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- SimCity2000 Technical Info v1.8 rev. 7/2/94
- Maintained by: Kevin Endo
- Please send corrections, additions, questions,
- etc. to me at: thx@netcom.com
- Current versions of this file are stored at:
- ftp.netcom.com /pub/thx/SC2KINFO1.8.txt
- This directory also has SC2K cities and utilities.
-
- New items to this version have a plus to the left.
- Some sections have been remove and placed in stand-alone
- files. MacProblems.txt, DOSProblems.txt, and Suggestions.txt
- are available at ftp.netcom.com in /pub/thx/info.
-
- INDEX
- 0.0 DESCRIPTION
- 1.0 GENERAL (General questions about the game)
- 2.0 TOOLS (Zoning, transportation, water, city services)
- 3.0 BUDGET + OTHER WINDOWS (Taxes, ordinances, etc.)
- A-1 Appendix 1 (Solving City Problems)
- A-2 Appendix 2 (Adjusting Difficulty/Handicapping)
- A-3 Appendix 3 (Making Your Own Scenarios-MAC)
-
- 0.0 DESCRIPTION
- SIMCITY 2000, THE ULTIMATE CITY SIMULATOR
- Product Name: SimCity 2000, The Ultimate City Simulator.
- Price: $69.95 SRP.
- Availability: Now 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.
-
-
- 1.0 GENERAL
- 1.1 Misc.
- ------------------------------------------------------------
- 1.1.1 (MAC) Will SC2K run on a PowerPC Macintosh? What about
- a native mode release?
- Chris Weiss writes:
- "I dont remember if SC2k works in emulation mode on the
- Power PC, I think it does. I do know that we have a compiled
- working version that does run in native mode (and rockin'
- fast, I must say), but I do not know what our plans for
- releasing it are."
- From the June 1994 issue of MacUser:
- "Here are a few recently announced Power Mac Programs:
- Fun. In it's native mode, Maxis' SimCity 2000 city simulator
- will have a snappier user interface, and you won't have to
- leave a city running overnight to see the effects of your
- planning."
- +I believe that they are trying to get it out around late
- July 1994.
- 1.1.2 Where can I get the v1.1 updater?
- (MAC) The updater is available at the following ftp sites:
- spider.navsses.navy.mil in /Joe 240/pub/game/sc2k
- ftp.netcom.com in /pub/maxis
- sumex-aim.stanford.edu in /info-mac/game/Commercial
- (DOS) There is no v1.1 update for the DOS version of
- SimCity2000 at this time.
- +Chriss Weiss writes:
- "The SimCity 2000 DOS Patch is in the works. The original
- SimCity 2000 DOS programmer left Maxis, which has been a
- major setback. In addition, one of the major "bugs" is an
- incompatiblity in the DOS extender, which is licensed code,
- and they're still working on a fix for it. When the patch
- becomes available, an announcement will be made on this list
- and the various PC games forums."
- 1.1.3 (MAC) I've installed the updater, but my old cities
- still have the same bugs.
- 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.)
- 1.1.4 Where's the SimCity 2000 ftp site?
- There are two, spider.navsses.navy.mil in /game/sc2k and
- ftp.netcom.com in /pub/thx.
- 1.1.5 How do I get on the Sim mailing list?
- 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
- 1.1.6 Can I get back issues of the Sim mailing list?
- These are available at ftp.cisco.com in /abochann.
- 1.1.7 Does Maxis have an E-Mail address?
- You can reach e-mail technical support at
- support@maxis.com or maxis@aol.com
- 1.1.8 Where can I get a demo of SimCity2000?
- Anonymous ftp to ftp.netcom.com in /pub/maxis
- SC2KDEMO.ZIP is a slide show for DOS.
- SC2KDEMO.SEA is a slide show for Mac.
- 1.1.9 How do I log on to the Maxis BBS?
- The phone number is (510) 254-3869. (8-N-1)
- 1.1.10 Can I upgrade from the old Sim City?
- No, I don't think so. SC2K is, pretty much, a totally
- different product.
- 1.1.11 What Usenet newsgroups talk about SimCity2000?
- comp.sys.mac.games, comp.sys.ibm.pc.games.misc,
- and comp.sys.ibm.pc.games.strategic.
- 1.1.12 Is there an upper limit on population?
- (MAC v1.0 and DOS) Yes. Only arcologies that have are
- represented by a microsimulator contribute to
- population - so, the theoretical maximum is somewhere
- around 9.1 million.
- (MAC v1.1) Well, if launch arcos didn't launch, you'd be
- able to fill a map with 961 launch arcos, which equals about
- 62.5 million. However, since launch arcos DO launch in this
- version (at about 340), this route will only get you to
- about 22.1 million. Now, if you fill the map with Plymouth
- Arcos, you should be able to get up to about 52.9 million.
- 1.1.13 Are there any books out about SimCity2000?
- I know of four, so far:
- * Daniel A. Tauber and Brenda Kienan have written
- "SimCity 2000 Stategies and Secrets" (Sybex, 300
- pages,ISBN 0-7821-1518-7, $14.99.)
- * Nick Dargahi and Michael Bremer (who wrote the
- SC2K manual) have written "SimCity Power, Politics,
- and Planning.
- (Prima, 421 pages, ISBN 1-55958-192-1, $19.95)
- * Johnny L. Wilson and Peter Spear have written "The
- Official Sim City 2000 Planning Commision Handbook"
- (Osborne McGraw-Hill, 218 pages,
- ISBN 0-07-881950-4, $19.95)
- * Jason R. Rich has written "Sim City 2000 City Design"
- (Compute Books, 152 pages, ISBN 0-87455-300-8, $21.95.)
- Comes with a disk of sample cities for the DOS version and
- you can send the disk back to the publisher to exchange it
- for the Mac version.
- 1.1.14 What is this SimCity CD-ROM I've heard of?
- Well, it's an expanded version of the old game, NOT
- SimCity2000. And its put out by Interplay, not Maxis.
- The DOS version is currently in stores - I am
- not certain what the plans are for Mac release.
- 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!"
- - 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
- 1.1.15 How is the Australian version of SC2K different?
- 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 60,000 people, you get the
- Sydney Opera House. A patch for the Australian
- version will be available shortly."
- +1.1.16 Are there special versions for other countries?
- No, not as far as I know.
- +1.1.17 Can I edit buildings, or add new ones?
- No, not now, but Maxis does have plans to introduce an
- add-on that will make that possible.
- +1.1.18 Can I expect any other new things from Maxis?
- Chris Weiss writes:
- "SimCity 2000 Windows is coming along slowly, expect it to
- hit the shelves in October/November (hopefully). SimCity
- 2000 Amiga will be available in August or so, but only in
- Europe. SimTown looks WAY cool, it'll be a fall release on
- Mac CD-ROM with a PC version (haven't decided if it'll be
- DOS or Windows) on CD-ROM a few months behind. Also keep an
- eye out for SimCity 2000 Scenarios Volume II - Cities Of The
- World later this year - it'll be pretty groovy with 10 or so
- real-world cities and (hopefully) a few custom buildings in
- each."
-
- 1.2 Cheats, Bonuses, and other Secrets
- ------------------------------------------------------------
- 1.2.1 How do I get more money?
- (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.
- (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.
- (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.
- 1.2.2 (MAC v1.1) Where did the new cheat come from?
- 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!"
- 1.2.3 Why aren't all of the cheats the same?
- Apparantly, the programmers have decided that users enjoy
- looking for the cheat, thus they intend to change it with
- each version.
- 1.2.4 Are there any other secret words?
- 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.
- (DOS) In addition to the above Mac codes heck, darn, damn,
- test, and memy work on the DOS version. porn does something,
- too.
- 1.2.5 Is there any other way to get lots of money?
- +On a new city, type fund and get a 25% bond. Do it again.
- Then take out a regular bond at .% interest. This will roll
- over some internal counters and give you interest instead of
- taking it away.
- 1.2.6 What is the Launch Arco secret?
- (MAC v1.0/DOS) 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
- 50 of them though. It really isn't as exciting as you might
- think...
- 1.2.7 What are the city bonuses, and when do I get them?
- Mayor's House 2,000
- City Hall 10,000
- Statue 30,000
- Military Base 60,000
- Braun Llama Dome 90,000
- Arcologies 120,000
- 1.2.8 There's something flying around my city, and it's
- not a helicopter or an airplane.
- 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.
- 1.2.9 There's something swimming around in my ocean!
- Well, that's a Nessie. Nessie appears when you build
- marinas. Apparently Nessie likes to eat sailboats.
- 1.2.10 How do I shoot down the traffic helicopter?
- Click on it with the centering tool.
- 1.2.11 Why does Maxis have to be obsessed with llamas?
- Maxis is obsessed with many things. Llamas don't have
- copyright lawyers.
- 1.2.12 Why are the number of bungee jumps and weddings the
- same at the Braun Llama Dome?
- 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 cupon 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!' :)"
- 1.2.13 It seems like my statue is always made of bronze. Am I
- doing something wrong?
- No, the statue is always made of bronze.
-
- 1.3 Arcologies
- ------------------------------------------------------------
- 1.3.1 The newspaper just reported that some other city has
- built an arcology. Why can't I?
- Once arcologies have been invented, you must have a
- population of 120,000 in order to build them.
- 1.3.2 What do I need to do to improve the conditions of my
- arcologies?
- Place some parks nearby to increase property value, build a
- police station, add water and power. This ought to give you
- an A+ rating.
- 1.3.3 Do I need to add water and power to launch arcos too?
- 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.
- 1.3.4 What do conditions have to do with anything, anyway?
- I would assume that arcos that have a higher grade will grow
- faster.
- 1.3.5 What do people do in these arcologies?
- 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.
- 1.3.6 Is there any way to fill up arcos fast?
- Let the arco sit without power until the next January.
- When January comes around, the bad conditions should
- cause the arco population to go down - but, since
- it's already at 0, it rolls around to 65k. When
- another January comes around, the population should
- go down to the proper max level for the arco.
-
- 1.4 Weather
- ------------------------------------------------------------
- 1.4.1 Why should I care about the weather?
- Weather affects the output of water pumps, solar plants,
- wind power, and influences the likelihood of riots and
- fires.
- 1.4.2 The weather icon shows a tornado. Should I be
- worried?
- 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.
-
- 1.5 Terrain Editor
- ------------------------------------------------------------
- 1.5.1 How do I get rid of trees?
- With the tree or forest tool selected, press shift.
- +1.5.2 How do I make floating tiles?
- Floating tiles are created by making slope tiles disappear.
- First place drops of water on each slope tile you want to
- get rid of (make them into waterfalls.) Then, click on the
- raise water level button until the all of the waterfalls are
- under water. Then, lower the water level. Presto. This
- technique can be used to create floating roadways and sunken
- highways.
-
- 1.6 Military Bases
- ------------------------------------------------------------
- 1.6.1 When should I get a military base?
- When your population reaches 60,000
- 1.6.2 My population is more than 60,000, why haven't I
- been asked for a military base?
- (MAC) You won't be asked for a base if you use the ptga
- cheat.
- 1.6.3 Why should I have a military base?
- 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.
- 1.6.4 How big is a military base?
- Air force and army bases are 8 X 8 tiles.
- (I don't know what the exact size of navy bases are.)
- 1.6.5 Why does the military say they can't find a suitable
- site for a base?
- 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.
- 1.6.6 Will the military ever ask me to grant land for a
- base again?
- No. Only once.
- 1.6.7 How do I get rid of a military base?
- You'll either have to use the raise terrain or lower
- terrain tool.
- 1.6.8 Why does the air force dispatch tanks to disasters?
- There's only one icon (a tank) for all military.
- 1.6.9 How do I get missile silos?
- I have no idea. I've been actively trying for a while and
- have had no luck.
-
- 1.7 Disasters
- ------------------------------------------------------------
- 1.7.1 How do I put out fires?
- 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.)
- +Also, you can pause the game and bulldoze structures that
- are next to fires.
- 1.7.2 How do I make the monster go away?
- +I don't think you can. Just follow it around and try to put
- out any fires it makes as soon as it does it.
- 1.7.3 What other disasters are there?
- Meltdown, Microwave Oops, Pollution, Fire Storm, Mass Riots,
- Major Floods, Toxic Spill, Volcano.
- 1.7.4 Hey, why is the monster making wind generators?
- Chris Weiss writes:
- "The Monster is not neccisarily 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."
- 1.7.5 What do I do about floods?
- 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.
-
- 1.8 Bugs
- ------------------------------------------------------------
- 1.8.1 Why do some of my police stations tell me how many
- arrests have been made, while others don't?
- 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.
- 1.8.2 (DOS) Help - my city is being overrun by churches.
- Graham Crk writes:
- "I can tell you that when I spoke with SC2k's lead IBM
- programmer, Jon Ross, he told me that he programmed this
- easter egg to occur whenever you type the word "damn." After
- that all residential zones will develop as churches. You
- should be able to defeat this bug-like easter egg by quiting
- and restoring the game."
- +1.8.3 (MAC v1.0/DOS) Why can't I ever get my population over
- about 9 million?
- In the above versions, arcologies that aren't represented by
- microsimulators do not count towards population.
- +1.8.4 (MAC) When I try to look at a newspaper, the game says
- that the newspapers are on strike.
- I believe this has to do with memory limitations. Try saving
- your game, quitting, and starting over.
-
- 1.9 Scenarios
- ------------------------------------------------------------
- 1.9.1 How do I beat the scenarios that come with SC2K?
- 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."
- 1.9.2 How do I get more scenarios?
- The first scenario pack should be in stores now.
- courtesy of Dave A. Lartigue:
- 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.
- The SRP on this puppy is $19.95.
- The cities and the associated disasters are as follows:
- San Francisco Earthquakes/Fires
- Atlanta Monster
- Portland Volcano
- Silicon Valley Microwave Oops
- Washington D.C. Riots
- Manhattan Meltdown
- Davenport Flooding
- Chicago Pollution
- Malibu Firestorms
- Homestead Hurricane
- 1.9.3 How do I make my own scenarios?
- (DOS) There doesn't seem to be any easy way to create
- scenarios for the DOS version. I believe Nick Dargahi's
- book may explain how.
- (MAC) See Appendix 3 below.
-
-
- 2.0 TOOLS
- 2.1 Bulldozer
- ------------------------------------------------------------
- 2.1.1 Should I buldoze abandoned buildings?
- You can, but it's not necessary. Sims will build over
- abandoned buildings, although, abandoned buildings lower
- property values.
- +I also believe that the level of unemployement is directly
- related to the number of abandoned buildings. Look at a city
- with high unemployemnt. See what happens to the unemployment
- level if you bulldoze all of the abandoned buildings.
- 2.1.2 Do I have to buldoze rubble?
- No. Sims will build over rubble.
- 2.1.3 Is there any way to bulldoze large areas at a time?
- No. Although you can destroy a few buildings at a time using
- raise terrain tool.
- 2.1.4 Is there a way to get rid of lots of rubble?
- 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 The sims complain when I try to bulldoze some
- forest. Should I pay any attention to them?
- I don't think it'll do you any harm to ignore them.
-
- 2.2 Landscape
- ------------------------------------------------------------
- 2.2.1 How do I make waterfalls?
- Place water on a slope.
- 2.2.2.What's the magic eraser?
- 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 Can I make a deep river at higher elevations?
- 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 Does the water tool make fresh water or salt water?
- (MAC) Fresh water.
- (DOS) The water tool seems to make fresh water half the time
- and salt water the other half.
-
- 2.3 Power
- ------------------------------------------------------------
- 2.3.1 Do undeveloped zones conduct power?
- 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 What type of power plant should I use?
- 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.
- Output Pollut.
- Eff. (16 tiles) Level Comments
- Fusion $16/MW 2500 80
- Micro $17.5/MW 1600 0 Possible disaster
- Hydro $20/MW 240 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 Isn't it kind of like cheating to use hydro power?
- 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 My power plants seem to last forever.
- 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 Why don't hydro plants and wind power have to be
- replaced every 50 years?
- 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 Why should I use wind power?
- 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 Do I have to use raised wires to run power across
- water?
- 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 bridge 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 How effective is a water pump?
- 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 Should I build water towers?
- 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 Why aren't the pipes under my towers filled with water?
- The pipes turn blue when the tower fills with water. For
- every 10,000 gallons, one pipe will turn blue.
- 2.4.4 What good is a water treatment plant?
- 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 How effective is a desalination plant?
- 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.
- I suggest that you place a few along the ocean, away
- from the edges.
- 2.4.6 What types of water will help a water pump?
- 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 I've built several pumps on the edge of my city,
- but all the water seems to be going to the center.
- 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 Where do I need to build pipes?
- 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.
- +Some people feel that a structured system of water mains
- helps the performance of a water system.
-
- 2.5 Road + Rail
- ------------------------------------------------------------
- 2.5.1 How much road do I need?
- 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 Why should I use rail instead of a subway?
- Rail is cheaper, and, supposedly, has a greater positive
- impact on heavy industry.
- 2.5.3 How do bus stations work?
- Place bus stations at busy intersections to reduce traffic
- at that intersection.
- Bus stations also seem to stimulate growth (without adjacent
- roads) to some extent.
- 2.5.4 How do you build a reinforced girder bridge?
- 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 What's the difference between a highway bridge and a
- reinforced bridge?
- Highway bridges don't allow ships to pass, but are cheaper.
- 2.5.6 What's the difference between causeways, raising
- bridges, and suspension bridges?
- 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 How does my transportation system affect growth?
- 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 Is there an annual charge for bus depots?
- 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 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?
- Well, actually, work has to be next to the road. (See next
- question.)
- 2.5.10 Why do some zones develop away from a road, and others
- don't?
- 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 Do I need 2 or 4 onramps at each road-highway
- intersection?
- 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 Why can't I build onramps?
- 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 Why can't I put highways where I want them?
- 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
- 2.5.13 Do sub/rails do any good?
- Apparently not. They seem to be only for show. Zones
- connected in the following fashion do not seem to develop:
- R R R R I I I I
- R R D D = = = = + ~ ~ ~ ~ s I I I
- R R D D I I I I
- R R R R I I I I
- where R = res, I = ind, D = rail depot,
- s = sub depot, = = rail, + = sub/rail, ~ = subway
-
- 2.6 Ports + Connections
- ------------------------------------------------------------
- 2.6.1 I've zoned a port - why do they keep complaining?
- They won't stop complaining until either a runway or pier
- has been built.
- 2.6.2 What is the smallest size of zone for an airport?
- 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 Why won't my airport grow?
- I don't know. Results seem to vary from person to person.
- Just keep trying to zone more airport tiles. Sometimes Sims
- have difficulty building over airport tiles that have power
- lines on them.
- +There might be a problem if there's no place to put a runway
- without planes being blocked.
- 2.6.4 Does my airport need to be connected to water pipes or
- transportation in order to grow?
- No. An airport only needs connection to power.
- 2.6.5 Does my city have to be a certain size before an
- airport can be built?
- 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 Why do I keep having air crashes?
- 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 I've zoned a seaport, why won't piers develop?
- Well, I think that a pier needs to be able to extend out
- over water that's at least 150 feet deep.
- +Also, try zoning more seaport, away from the water. More
- piers seem to develop when non/pier structures are allowed
- to be built.
- 2.6.8 Exactly what effect do seaports and airports have,
- anyway?
- 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 What does it mean when connections are requested?
- 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 What does the number on the connection sign mean?
- That's the distance to your neighbor.
- 2.6.11 Why is it possible to build a connection to the ocean?
- I don't know.
- 2.6.12 I've built plenty of connections, but they keep asking
- for more.
- They may want you to build highway or rail connections.
- 2.6.13 Just how useful are connections, anyway?
- 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 What kinds of residential zones are there?
- 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 What's the difference between light residential
- heavy residential?
- Light residential is cheaper and will only allow 1 X 1
- buildings.
- 2.7.2 Why should I use light residential?
- 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 Why should I use heavy residential?
- 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 How do I encourage my sims to build 3 X 3 buildings?
- 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 Can I get rid of all these churches?
- 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 What kinds of commercial zones are there?
- 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 What kinds of industrial zones are there?
- 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 What are the relative effects of education zones?
- The manual says that you need 1 school for every 15,000
- people in order to increase EQ to 90. This does not seem
- correct, however. I don't think you can get EQ to 90 even
- if you have twice this many schools.
- 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 Does it matter where I put educational zones?
- No, educational zones do not need proper access to
- transportation to be effective. Educational zones do
- increase land value, though.
- 2.10.3 What EQ is average?
- The manual says that the SimNation EQ average is 100.
- Although, the average age of sims that move into your city
- is around 83.
- 2.10.4 My EQ doesn't seem to ever go above 100.
- 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 I just put in a school but it still says 0 student,
- and 0 teachers. Why don't they use the school?
- 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 Do police stations and fire stations need to be placed
- next to roads?
- No, apparently, police and fire power is not effected by
- proximity to transportation.
- 2.11.2 Do I need prisons?
- 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 Should I worry about the number of escapes from my
- prison?
- 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 How many policemen or firefighters should I be able
- to dispatch?
- 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 Do hospitals need road access?
- I don't think they do.
- 2.11.6 How many hospitals do I need?
- The capacity of each hospital is 25,000, although, they will
- have a higher grade at half capacity.
- 2.11.7 Do I really need a high LE?
- 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 What are all these things for?
- Small parks and Large parks increase land value. Zoos,
- stadiums, and marinas increase residential demand and
- improve tourism.
- 2.12.2 Can I build a marina in the middle of land?
- 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 Why do my sports teams always lose?
- Hmmm, bad coaching?
- 2.12.4 Is there any value in having empty space?
- Property that borders empty space seems to have a higher
- property value.
- 2.12.5 Who is Captain J. Scirica? He seems to be captain of
- all the yachts in the marinas.
- Chris Weiss writes:
- "Joe Scirica is the Vice President of Product Development at
- Maxis. First Light is the name of his boat that can be seen
- racing around San Fransisco Bay almost every weekend."
-
-
- 3.0 BUDGET + OTHER WINDOWS
- 3.1 Property Taxes
- ------------------------------------------------------------
- 3.1.1 How much should I set property taxes at?
- 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 How is property tax revenue figured?
- 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 Does property value have anything to do with tax
- revenue?
- 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 Why do ordinances get passed when I'm not looking?
- 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 I'm running out of money. Should I take out a bond?
- 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 How many outstanding bonds can I have?
- There is a maximum of 50.
- 3.3.3 What determines the interest rate of the bond?
- 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 What determines my credit rating?
- I believe that it's a combination of city value and
- outstanding debt.
-
- 3.4 Map
- ------------------------------------------------------------
-
- 3.5 Graphs
- ------------------------------------------------------------
- 3.5.1 How is traffic measured?
- 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 How is pollution measured?
- 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: (approx. pollution level)
- coal plant - 3400/oil plant-1680/gas plant-610/
- nuclear plant-80/fusion plant-80
- Plymoth Arco-1630/Launch Arco-960/Darco-735/Forest Arco 610
- prison-610/stadium-240
- airport:runway-125/hangar-35/tarmac-30/
- parking lot-10/building-1
- seaport:crane/pier-110/cargo yard-84/
- loading bay-10/warehouse-1
- rail depot-15/bus depot-10/sub station-1
- treatment plant-5/water pump-1
- Industrial:(1X1-10)-3/(2X2-80)-150/(2X2-120)-250/
- (3X3-360)-?
- traffic-?
- 3.5.3 What do the power% and water% numbers mean?
- This is an inverse percentage of usage - the amount of power
- or water that you have surplus.
- 3.5.4 How is unemployment figured?
- 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 Can I change all of the tax rates at once?
- In the city industry window, you can change all of the taxes
- rates at once by holding down the option key.
- 3.7.2 Which industries need high EQ?
- Very High EQ - Aerospace
- Electronics
- High EQ - Petrochemicals
- Automotive
- Good EQ - Finance
- Media
- 3.7.3 Which industries pollute?
- Heavy Pollution - Steel/Mining
- Textiles
- Petrochemicals
- Automotive
- Mild Pollution - Food
- Electronics
- Tourism
-
- 3.8 Neighbors
- ------------------------------------------------------------
- 3.8.1 Can I change the names of my neighbors?
- (MAC) Not easily, if at all. You would probably have to
- alter your copy of SC2K with ResEdit. If you do this, be
- sure to not do it on the original.
- 3.8.2 What other names are possible?
- 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.
- 3.8.3 Where do these names come from?
- Well, Hoek Creek and Stimpleton are from the Nickelodeon
- animated series Ren and Stimpy. Krighton, Cats Corner,
- Rimmer, and Lister are from the British science-fiction
- comedy Red Dwarf.
- Graham Wills writes:
- "It appears that the designers liked a slightly obscure
- British TV series - Blake's Seven. Several of the town names
- are characters or places from the series:
- Aurac A planet of rather pathetic telepaths
- Blake A leader and hero.
- Villa A thief. A very good thief
- Serviland from "Servilan", a rather attractive villainess
- Avon A computer expert and anti-hero
- Jenna A smuggler and pilot."
-
-
- 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
- * Destroy parts of airports that aren't runways
- * Destroy parts of seaports that aren't piers
- 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
- * Bulldoze large industrial buildings
- Unemployment
- * Bulldoze abandoned buildings
- * 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 (Making Your Own Scenarios-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
-
- *DISCLAIMER*
- Under no circumstance including negligence, shall I (K.K.Endo)
- be liable for any incidental, special, or consequential
- damages that result from the use of the information contained with
- this file.
-
-
-