
- 4.5.8 Q: There's something flying around my city, and it's
- not a helicopter or an airplane.
- 4.5.8 A: That's Captain Hero! He/She/It appears to take care
- of disasters (sometimes) if you don't have an other
- capacity for dealing with it.
- 4.5.9 Q: There's something swimming around in my ocean!
- 4.5.9 A: Well, that's a Nessie. Nessie appears when you build
- marinas. Apparently Nessie likes to eat sailboats.
- 4.5.10 Q: How do I shoot down the traffic helicopter?
- 4.5.10 A: Click on it with the centering tool.
- 4.5.11 Q: What's with all the llamas?
- 4.5.11 A: Maxis is obsessed with many things. Llamas don't
- have copyright lawyers.
- 4.5.12 Q: Where can I get my picture taken on a llama?
- 4.5.12 A: At the Yakima Mall - Yakima, WA.
- 4.5.13 Q: Why are the number of bungee jumps and weddings the
- same at the Braun Llama Dome?
- 4.5.13 A: Chriss Weiss writes:
- "Uhm, sure. See, the chapel at the Llama Dome is owned
- by the brother-in-law of the guy who runs the Bungee
- jump center. Newlyweds get a coupon for a free jump as a
- special gift from the chapel. In addition, those who
- Bungee get a coupon for a free wedding! (I seem to
- remember the top of the coupon reading 'You've taken
- the plunge, now take the plunge!' :)"
- 4.5.14 Q: It seems like my statue is always made of bronze. Am I
- doing something wrong?
- 4.5.14 A: No, the statue is always made of bronze.
- 4.6 Arcologies
- 4.6.1 Q: The newspaper just reported that some other city has
- built an arcology. Why can't I?
- 4.6.1 A: Once arcologies have been invented, you must have a
- population of 120,000 in order to build them.
- 4.6.2 Q: What do I need to do to improve the conditions of my
- arcologies?
- 4.6.2 A: Place some parks nearby to increase property value,
- build a police station, add water and power. This
- ought to give you an A+ rating.
- 4.6.3 Q: Do I need to add water and power to launch arcos too?
- 4.6.3 A: Well, the online help says that they are self-contained,
- however, this does not seem to be the case. I think it
- may still work, but conditions will be D+ at best.
- 4.6.4 Q: What do conditions have to do with anything, anyway?
- 4.6.4 A: I would assume that arcos that have a higher grade
- will grow faster.
- 4.6.5 Q: What do people do in these arcologies?
- 4.6.5 A: Well, look at the population of the arco. Half that
- goes towards residential, 1/4 towards commercial, and
- 1/4 towards industrial. This is true for all arcos.
- 4.7 Weather
- 4.7.1 Q: Why should I care about the weather?
- 4.7.1 A: Weather affects the output of water pumps, solar
- plants, wind power, and influences the likelihood
- of riots and fires.
- 4.7.1 Q: The weather icon shows a tornado. Should I be
- worried?
- 4.7.1 A: The tornado shown on the weather icon is different
- than the tornado on the disaster menu. When the
- icon is showing a tornado, you can pretty much
- ignore it.
- 4.8 Scenarios
- 4.8.1 Q: How do I beat these scenarios?
- 4.8.1 A: From the March 94 issue of Electronic Entertainment:
- "Charleston - Pause the game. Build water pumps in the
- swamps then rebuild the connections to other cities
- and put more onramps on the freeway system. Then let
- the simulation run, keeping taxes low while you create
- dense zoning in areas damaged by the hurricane.
- Dullsville - Pause the game. Lower taxes to zero until
- the population is big enough to make you money. Then
- build dense using 13-by-6-tile zoning. Take out a bond
- if you have to.
- Flint - Click on the book for property taxes and set
- industrial taxes to zero. Find a good hangout and
- wait.
- Hollywood - Control the fires the monster sets and
- after he leaves, lower the property taxes to zero.
- The go see a movie.
- Oakland - Control the fire using bulldozers to clear a
- fire break and just ignore the Sims' complaints. Then
- set taxes as low as you can and build dense in the
- empty area by Lake Temescal."
- 4.8.2 Q: How do I get more scenarios?
- 4.8.2 A: Maxis has released a Scenarios pack, available at
- your local software store.
- SIM CITY 2000 SCENARIOS VOLUME 1: GREAT DISASTERS
- "...wrestle with 10 different cities on the brink
- of destruction and tackle everything from an alien
- invasion in Atlanta to a misplaced microwave beam
- in the Silicon Valley."
- - 10 challenging scenarios with explosions, fires,
- volcanoes, and other good stuff
- - Easy to install - Loads right into the SimCity
- 2000 Scenario menu, complete with pictures,
- descriptions, and objectives.
- - Includes real cities like Chicago, Atlanta, and
- Portland
- - Scenarios include:
- A nuclear meltdown in Manhattan
- Flooding in Des Moines
- An earthquake in San Francisco
- A Volcano in Portland
- Pollution in Chicage
- The SRP on this puppy is $19.95.
- 4.8.3 Q: How do I make my own scenarios?
- 4.8.3 A: (DOS) There doesn't seem to be any easy way to create
- scenarios for the DOS version.
- 4.8.3 A: (MAC) Well, first, you'll need a copy of ResEdit.
- (which can be located at ftp.apple.com in
- /dts/mac/tools/resedit)
- Then, you'll have to learn how to use it. :)
- (not very hard)
- 1. Build a city to the point that you want the
- scenario to start at.
- 2. Make a copy of your city and use ResEdit to
- open it.
- 3. ResEdit will ask if you want to make a resource
- fork - say yes.
- 4. Use ResEdit to open one of the scenario files
- that came with SC2K.
- 5. Copy and paste each resource from the scenario
- file to your city. (There should be four - PICT,
- SCEN, TEXT, and TMPL)
- 6. Once you've got a copy of each resource in your
- city, you can edit them.
- PICT - This is the picture that goes with the
- Scenario selection screen. Delete the old
- picture and use a graphics program to make
- your own picture and paste it in. The PICT
- should have an ID=128.
- TMPL - You don't need to mess with this one.
- TEXT - There are two TEXT ID's
- 128 - This text describes the scenario on
- the Scenario selection screen.
- 129 - This text is used for the extended
- description that pops up just before
- the city begins.
- SCEN - This resource has all of the goal details.
- Disaster type - There are 16 different
- disasters. A 0 means no disasters.
- Disaster Xloc, ylox - these are the origin
- coordiantes - I'm not exactly sure
- how to make use of these.
- Time limit (months) - you must reach goal
- before this many months pass.
- City size, Ind, Res, Com Goal - build
- population to this size
- Cash Funds-Bonds - raise this much money.
- Land Value Goal - increase land value to
- this level.
- Pollution, Crime, Traffic limit - I
- haven't experimented with these yet.
- There are 4 more goals that I don't know
- what to do with.
- 7. Once you've edited the resources, you need to
- change the file type. Use Get Info to change the
- file type from CITY to SCEN.
- 8. Now just make sure that the city is in the same
- folder as SC2K and everything should work out.
- You might have to play with the PICT to make it
- fit right. and you will probably need to
- experiment with the goals to make your scenarios
- challenging, yet reachable.
- 9. The disasters are numbered as follows:
- 1 fire 9 meltdown
- 2 flood 10 microwave
- 3 riots 11 volcano
- 4 pollution 12 firestorm
- 5 air crash 13 mass riots
- 6 earthquake 14 major floods
- 7 tornado 15 chemical spill
- 8 monster 16 hurricane
-
- +5.0 SCURK(SimCity 2000 Urban Renewal Kit)
- +5.1.0Q:What is SCURK?
- A:SCURK is the SimCity 2000 Urban Renewal Kit. It's designed to
- let the user import his own graphics(such as scanned images), and also
- comes with its own graphics set, a futuristic set of buildings that
- Maxis designed to take SC2K well beyond the year 2000. It also has
- a function to let the user set up his own city(with whatever buildings
- where-ever he wants them), and then print that city out to a printer.
- +5.1.1Q:Where can I find SCURK?
- A:SCURK is commercial software, and is currently availbe for both Mac
- and IBM versions of the game at your local software store or by
- contacting Maxis.
- +5.2 Q:Where can I find other people's tile sets?
- A:A few tile sets for SCURK are currently available at ftp.netcom.com
- in /pub/thx/scurk. Hopefully more will become available soon.
-
- SimCity2000 Technical Info v2.0 rev. 11/6/94
- Maintained by: Dave Palsen
- Please send corrections, additions, questions,
- etc. to me at: dpalsen@ux4.cso.uiuc.edu
-
- *DISCLAIMER*
- Under no circumstance including negligence, shall I (D.M.Palsen)
- be liable for any incidental, special, or consequential damages
- that result from the use of the information contained with this
- file. So there. B-}
-
- New items to this version have a plus to the left.
-
- INDEX
- 1.0 MISC I (General questions about the game)
- 2.0 TOOLS (Zoning, transportation, water, city services)
- 3.0 BUDGET + OTHER WINDOWS (Taxes, ordinances, etc.)
- 4.0 MISC II (Bugs, rewards, cheats)
- 5.0 SCURK (SimCity 2000 Urban Renewal Kit)
- A-1 Appendix 1 (Solving Problems)
- A-2 Appendix 2 (Adjusting Difficulty)
- A-3 Appendix 3 (Mac Technical Problems)
- A-4 Appendix 4 (IBM Technical Problems)
- A-5 Appendix 5 (How to Make a Boot Disk)
- A-6 Appendix 6 (SC2K Suggestion List)
- A-7 Appendix 7 (SC2K Description)
-
- A-1 Appendix 1 (Solving Problems)
- Growth
- * Lower taxes
- * Improve roads/transportation system
- * Improve water system
- * Intersperse zones
- * Improve land values
- * Build airports (Commercial)
- * Build seaports (Industrial)
- * Build connections
- * Lower pollution/crime/traffic
- * Improve education/health
- * Pass Legalized Gambling ordinance (Commercial)
- * Pass Tourist Advertising ordinance (Commercial)
- * Pass Business Advertising ordinance (Industrial)
- * Pass City Beautification ordinance (Tourism)
- * Pass Annual Carnival ordinance (Tourism, Commercial)
- * Pass Nuclear Free Zone ordinance (Residential)
- * Remove Nuclear Free Zone ordinance (Industrial)
- * Remove Parking Fines ordinance (Residential)
- * Remove 1% Income Tax ordinance (Residential)
- * Remove 1% Sales Tax ordinance (Commercial)
- Land Value
- * Build parks, trees, water
- * Build recreational zones
- * Build educational zones
- * Build police, fire, hospitals
- * Pass Pass City Beautification ordinance
- * Pass Homeless Shelter ordinance
- Pollution
- * Pass Pollution Control ordinance
- * Increase tax rate on polluting industries
- * Build a water treatment plant
- * Lower traffic
- * Use light industrial instead of heavy industrial
- * Use solar, hydro, wind, microwave, fusion power
- * Move poluting buildings to edges of map
- Traffic
- * Build more roads and highways
- * Build mass transit
- * Pass Parking Fines ordinance
- * Intersperse different zones (build R close to I, C)
- Crime
- * Build police stations
- * Pass Anti-Drug Campaign ordinance
- * Pass Neighborhood Watch Campaign
- * Use more light zoning
- * Build prisons
- Unemployment
- * Zone more industry and commercial zones
- * Remove Pollution Control ordinance, if in place
- * Lower industrial and commercial tax rates
- Education
- * Build Schools, Colleges
- * Build Libraries, Museums
- * Pass Pro-Reading Campaign ordinance
- * Give tax breaks to high-EQ industries
- Health
- * Build hospitals
- * Pass Public Smoking Ban ordinance
- * Pass Free Clinic ordinance
- * Pass Junior Sports ordinance
- * Pass CPR Training ordinance
-
- A-2 Appendix 2 (Adjusting Difficulty)
- Money cheats
- Using one of the previously mentioned methods for getting
- more money is the simplest way to make things easier. You
- don't have to worry about balancing the budget and you can
- lower taxes to zero.
- No disasters
- Disasters can be quite, well, disasterous, for a young city.
- It's not a good a to leave a city running overnight without
- turning the disasters off. For one thing, even if you had
- good fire coverage, you'd probably lose a lot of your city
- to fire. In addition, most power plants need to be replaced
- every 50 years, so, soon, everyone would be out of power.
- Starting Level
- Changing the starting difficulty level changes the amount of
- money you start with, the frequency of disasters, and the
- level of external demand for your manufactured products.
- Starting Time
- Later starting times are easier because of the increased
- availability of inventions and the increase in external
- demand.
- Terrain Editing
- It's much easier to build a city on flat ground - and you
- can do all the flattening you want, at no cost, in the
- terrain editor. You can also add waterfalls for use with
- hydro power.
- Riverless hyrdo plants
- This source of power is not very realistic, however, it does
- not pollute, is fairly efficient, and does not need to be
- replaced every 50 years. Just place a drop of water on any
- slope, and build a hydro plant there.
- Artifically watered pumps
- Water pump efficiency can be artificially improved by
- placing drops of water next to them.
- Disconnected roads - roadless city
- By not building full road systems, it is possible to
- keep traffic down, however, it's not very realisitic.
- Heavy/Light Density Zoning
- If you're interested in building a city with a large
- population, you need to use mostly heavy zoning. A more
- realistic city (N.Y. and Hong Kong excepted) would
- have heavy to light zoning in a ratio of from 25/75 to
- 50/50.
- Arcologies
- Don't use them. Or, limit yourself to one of each.
-
- A-3 Appendix 3 (Mac Technical Problems) from 1.1 Updater
- Restart With Extensions Off
- SimCity 2000 has been tested with many, many extensions with
- few or no problems - however, we cannot guarantee that there
- will not be conflicts. It's possible that, if certain
- extensions are loaded in a certain order, or in certain
- configurations, SimCity 2000 might not work correctly. If
- you do have problems running SimCity 2000, we suggest re-
- starting with extensions off. To do this, select Restart
- from the Special menu, and hold down the Shift key until you
- see the "Welcome to Macintosh" screen with the text
- "Extensions Off". When you are finished playing SimCity
- 2000, restart your machine again and your extensions will
- load properly.
- Make Sure You Are Running In 32-Bit Mode (If Possible)
- In your Control Panel folder, select the Memory control
- panel and make sure that 32-Bit Addressing is enabled. Some
- machines will not have this option available. If this is the
- case, 32-bit addressing is probably not the source of the
- problem.
- Upgrade To Sound Manager 3.0
- We also recommend upgrading your system software with the
- Sound Manager 3.0 extension available from many on-line
- services (including the Maxis Technical Support BBS at 1-
- 510-254-3869) or directly from Apple Computer.
- Switch To 256 Colors (660av Users Especially)
- SimCity 2000 automatically switches your Macintosh to 256-
- color mode if it is not already set, and returns it to the
- original color depth when exiting. Some Macintoshes display
- erratic behavior when this happens (e.g., the Newspaper
- display draws pixels on the top area of your screen and
- doesn't display newspaper articles when you click on
- newspaper article headings). The solution is to manually
- switch your Macintosh color depth to 256. This is done in
- the Monitors control panel.
- Beware Of Screen Savers
- Certain windows in SimCity 2000* may not re-draw after some
- screen savers have cleared the screen. This will leave you with
- a white window and no idea what to do with it. The buttons in
- these windows are still active; just keep clicking around until
- you hit something. In some situations, Delrina's Bill'n'Opus
- screen saver may conflict. We recommend disabling the screen
- saver while SimCity 2000 is running.
-
- A-4 Appendix 4 (IBM Technical Problems) from the Maxis BBS
- *****THE MAXIS EMERGENCY TOP TEN LIST FOR SIM CITY 2000*****
- Technical Support is totally overwhelmed at the moment answering
- SimCity 2000 questions. Here are the top ten questions we are
- getting and the fixes for each one. Hope these help to get you
- up and running!
- Q. I loaded the program but when I go to run it (by typing
- SC2000) it gives me a message that I don't have enough memory
- even though I've got 4 megabytes of RAM on my system.
- A. The problem happens because out of 4 megabytes of memory,
- there isn't enough available to load the program. When your
- computer starts up, it loads other programs into that memory.
- The easiest way to get around this is to make a boot disk and
- start your computer with it instead. See your SIMCITY 2000
- ADDENDUM & QUICK START GUIDE pg. 6 and the "HOW TO MAKE A
- BOOTDISK" section at the bottom of this document.
- Q. I try to start the program and get a message, "Microsoft
- compatible mouse not found".
- A. The program requires that a mouse driver be loaded in memory.
- If you do have a mouse driver loaded and the program still
- doesn't find it, make sure that it is at least version 8 or
- higher by the Microsoft version numbering system. If you have
- an older version of a mouse driver, you will need to update
- the driver version by contacting the manufacturer of the mouse
- OR by contacting the store where the computer was purchased.
- Q. I get a message, "The video card you've selected is not found.
- Please re-install and verify that your video card is
- supported."
- A. Sim City 2000 needs a SVGA video card in order to display the
- 640 x 480 - 256 color video resolution. The video card needs
- to have at least 512K of video memory. Some cards may need a
- VESA driver to be loaded prior to running the program and
- since there are many different video cards, there are many
- different VESA drivers for each card. If you aren't sure
- which video card you have, try loading the UNIVESA.EXE driver
- as this driver supports a wide variety of video cards. You
- can load this driver by typing,
- "C:\SC2000\VESA\UNIVESA\UNIVESA " and pressing the "Enter"
- key. This will load the VESA driver for the video card. If
- this VESA driver isn't the correct one for your video card,
- contact the manufacturer of the video card to determine what
- the correct VESA driver is. To find out whether or not you
- need to load a vesa driver for your video card, go to the
- C:\SC2000 sub-directory and type " INFO " and press enter.
- This will display information about your system. Press the
- spacebar twice to get to the third page of the info program to
- find out whether your card has a VESA driver loaded. If it
- tells you that the following VESA modes are supported then you
- won't to load one. If it says "Either your card does not
- support VESA or there is no driver loaded", this means that
- you have to load a vesa driver for the video card.
- Q. I have a SOUND BLASTER type sound card and it fails when I try
- to select it for sound effects. What's going on in Dodge?
- A. The earlier SOUND BLASTER cards used an IRQ setting of 7. The
- new ones, however, now use IRQ 5. We are looking for IRQ 7
- and if your card fails you probably have it set differently.
- Try running the install again and this time, when the sound
- card fails initialization, click on the CHANGE SETTINGS button
- and change the IRQ setting to the number 5. Then click on the
- CONTINUE button and this should make the program accept the
- sound card.
- Q. I try to run Sim City 2000 and when I do I get some weird
- UNEXPECTED INTERRUPT - ERROR 35 message. I'm really confused!
- A. This means that you have an ATI video card. You must run a
- program before starting Sim City 2000. Type " MW_ATIUP " and
- press the "Enter" key from within the SC2000 sub-directory.
- Once you do this it will return you to the C:\SC2000 prompt.
- Now type SC2000 and the program will run fine.
- Q. I have a DIAMOND VIPER video card and I can't get the program
- to work with it.
- A. All you have to do is type " VPRMODE VESA " and press enter.
- This will load the vesa driver for your video card. If you
- get a "Bad command or filename" message then you need to be in
- your VIPER sub directory before you run the VPRMODE VESA
- command. Also, make sure that Sim City 2000 is set up for
- VESA Super VGA graphics. (You can check this by running the
- INSTALL program from within the SC2000 sub-directory.)
- Q. I run the installation program and when it gets to the type of
- video card I have, the program locks up.
- A. The installation program is trying to figure out what kind of
- video card you have in your computer. Sometimes it conflicts
- with a program and that will cause the installer to lock up.
- If you have DOS version 6.X, you can do a clean boot by
- pressing the F5 key when the "Starting MS-DOS" message
- appears. This will bypass your configuration files and then
- run the installer again. It will work fine now.
- Q. I have OS/2 and I want to run Sim City under it. I tried
- doing all of the memory stuff but still can't get enough free.
- Please tell me it's possible. -Gooie
- A. Dear Gooie....Yes! You can run it under OS/2. All you have to
- do is select a DOS FULL-WINDOWS session. Once in DOS, go to
- the SC2000 sub-directory and type " SC2000 NO_MEM_CHK " and
- the program will run. You should only do this if you have at
- least 6 - 8 Megabytes of memory though because with four you
- won't have enough.
- Q. I play the program and during a certain point, I get a "STACK
- OVERFLOW" message and the system dies an ugly death.
- A. Ouch! This is a little problem (or bug) that has surfaced on
- some machines. We are currently working on a fix and believe
- that the new version of the DOS Extender that we are using
- will fix the problem. In the meantime, contact MAXIS technical
- support and ask to have you name added to a list. We will
- contact you when a solution is found. I hope it is really soon
- because I know you are dying to play this wonderful product!
- Q. I have a problem and it isn't listed in the list.
- A. If you have any problems that aren't addressed in this list,
- please post (to the Maxis BBS) a message with the type of
- problem you are having and we'll be sure to add it to our
- list! This list will be revised depending on the types of
- problems you are experiencing.
- This concludes the wonderful TOP TEN question and answer list.
- Thanks for reading it!
-
- A-4 Appendix 4 (How to Make a Boot Disk) also from the Maxis BBS
- *****************HOW TO MAKE A BOOT DISK***************
- If you are having problems making a boot disk, take the time to
- browse over this stuff and see if it helps you any.
- 1. The BOOT DISK must be in your A: drive to work properly. A
- boot disk in your B: drive just won't cut the cake; it has to
- be in drive A:.
- 2. Make sure your mouse driver is copied onto the BOOT DISK. You
- need to copy your mouse driver onto the boot disk and it must
- be named either MOUSE.COM or MOUSE.EXE to work in your
- AUTOEXEC.BAT FILE. If it has a different name, simply type
- the correct name in the autoexec.bat file in order to load the
- driver. i.e. If your mouse is named AMOUSE.COM, then you need
- to type AMOUSE on the mouse line of your autoexec.bat file.
- 3. From the C:\ prompt, type "SYS A:" and press the Enter key on
- your keyboard. This will copy the system start-up files to
- your floppy disk in the A: drive.
- 4. If you need a vesa driver for your video card, enter in the
- name of the vesa driver into the autoexec.bat file. This is a
- sample of what you need to type: IGNORE THE QUOTES! Don't type
- them, they just surround what you need to type in.
- A:>\"COPY CON AUTOEXEC.BAT" (type the line and then press
- the ENTER key.)
- Once you type this line it will drop you down to a flashing
- cursor that is waiting for you to type commands. Type the
- following commands that are in upper-case letters and press
- the enter key to drop to the next line:
- PROMPT $P$G
- MOUSE
- C:\SC2000\VESA\UNIVESA\UNIVESA
- C:
- CD\SC2000
- SC2000
- After typing the SC2000 line, press the F6 key on your
- keyboard and then press the enter key. It should say "One
- file(s) copied" when done.
- Try to restart your computer with the BOOTDISK in drive A: and
- it should boot up into the program. If it doesn't, see the
- possible errors below to help trouble shoot.
- 1. While booting, it gets to MOUSE and says, "Bad command or file
- name". This will happen if you don't have the mouse driver
- (MOUSE.COM or MOUSE.EXE) copied onto your bootdisk or if the
- mouse driver has a different name. Make sure the mouse driver
- is on the bootdisk AND that it is named MOUSE.COM or
- MOUSE.EXE. If it is named MSMOUSE.COM or something else,
- rename the mouse file by typing "REN MSCMOUSE.COM MOUSE.COM"
- at the A: prompt. This will rename the mouse from
- mscmouse.com to mouse.com and it should now work.
- 2. If you use the bootdisk and you still get the "The video card
- you have selected is not found. Please re-install......."
- message, this means that you don't have the correct video card
- VESA driver loaded. Please contact your video card
- manufacturer to inquire as to the correct VESA driver to load
- for your video card.
- 3. If you get a message "Non-system disk or disk error", remove
- the floppy and press any key. This means that the system
- (startup) files aren't on the floppy disk. Once you have
- booted up, go to the DOS sub-directory by typing CD\DOS
- <Enter>. Make sure you put the boot disk back in the A: drive
- and then type, SYS A:. This will transfer the system to your
- boot-disk and correct the problem.
- Additional notes:
- You only need to have a mouse driver loaded and, in some cases, a
- vesa driver. You don't need any type of memory manager because
- we use a dos extender.
- If you have an IBM XGA or XGA2 video card it will switch the
- program into sixteen colors. We are currently looking into a
- solution that would prevent this from happening thus allowing the
- program to run in 256 colors.
- If you have a Texas Instruments Travel Mate 4000 and can't run
- the program: We have been in contact with the good folks at Texas
- Instruments and are currently working on a fix.
- If you have a Packard Bell computer and are getting "mouse
- trails" where the cursor moves on the screen - You need to
- contact Packard Bell's technical support department. They have
- found a solution to the problem and are also taking care of the
- method in which to correct it. (I just wanna say that there
- doing one heck of a good job too! Especially after going through
- that major earthquake!) Kudos to the folks at Packard Bell!
- The program makes some heavy demands on the system hardware.
- There is very little out there in terms of standards and it makes
- the development of a product such as this a tremendous job. Hang
- in there and we'll get you going! Maxis Technical Support is open
- from 6 a.m. to 6 p.m. Pacific Standard Time. We experience HIGH
- call volumes on MONDAYS and during the later hours of the day.
- If you are having trouble reaching us by telephone, try to call
- earlier in the day or during the middle of the week as this is
- our lowest call volume time.
-
- Thanks!
-
-
- A-6 Appendix 6 (SC2K Suggestion List)
- Last updated: 3-6-94
-
- This is a list of ideas for improvements to the game
- SimCity 2000 (SC2K) from Maxis. It is a compilation of
- suggestions from people on CompuServe and the SC2K mailing
- list (which is actually a list for all Maxis games) on the
- Internet. I have included the names of the contributors and
- their addresses. Please note that addresses are in Internet
- form, including CompuServe addresses. For those CIS users
- not familiar with this form, it is your CIS ID number with a
- period instead of a comma, followed by "@compuserve.com".
- F'rinstance, my CIS address of 72172,230 would be
- 72172.230@compuserve.com.
- Contributions to this list should be mailed to Dave Lartigue
- at either of the following addresses:
- Internet: lartigue@firefly.prairienet.org
- CompuServe: 72172,230
- In the case of two people suggesting the same thing, I will
- usually credit the first person, unless the second expresses
- the idea more fully. If you wish to elaborate on another
- person's suggestion, please note the number of the suggestion
- on the list, and in future updates this will be noted.
- Please note that the items collected here are suggestions,
- not bug fixes.
- This list will be regularly updated and distributed on
- CompuServe (in the Gamers Forum under the "Other Games"
- section) and on the Internet.
- Anyone wishing to donate an FTP site for the list, please
- contact me. For the moment, it is available on request at my
- address above. I will post a general message on the Simlist
- mailing list when a new update is available.
- Thanks to all who have contributed, and thanks to Maxis for
- providing such an entertaining game!
-
- +----------------------------------------------------------+
-
- 1) Toll highways and bridges. Would provide extra income,
- but at the expense of possible commercial development.
- However, may help to decrease pollution and traffic by
- encouraging carpooling.
- (Dave Lartigue: lartigue@firefly.prairienet.org /
- 72712.230@compuserve.com)
- 2) Wildlife Preserves and Scenic Routes. You could designate
- an area of land (or a highway) as a wildlife preserve/
- scenic route. This would increase tourism and Sim-
- happiness, but the designated land would be locked out of
- development. Some encouragement for more aesthetic
- cities, rather than slash-and-burn.
- (Dave Lartigue)
- 3) Amusement Parks as Recreation objects. 5x5 squares?
- (Dave Lartigue)
- 4) SimSuffrage: The Sims should be given the right to vote
- every few years and if the ballot goes against you, you
- are booted out of office. However, it's a SimElection --
- you'd still run the city, but you'd have to pick a new
- name. There would be no real penalty for losing, but it
- would remind players that real-life mayors must listen to
- the complaints and needs of their citizens.
- (Alan Czarnek: 71401.3330@compuserve.com)
- 5) Power Brokerage. You should be able to sell off extra
- power to neighboring cities for a certain amount per watt,
- and likewise be able to buy power from neighboring cities.
- (Peter Kasmir: 72420.1776@compuserve.com)
- 6) Advanced forms of transportation that appear after a
- certain date, such as elevated trains, monorails (that go
- from arcology to arcology), etc.
- (Darin Gurney: 71620.2531@compuserve.com)
- 7) Ski Resorts on the slopes of mountains.
- (Darin Gurney)
- 8) A floating Arcology that could be built on water.
- (Darin Gurney)
- 9) Underground power lines, along with undersea power lines.
- (Darin Gurney)
- 10) Highway and Rail Tunnels.
- (Darin Gurney)
- 11) A wartime *mode* where you are trying to fortify your
- city against invaders. That is, set up defenses
- batteries, and provide shelters for your citizens while
- still growing your population. There would be a
- drain on your young male populations, of course!
- (Darin Gurney)
- 12) Bridges that go over land, from one hill to another.
- (Sushil Gupta: 70314.3052@compuserve.com)
- 13) More selections for highway bridges.
- (Sushil Gupta)
- 14) Stadiums which look like the stadiums for the sport you
- select. I.E., a football stadium with a gridiron,
- baseball with a diamond, etc.
- (Sushil Gupta)
- 15) Elevated trains. [Others had mentioned elevated trains,
- but Sushil went into a little more detail.] Cheaper than
- subway, more expensive than regular rail. 1x1 sized
- stations, above ground, and able to connect to rail.
- Effective as commuter rail.
- (Sushil Gupta)
- 16) Special events like the Olympics. Will cost a lot, but
- increase industry and commerce revenue, as well as
- tourism. You must have at least two stadiums before you
- are asked. Would create a heavy toll on traffic.
- (Sushil Gupta)
- 17) SimFarm! Combine light residential and industrial.
- (Sushil Gupta)
- 18) Instead of rebuilding power plants every 50 years,
- simply pay maintenance costs for nukes and fuel gosts
- for gas and coal.
- (Sushil Gupta)
- 19) Highway Patrol. If you have enough miles of highway, you
- could get a highway patrol office. Might reduce traffic.
- (Sushil Gupta)
- 20) More rewards!
- (Sushil Gupta)
- 21) More interesting military bases.
- (Sushil Gupta)
- 22) The ability to edit terrain without losing the city.
- (James Walker: 70007,4651@compuserve.com)
- 23) A mode that would allow you to select an icon (bus
- stations, for example) and then would highlight all of
- those structures on the map.
- (James Walker)
- 24) A right-click property inspector.
- (James Walker)
- 25) A true flat view, straight down, to help in placing
- pipes, subways, etc.
- (James Walker)
- 26) Expand the advisors into more areas [suggestions welcome
- on which areas!] plus the ability to turn them off if
- desired.
- (James Walker)
- 27) Change the river icon in the terrain editor so that you
- can point the direction of the river.
- (James Walker)
- 28) The ability to turn off parts of the simulation that may
- slow it down.
- (IE, cars, planes and helicopters, animation).
- (James Walker)
- 29) An UNDO!
- (James Walker)
- 30) Go back to rating cities by population (town, city,
- capitol, etc.). It is frustrating that nothing happens
- when your population reaches 1 million. The last reward
- you get is Arcologies, which allow you to dramatically
- increase your population, but there doesn't seem to be
- any reason to do so after that point.
- (Dave Lartigue)
- 31) Have built-in hints in the form of "special research
- studies". You could get hints on, say, reducing
- pollution, by funding money towards a study that, after a
- few years, would give ideas on reducing pollution.
- (Dave Lartigue)
- 32) Malls as recreation items. Sure, malls spring up as a
- commercial zone, but in every city I've ever been to,
- malls are strategically positioned, usually next to the
- interstate. Also, you'll notice that being close to a
- big mall is often a selling point for homes in newspaper
- classifieds.
- (Dave Lartigue)
- 33) Extend the college concept and have a "university"
- zoning construct. You could zone an area for this and it
- would promote dense residential (student housing) and
- light commercial zoning in its immediate
- neighborhood, the effect depending on the size (small -->
- virtually no effect, large --> very spread out effect).
- As time progresses, you could get things like a "free"
- hospital (med school) and sports stadium. Also,
- as time goes by, if your university is doing well, it
- would start demanding more space, which of course will
- cause all kinds of problems for the neighbors. (I grew
- up in Austin, TX, which has no shortage of friction
- between the University of Texas and everyone else.)
- (Steve Rodrigues: steverod@cs.berkeley.edu)
- 34) How about courthouses? Once you get to a certain size,
- you can get one of these, maybe some government buildings
- when you get bigger... It seems that lots of little
- towns I have driven through have their courthouse (if
- they're the county seat) very prominent in the center of
- town.
- (Steve Rodrigues)
- 35) Another "outside world" suggestion: be able to compete
- with your neighbors for industries.
- (Steve Rodrigues)
- 36) Other utilities, such as telephone, TV, and radio
- stations.
- (Steve Rodrigues)
- 37) The ability to save cities as .PCX, .BMP, or .GIF files.
- (Fred Chang: fchang@delphi.com)
- 38) In addition to the terrain editing mode, an icon editor
- that would allow you to design buildings and icons. Say,
- a condo that looks like one in your area.
- (Fred Chang)
- 39) Bookmarks. I'd like to be able to assign, say, five
- bookmarks and jump directly to them.
- (Dave Lartigue)
- 40) Track popularity on the graph so you'd know what was
- going on at times when your popularity was up or down.
- (Dave Lartigue)
- 41) Recycling Plants, which of course would help somewhat
- with pollution and, in the future, Air Treatment Plants.
- Expensive, but they cut through the smog.
- (Dave Lartigue)
- 42) After, say, 2200, have a Spaceport in addition to Air-
- and Sea-.
- (Dave Lartigue)
- 43) Ferries as alternatives to bridges. You'd need one on
- each bank, fairly close to each other.
- (Dave Lartigue)
- 44) Underwater tunnels.
- (Dave Lartigue)
- 45) A driving add-on which would allow you to drive (or fly!)
- through your city.
- (M.J. Bluett?: mj.bluett@ic.ac.uk)
- 46) In real life electric (and telephone) wires run parallel
- with roads. Why can't we have this? You would be able to
- select a road, road with power, with water, or with power
- and water. There is no need to take up two tile widths
- for both out to the SimAirport, for example. Bridges and
- tunnels should have this capability too. And while I'm at
- it, subways and rail, too, should conduct power.
- (Karen Todd: ktodd@census.gov)
- 47) Until the aforementioned recycle plants become availble
- in time, trash dumps should be considered. (I know,
- pretty yucky idea, but it's realistic.)
- (Karen Todd)
- 48) I miss the hot keys from SC classic. I know B for
- bulldoze still works, but how about p==power, t==train,
- s==subway, r==roads, w=water, etc.. Maybe even command-p
- for power plants, command-t for train stations,
- command-s for subway stations, etc. You get the idea.
- (Karen Todd)
- 49) Why do Sims complain so much about polution and *have* to
- live close to work? They should be smarter than that.
- Maybe if the eq is high, Sims would live farther away and
- take the subway, if the eq is low, they'd have to live
- close and drive.
- (Karen Todd)
- 50) One thing I've always wanted was an increase in the
- problem of land competition -- especially agricultural/
- suburban. So -- "Farm" zones that are *extremely* cheap
- to build (or just pop up on their own), are extremely low
- density, but something bad happens to you (popularity?
- inflow of new residents falls? I dunno) when you get rid
- of them. Or you have to pay extra to re-zone them
- (bribery + eminent domain). I guess I like the early
- stages of the game, and would be willing to see more
- detail -- dirt roads, for example, or county courthouses,
- and stuff that survives without electricity (like the
- aforementioned farm zones) Or the chance to build a 21st
- century agrarian community powered by windmills with
- electric cars on dirt roads.....SimCommune!
- (Stanley Chin: chins@vrinet.com)
- 51) Golf Courses. I'm a golf addict and I want my Sims to
- be able to play as well. I usually give my Big parks
- names of famous golf courses but it would be nice to see
- some bunkers and water surrounding freshly cut grass..
- ("Eagle": blake@calvin.se.fit.edu)
- 52) Country Estates. Historically, rich folk are the ones on
- the outskirts of the city (the enclaves may get swallowed
- up, but that's another story). If you build/zone
- residential stuff really far away from the center of
- town, maybe we could have a step up from luxury homes and
- have the estates of the "ultra-rich": huge, sprawling
- things. Anyone who's ever visited River Oaks in Houston,
- or Chappaqua in Westchester County, NY, or Heart
- Castle in California, will have an idea what I'm talking
- about. (This is the "filthy rich beyond imagining" type
- of people.)
- (Steve Rodrigues)
- 53) Post Offices as government buildings.
- (Simon Leung: sngpit.dnet!leung@turtle.fisher.com)
- 54) Highways on the ground, instead of always in the air.
- (Simon Leung)
- 55) Time flies when you're having fun! How about a Clock in
- the Title Bar?
- (Dave Lartigue)
-
- A-7 Appendix 7 (SC2K Description)
- This Text File was created by Sally Vandershaf, edited by
- Peter Alau, with additions by Chrispy Squid and posted by the
- dudes at Maxis.
-
- SIMCITY 2000, THE ULTIMATE CITY SIMULATOR
- Product Name: SimCity 2000, The Ultimate City Simulator.
- Price: $69.95 SRP.
- Availability: Fourth quarter 1993 for IBM/DOS and Macintosh
- versions.
- Company: Maxis
- 2 Theatre Square
- Orinda, CA 94563
- Main: 510/254-9700
- Fax: 510/253-3736
- Customer Service: 800/33-MAXIS
- Tech Support: 510/253-3755
- Preliminary IBM/DOS: 386 or above; MS-DOS 3.3 or
- Requirements: above; 4MB RAM; hard disk; mouse;
- extended VGA mode, 640 x 480 (256
- colors). Supports AdLib, Ad Lib Gold,
- Sound Blaster, Roland MT-32, Roland MPU
- 401, Pro Audio Spectrum and 100%
- compatibles.
- Macintosh: LC, Performa, II, Centris and Quadra
- series; Color Classic; PowerBook (160,
- 165c, 180, 180c, Duo 210, (230); System
- 7.0; 4MB RAM (2.5MB RAM free); mouse;
- hard disk; 256 color monitor.
- Disk Size: IBM/DOS: 3 1/2" high-density with 5
- 1/4" high-density disks available from
- Maxis.
- Macintosh: 3 1/2" high-density.
-
- WHAT IS SIMCITY 2000? Incorporating four years of customer
- suggestions, SimCity 2000 combines dozens of new features and
- stunning three-dimensional graphics with the intuitive
- interface and engrossing gameplay that made the
- original SimCity (which has been re-christened "SimCity
- Classic-The Original City Simulator",) so successful. Current
- SimCity Classic players will be able to start playing SimCity
- 2000 immediately, using just the features that are familiar
- from the original game. As players learn the new features of
- SimCity 2000, they will become more proficient mayors. Here's
- a sample of what SimCity 2000 lets players do:
-
- -Modify terrain with mountains, forests, rivers,
- streams, waterfalls, and bays.
- -Zoom into the city at three levels of magnification,
- and rotate the three-dimensional model of the city
- 360 degrees for more realistic perspectives.
- -Place new structures-schools, universities,
- libraries, museums, zoos, hospitals, prisons,
- marinas, freeways, bridges-as well as the original
- SimCity services, with updated graphics.
- -Dig underground tunnels and subways and lay pipe for
- transporting water.
- -Import cities from SimCity Classic into SimCity
- 2000.
-
- Target Audience: SimCity 2000 is targeted to current owners
- of SimCity Classic and other Maxis "Sim" games, as well as
- high-end computer owners who may not already own a Maxis
- game, but are interested in sophisticated, open-ended
- entertainment software. SimCity Classic, which has been a
- consistent best-seller since its introduction four years ago,
- now includes a terrain editor and support for popular sound
- cards. SimCity Classic's simplicity makes it a natural for
- customers who are new to the computer game category, and want
- an easy and fun introduction to gaming before advancing to
- more intricate simulations.
-
- Design philosophy: Like all "Sim" games, SimCity 2000
- enables players to challenge themselves to meet their own
- goals, rather than goals artificially imposed by the game's
- design. Our purpose in designing SimCity 2000 was to make it
- as easy to use as the original SimCity was, but at the same
- time to incorporate user suggestions and many of the things
- we had to leave out of the original SimCity because of
- hardware constraints. For example, we added underground
- infrastructure (subways, water pipes, tunnels) and a much
- more detailed economic model. In essence, we tried to bring
- SimCity 2000 a lot closer to reality, with 3-D graphics
- that enhance the feeling that the city is real when you're
- working with it.
-