SimCity 3000




SimCity 3000

Developer:Maxis Genre:Simulation Release Date: Download Games Free Now!

About The Game

SimCity 3000 is a stable, attractive, finely balanced game with just enough new features to satisfy veterans of the series. This is the latest version of this famous god-sim game, where you take the role of mayor of your city.

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SimCity 3000

SimCity 3000 Review

By Jimmy Goldstein |

SimCity is one of the oldest and most successful series in the PC gaming world. The original SimCity was launched back in 1989 into a world that had never seen a world building or god games before. The game was a huge financial success and ended up showing up, in one form or another, on a swarm of different systems. Still, in the long run, the biggest measure of a game's success is in the number of other games influenced by its design. In one way or another, Maxis' flagship product has influenced countless titles from early god games like Populous and Civilization to today's latest world-building adventures like Caesar 3 and Alpha Centauri. Meanwhile, Maxis has kept busy refining their product and releasing a new version every few years, from a basic graphics overhaul in SimCity Classic to adding a host of new features in SimCity 2000. Now the company has released their Magnum Opus. With its high level of detail and loads of new features, SimCity 3000 has everything that fans of the earlier games could ever hope for.

For those of you unfamiliar with the series, I hope you're enjoying your new computer. SimCity 3000, like all of the earlier titles in the series, put you in the shoes of a city manager who's task it is to turn an empty plot of land into a thriving metropolis. The tricky thing is, you can't actually force anyone to build anything in your city. While you do have control of municipal construction like police and fire stations, hospitals and schools, the most you can do to encourage commercial, industrial and residential growth is to zone space, supply power and water, and make the city more appealing. As the game progresses, you'll start running into financial problems as you attempt to balance the cost of building and running a city with taxes.

Those of you who have played the earlier games in the series are probably saying to yourself right now, "So what's changed?" Quite a bit actually. First off, the game offers a whole new panel of advisors who offer suggestions on how to run your city better. These advisors cover each of the major facets of city activity Financial, City Planning, Environment, Public Safety, Transportation, Health and Education, and Utilities, so that with a simple click, you can get a rough idea of how things are going for your sims in a particular sphere. Like real advisors though, these appointees tend to think only of their own specific sphere of interest. No one is ever going to tell you that their department is getting too much money, and no one ever thinks that someone else's project is more important than their own. That's your job, sorting out what's important and has to be fixed right away, and figuring out what can wait a while.

There are also a whole host of new city ordinances, covering everything from leaf burning to recycling. The first few times you play the game, you'll be tempted to agree with every petitioner that comes along until you realize that no matter how good their arguments, there's a side to every request that you're not hearing in terms of cost, time, and population happiness (telling people they can only drive their cars every other day is NOT popular with the people). You can ask your advisors for advice on the topic, but a lot of times their self-serving agendas still won't give you the full story. Every ten years or so, you'll have to go in and take a quick look at just how much the various programs are costing you. They may make a few people happy, but unless you've got special deals going with outside agencies you're going to have to raise taxes to pay for everything... and that's going to piss everyone off.

The really big difference between SimCity 3000 and its predecessor is the addition of opportunities and special awards. Every so often, depending on various factors in your city (how intelligent or how healthy your sims are for example) you'll be offered a chance to add a new facility to your city. Some of them are no brainers since the City Hall, or the Arts Center are donated to the city, they don't cost anything and offer significant benefits. Others require quite a bit of thought. The defense contractor will cost your city $75,000 and while offering a great number of jobs to the city, spews pollution everywhere. The Country Club is another dilemma. While it definitely raises land values around it, its $75,000 price tag will have a lot of sims convinced that its nothing more than an expensive waste of space. Best of all are the agencies that will pay your city a certain amount every month in order to house one of their structures. If you're willing to put up with the downsides of a Maximum Security Prison or a Toxic Waste Dump (and there a LOT) certain companies will pay you a substantial fee each month. This is a great way to make money, and if handled correectly won't really cause all that much trouble in the long run. Just remember folks, don't put your Toxic Waste Facility right next to your drinking water pumps. I had to learn this the hard way, and I find that the sims get pretty punchy when their water tastes like kerosene. Other offers like statues and a Mayoral Mansion will be offered up after a certain amount of time or a certain level of success to lucky mayors. Although something like this system was implemented in SimCity for the Super Nintendo, SimCity's version is much, much deeper and will have you dealing with all sorts of checks and balances as you try and craft the perfect city.

Another way to earn cash (or get rid of nasty problems) is to make deals with neighboring cities. A far cry from the somewhat shadowy sister towns of SimCity 2000, which were good for nothing but figuring out how big your population was and exciting commerce, your new city companions have wily mayors of their own who will make deals with you for the purchase or sale of water, power, and garbage. By connecting your cities to others with power-lines (power), pipes (water), or roads (garbage) you create a chance that another city will offer you a deal. Selling your extra power and water or offering to accept other cities' garbage is a great way to earn some extra cash, but obviously puts a increased strain on your infrastructure. The scary thing is, if you decide that you no longer want to deal with another city, or your infrastructure isn't able to deliver on the goods, you'll have to pay a penalty fee that can be downright painful if the deal was for a large amount of cash.

Although most of the basic functions of the game are the same, veterans will notice a few buildings they've never seen before. Like everything else in the game, these structures have a tendency to offer you a solution to one of your problems by making another problem worse. As time goes on, your structures become more efficient, and although more expensive, will tend to offer more benefits than disadvantages. A good example of this can be found when dealing with garbage disposal. In the beginning, you can't do much more than zone large patches of land as landfill. Your citizens' garbage is transported to these dumps where it sits and causes ill will and pollution problems. Soon you'll be given access to the incinerator. This building will let you quit worrying about the eventual overflow of your landfill space (since you're burning the garbage up) but makes air pollution much, much worse. Later in the game you'll be given a chance to open a recycling center. It's clean and it cuts down on the total amount of trash you have to process, but no one wants to live anywhere near it. Worse still, it's really expensive, a harsh reality that may keep a lot of well meaning mayors from ever going eco. Later still, you'll have a chance to build a waste to energy converter. This unit is basically a glorified incinerator, but instead of just trading garbage for pollution, it generates a little electric power as well. Of course, it still dumps a load of pollution into the air and it costs a whole lot, but as I said earlier, nothing's for free in this game.

Artistically, SimCity 3000 is leaps and bounds beyond its predecessor. In addition to a load of new building types that change as the years go buy, you can now zoom in a whole level of detail closer. This new zoom lets you see details previously indiscernible, like sims walking around, garbage trucks going through their rounds and cars wrecked at an intersection. Unfortunately, on computers with less memory, all of this detail starts to bog things down and as your city grows, your simulation will crawl. Worse still, when disasters take place, you'll have to wait for the computer to load 'em up and then wait again while it returns you to your original pace. While those with powerhouse machines probably won't notice any of this, it's pretty important for low-end users to be aware of.

So with all of this said about the new game, the question remains... how much fun is it to play? I think the answer to this question depends in a large part on how much SimCity experience you have. Those who are new to the game will find it endlessly engrossing and can expect months of entertainment value out of the game before they finally get tired of it. Those who have played the previous installments, on the other hand, may find that the game, despite its new additions and look, plays too much like the previous installments to offer them the same sense of wonder they felt on playing the earlier games. Although I was completely spellbound for the first few days of play, I found myself feeling like I had done all of this before fairly quickly. The fact is, SimCity 2000 was so well made that it's a formula that's very hard to improve upon. Because of this, SimCity 3000 becomes little more than a graphics upgrade and scenario pack.

It's hard to fault SimCity 3000 for not falling too far from the SimCity 2000 tree. And let's face it, fans are going to run out and buy this new title simply because they've been looking to recreate the experience that earlier titles offered. Still, in the end, if you're looking for something that's going to keep you as entertained as long as the original games did, you're probably going to be a little bit disappointed with how fast the new car smell of this game wears off.

-- Trent C. Ward

SimCity 3000 Cheats

Press [Ctrl] + [Shift] + [Alt] + C during game. Then enter one of the cheats below in the console window.

  • porntipsguzzardo - "Aha! We Have a Real Pro Here! Try BROCCOLI"
  • broccoli - "Sorry, Money Doesn't Grown On Broccoli"
  • bat - "Da Da Da Da Da Da Da Da Da BAT-man!"
  • scurk - "If You Build It, They Will Come"
  • llama - "Duo Ragazzi's Easter Egg Palace: Old World Charm in a Post Modern Setting"
  • sim - "If You Lived Here, You'd Be A Sim"
  • help - "Dozens Of Hidden News Ticker Reveals; Sims Encouraged To Collect Them All And Amaze Friends"
  • will wright - "What Will He Think Of Next?"
  • erts - "Investment Tip: Buy Low, Sell High"
  • electronic arts - "Not Just Sports Games Anymore"
  • ticker - "[city name] Picayune: The Finest In Scrolling Entertainment"
  • money - "Money Does NOT Grow On Trees, Study Concludes"
  • simcity - "Keep Trying And Maybe You'll Figure It Out"
  • hello - "Greetings Mayor, Your Sims Salute You"
  • mayor - "Mayor [mayor name] brings [city name] To News Ticker Highlight"
  • sc3k - "Mayor Suspected Of Attempting Embezzlement; Ends In Failure"
  • 1234 - "Secret Number Combination Causes Announcement In News Ticker"
  • maxis - "Did you know that MAXIS spelled backwards is SIX AM?"
  • moremoney - "MOREMONEY Not Cheat Code, Research Concludes" message
  • advisor - "Mayor Under Investigation For Possible Embezzlement"

SimCity 3000 Game Walkthrough

                                  SimCity 3000
                               FAQ/Strategy Guide
                           by: Dark Vortex (Quan Jin)
                                  Version 1.1

This guide may be found on the following sites:

[http://faqs.]------------------------------------------------[IGN FAQs]
[]--------------------------------------[Dirty Little Helper]

This guide is copyright 2003(c)Quan Jin

   ---- Table of Contents ----

      1. Introduction...............................................[1000]
      2. FAQ........................................................[2000]
      3. What's New?................................................[3000]
      4. The Toolbar................................................[4000]
      5. Roads and Highways.........................................[5000]
      6. Zoning.....................................................[6000]
      7. Garbage and Water..........................................[7000]
      8. Setting up Education and Police/Fire Protection............[8000]
      9. Landmark List..............................................[9000]
      10. Ordinances List..........................................[10000]
      11. Secrets and Codes........................................[11000]
      12. Version History..........................................[12000]
      13. Legal Disclaimers........................................[13000]
      14. Credits and Closing......................................[14000]

      To find a section quickly, press Ctrl-F and type in either the name
      of the section along with its content number (ie. 1., 2., 3., etc.)
      OR you can use the codes on the far right. Simply type in the
      brackets with the code number to get a jump.

   ---- 1. Introduction ----                                             [1000]

Maxis released SimCity 3000 a few years after their other smash hit, SimCity
2000. It was designed to have some new innovative features along with a great
set of graphics to match. Indeed it was a success. There are only a handful of
games that I can truly call masterpieces but I have to admit, SimCity 3000,
along with the previous games of the same serie, is definitely one of them.

I'm fairly surprised at the lack of FAQs for this game. SimCity 3000 is
definitely not a very easy game to learn about at first and even with the long
manual to boot, there are still many things that you should know before
starting your city. I hope you find this FAQ useful in the least and read on
for the meat of the guide.

The strategy part of this guide is done to the best of my ability. If after
reading through each section thoroughly and you are still confused,  consult
the PDF file manual. One thing I do not like about this game is the lack of
a full tutorial.

   ---- 2. FAQ ----                                                      [2000]


         [Q] Why do they keep complaining about taxes? I'm doing my best
             to keep them at a good amount without losing money.

         [A] The sims can indeed, be very, very annoying at times. Keep
             in mind that as your city grows, your sims will be expecting
             lower taxes and that does make sense. However, sometimes,
             the amount they want actually LOSES you money. If you can't
             comply with the taxes, that's fine. Nothing that bad will
             happen unless you raise it to the highest mark of course.


         [Q] How do you build bridges and tunnels?

         [A] Apparently, Maxis really changed the way bridges and
             tunnels are constructed. Let's do bridges first. To build
             a bridge, stretch a piece of road all the way across the
             body of water you're trying to build over. When you reach
             the other side (still holding the mouse), move the cursor
             around until it turns blue. To build a tunnel, you have to
             have a large hill. You will be recommended to build a
             tunnel meaning you can't do it on your own. :(


         [Q] What are those red things that rioters throw?

         [A] I don't know. Maybe you should ask something that has to
             do a bit _more_ with the game.


         [Q] Does an earthquake have an affect on the actual land

         [A] Yes. That's one of the more bigger things I noticed about
             the disasters. Earthquakes actually leave lines of bumps
             in the land. These bumps therefore destroy whatevers above
             them resulting in the damage. Pretty cool. :D


         [Q] What does aura mean and how do I improve it?

         [A] The dictionary describes it as a distinctive atmosphere
             surrounding a given source but in SimCity, it has grown
             to mean how happy the environment makes your sims. It
             goes up with the creation of parks, police stations, fire
             stations, schools, trees, and the sort. However, pollution,
             garbage, etc. make it go down obviously.


         [Q] Nuclear Power Plant has disappeared from the power plant listing.
             What happened?

         [A] You must've turned on the "Nuclear-Free Zone" ordinance. To gain
             access once again, turn it off. However, be prepared for the
             various protests against it. :P


         [Q] y dont u jus rite liek tihs? its fastr n coolr u nerd.

         [A] I hate you.


   ---- 3. What's New? ----

Despite the relationships between the various SimCitys, there are a few
differences between 3000 and 2000. It's pretty important to understand the
differences before attempting to build a city.

Additions ~
- Landmarks
- One New Disaster (UFO Strikes)
- Major Graphical Change
- Earthquakes have effects on land
- New Way of Building Bridges and Tunnels
- More Detailed Rewards & Opportunities
- Now THREE Levels of Each Zone (Light, Medium, Dense)
- No Need to Connect Water Pipes and Power Lines Everywhere
- The "Meet" Tab
- Trash Disposal

Removals ~
- Certain Disasters Like Floods, Hurricanes, and Airplane Crashes
- Need for Power and Water line connection everywhere (power lines connect long
distances and water pipes don't need to touch everything)
- Arcos (basically giant housing complexes in SC 2000)
- Ability to Use Cities Out of Game (Cities could previously be used in
SimCopter, Streets of SimCity, etc.)

And that's basically it. Contact me if you have something else to say.

   ---- 4. The Toolbar ----                                              [4000]

The toolbar is the large bar on the right and along the bottom with all the
buttons on it. In fact, it's pretty noticeable and you might know what a few
of them do. However, if you can't understand, read on.

Remember that all costs assume you're building on flat land and not on a slope
as that will increase the cost.

Landscape ~

If you wish to change the land, you should go here. There are different options
and you could choose one to use depending on your intentions.

Plant Trees --- This should be pretty obvious. It gives you the ability to
plant as many trees as you wish. If you continue to hold down the mouse button,
you can put multiple trees on one tile. I have heard rumors that trees actually
lower the amount of pollution. Even if it is true, it does very little so I
wouldn't suggest going crazy with it.
Cost: $3 each

Create Surface Water --- Instead of lowering the land to get yourself water,
you can simply create a tile of shallow surface water instead. This is much
easier to use when you want to create water pumps or something as it can help
in organizing them.
Cost: $150 each

Lower Terrain --- You can lower land for a price. Keep in mind that lowering a
piece of land too much will result in water. After all, land can only be
dropped so much.
Cost: No definite amount

Raise Terrain --- If you can lower land, why wouldn't you be able to raise
terrain? Use it to your liking but keep in mind that it eats money quickly.
Cost: No definite amount

Level Terrain --- This is really the only land changing tool I ever really
use. You should use this tool to flatten land and make it easier to build
upon. Select a tile that is the "preferred" height you want your land to be
and drag it over however long a piece you'd like.
Cost: No definite amount

Demolish --- Pretty straightforward. It demolishes whatever you set it upon
lest it be a building, a tree, etc.
Cost: No definite amount

Zones ~

Zones are pretty important when building a city. How can you have development
without spreading residential, commercial, and industrial zones. There are many
other types as well.

Residential --- Your sims will find their new homes in this type of zone. Keep
in mind that you need a way to get to a zone so placing a plot in the middle of
nowhere without roads won't get you any development.
Cost: Light - $10 per tile
      Medium - $20 per tile
      Dense - $50 per tile

Commercial --- Office buildings, stores, and the sort reside in the commercial
zones. They can develop into anything from towering skyscrapers, ice cream
shops, gas stations, and the sort.
Cost: Light - $10 per tile
      Medium - $20 per tile
      Dense - $50 per tile

Industrial --- Businesses flock to the industrial areas where they can build
up whatever they want. At first, they will pollute the air like there is no
tommorow but if you are dedicated, you can throw out those polluting scumbags
and bring in the clean industry a.k.a. the nerds.
Cost: Light - $10 per tile
      Medium - $20 per tile
      Dense - $50 per tile

Landfill --- Yuck, the worst possible choice you can have as trash disposal.
If you can't afford the recycling centers, the landfill is really your only
option. It will fill up as time goes on as well as polluting the air and
driving away any chance of residence nearby.
Cost: $50 per tile

Seaport --- Yep, everyone wants that busy harbor in their fair city. Seaports
are expensive indeed but they can greatly boost your industry. Also, if there
is a neighbor across the ocean, the seaport serves as a connection between you
and them meaning you can make deals with them... although the only deal you
could make is really just trash matters (you can't send water and power on a
ship). If you had not already known, a seaport must be fairly large in order to
grow. Keep in mind that they generate lots of water pollution
Cost: $250 per tile

Airport --- They help industry as well as commercial zones by bringing in
tourists and workers. Like the seaport, it is really rather expensive and
require a certain size to develop. Also, they  generate a lot of air pollution
so watch those residential zones and try not to place them too near.
Cost: $500 per tile

De-Zone --- This is only tool which actually allows you to undo those zones you
don't want to see any more. Remember, you can't de-zone if something has
already developed on top of it.
Cost: $2 per tile

Demolish --- Pretty straightforward. It demolishes whatever you set it upon
lest it be a building, a tree, etc.
Cost: No definite amount

Transportation ~

Despite the obvious roads, you can place many different types of transportation
including, rails, subways, etc.

Road --- The skeleton of any city. Roads allows your sims to move around the
city whether it be going to work or heading to the 90% off sale at Macy's.
Simply put, you need these for your city to be successful. For more insight,
check out the "Roads and Highways" section.
Cost: $10 per tile ($9 if "Tire Recycling" ordinance is enacted)

Highway --- As your city grows, you might see the need for a new transportation
source. Highways can really take the traffic off your roads if you use them
correctly. They are two units wide and pretty expensive for a larger road. You
will need on on-ramps to allow cars to get on the highway by the way.
Cost: Highway - $600 per tile long ($540 if "Tire Recycling" ordinance is
      On-Ramp - $75 per ramp ($68 if "Tire Recycling" ordinance is enacted)

Bus Stop --- Bus stops are probably the lowest form of mass transit as well as
being the cheapest. It's good for a city starting out but eventually, you'll
have to replace them. Also, you must place them by a road so the buses have
something to drive on. No roads, no transit.
Cost: $150 per station

Rail --- The SimRail systems work better than bus stops (no more buses messing
up traffic) but require some extra room for the rails and the rail stations.
A step up from the regular bus stop but you'll want to replace it later on.
Cost: Rail - $10 per tile
      Train Station - $250

Subway --- Pretty simple to understand obviously. Subways are below the ground,
therefore making them the most efficient mass transportation type. However,
they are definitely the most expensive form of mass transit and the monthly
cost can be pretty hefty. However, most large cities almost _need_ an adequate
subway to develop more.
Cost: Subway Rail - $150 per tile
      Subway Station - $500

Subway to Rail Connection --- Sadly enough, I never seem to use this. I'd
rather prefer to have all subway than half and half. This construct allows
already existing rail tracks to go below to the subway there. It can be useful
if you use it correctly.
Cost: $500 each

Demolish --- Pretty straightforward. It demolishes whatever you set it upon
lest it be a building, a tree, etc.
Cost: No definite amount

Utilities ~

Water, garbage disposal, power stations, all your mechanical and utility needs
are right here.

Power Lines --- The power line system of SimCity 2000 has changed. Now you only
need power lines to connect long distances instead of having to connect them
everywhere you go. The buildings are capable of giving power to any other
building within two tiles which makes life that much easier. :P
Cost: $5 per tile

Power Plants --- There are many different kinds and you'll have to choose which
one is best for you and your current city. These descriptions are taken from
the game.

       1) Coal Power Plant (6,000 MW-h)
              - Coal Plants are a common and economical source of electricity,
                but generate large amounts of pollution. Site them as far as
                possible from residential zones.
                Cost: $5,000

       2) Oil Power Plant (7,000 MW-h)
              - Oil Power Plants are slightly cleaner than Coal Power Plants
                and provide a little more power. They also cost a lot more.
                Cost: $8,500

       3) Gas Power Plant (3,000 MW-h)
              - Natural gas is much cleaner than coal, but also much more
                expensive. You will need two of these Gas Plants to produce
                as much power as one Coal Plant.
                Cost: $4,500

       4) Nuclear Power Plant (16,000 MW-h)
              - Nuclear power is clean and inexpensive, if you can afford the
                initial investment. Unfortunately, there is always the risk of
                a deadly meltdown. Keep an eye on power usage.
                Cost: $20,000

       5) Wind Mill (200 MW-h)
              - Wind power is very clean, but you will need hundreds of them to
                power even a small-sized city. They can only reach their
                potential power output capacity when placed on the tops of
                Cost: $250

       6) Solar Power Collector (5,000 MW-h)
              - Solar power is very clean, but on the expensive side. You will
                need many of these plants to power a medium-size city.
                (author's note: Don't use these. Solar plants are a great
                example of a money waster)
                Cost: $15,000

       7) Microwave Power Plant (14,000 MW-h)
              - Sattelites beam down concentrated solar radiation. Microwave
                Power doesn't provide as much power as a Nuclear Plant, and is
                much more expensive, but there is no danger of a meltdown.
                Cost: $30,000

       8) Fusion Power Plant (50,000 MW-h)
              - Tapping the same energy the sun uses, Fusion Plants create
                large amounts of energy with none of the radiation danger of
                Nuclear Plants. However, they are the most expensive plant
                Cost: $50,000

Water Pipes --- I like the water pipes of SimCity 3000 better than those of
2000. Now, connecting pipes to every building is not required but the actual
pipe has a large radius of water which covers the area automatically.
Cost: $5 per tile

Water Structures --- There are a few different types of water structures
and you'll have to choose which one is best for you and your current city.
These descriptions are taken from the game.

       1) Pumping Station (1,500 m3/month)
              - Pumping Stations provide water to your thirsty Sims. These
                stations must be place next to a source of fresh water to
                Cost: $300

       2) Water Tower (600 m3/month)
              - Water Towers are cheaper and smaller-capacity versions of
                Pumping Stations. They pump the same amount of water no matter
                where they're placed.
                Cost: $150

       3) Water Treatment Plant
              - Water Treatment Plants purify polluted water. Make sure to
                connect these plants to your pipe system.
                Cost: $15,000

       4) Desalinization Plant (5,000 m3/month)
              - Desalinization Plants allow you to unusable sea water into
                clean, drinkable fresh water. They do no good unless placed
                right next to a body of salt water.
                Cost: $1,500

Garbage Disposal --- Despite the obvious landfill, you have three different
choices of alternative ways of garbage disposal. These descriptions are taken
from the game.

       1) Recycling Center
              - Recycling Centers reduce the amount of garbage that must be
                buried or incinerated. Despite their positive image and
                function, they still handle garbage, so few Sims would like to
                live next door.
                Cost: $5,000

       2) Incinerator (4,500 tons/month)
              - Incinerators take care of large amounts of garbage,  but much
                of the trash they burn returns to the environment as air
                pollution. Land values drop sharply in the vicinity of an
                incinerator. They require road or rail access.
                Cost: $7,500

       3) Waste to Energy Incinerator (5250 tons/month)
              - This modern trash-burning facility differs from older versions.
                It disposes of much more trash and produces a bit less air
                pollution. The energy released is converted to electric power
                that can help to power the city.
                Cost: $25,000

Demolish --- Pretty straightforward. It demolishes whatever you set it upon
lest it be a building, a tree, etc.
Cost: No definite amount

Civic/Special Buildings ~

Police stations, fire stations, schools, etc. are all considered civic
buildings because the mayor funds it. Yep, that's you.

Police --- What would your city be without the men in blue? Well, there would
be crimes committed all over the place. Give your sims a little protection from
the professionals.
Cost: Police Station - $500
      Jail - $2,500

Fire Station --- Fire stations are there to prevent fires. Sims want fire
protection everywhere they go so you might need quite a few. They become really
important in times of a real fire.
Cost: $500

Health and Education --- Health and education are very, very important to your
fair city. You'll need these buildings to bring about clean industries if you
were wondering.

       1) Hospital
              - Heals and cures sick people who are in need of it. It's good
                to have many hospitals so your city's health rate would stay
                high which also determines your city's overall rating.
                Cost: $500

       2) School
              - From the elementary levels to high school, the regular schools
                teach the kids of your city. The more schools you have, the
                brighter your sims will become which leads to wondrous rewards
                and clean industry.
                Cost: $500

       3) College
              - Simply a step up from the regular schools. Colleges teach those
                who want some extra education and younger adults so it isn't
                demanded as much as schools but the amount of colleges you have
                really determine if you will have hi-tech industry in the
                future... along with all the rest.
                Cost: $3,000

       4) Library
              - The game states that libraries help the older people of your
                city stay sharp and they seem to help very much indeed. To bring
                up the intelligence rating of your sims, libraries are needed
                just as much as schools.
                Cost: $1,000

       5) Museum
              - For a large city, you really only need 3-4 museums in all. Any
                more would be kind of pushing it in my opinion. They have a
                pretty expensive monthly cost so I wouldn't suggest too much
                Cost: $1,500

Parks and Recreation --- Like in the previous game, parks greatly bring up your
city's aura and land value overall. They give your sims something to do and
something to look forward to as well as being nice additions to a nice little

       1) Small Park
              - Rather small parks. They still have a good effect on a city
                and I suggest putting them in all those tight corners where you
                have a tile or two free.
                Cost: $100

       2) Large Park
              - The name says it all. It's basically a larger version of the
                small park. It has more of an effect on the land value and aura
                but takes up more room.
                Cost: $1,000

       3) Fountain
              - It does best when placed in crowded areas and works well in
                those little squares that industrial areas leave. A nice
                fountain boosts the aura around those polluting factories as
                well as being a nice sight.
                Cost: $100

       4) Pond
              - Ponds are peaceful areas of nature. They look great next to
                large/small parks and are basically, a relaxing place for a
                tired sim to take a well deserved nap or a perfect area for a
                college picnic.
                Cost: $500

       5) Playground
              - The kids all need a place to frolic and play. Don't know about
                you but the amount of benches used seems to increase
                considerably when placed near a school.
                Cost: $500

       6) Marina
              - Sims love recreation and boating seems to be one of their
                favorite. Choose a nice location for this marina... in the
                water of course. However, it's a bit on the expensive side
                Cost: $3,000

       7) Zoo
              - As your city grows, you should start spending your money on
                more expensive recreation and parks. Not that the regular large
                park is bad, but you might want to jam more aura and land value
                into an area and that's exactly where the zoo comes in. It
                raises the two considerably and works well when placed next to
                each other.
                Cost: $5,000

       8) Ballpark
              - Basically a nicely sized  baseball field for whatever team is
                is in the area. A good addition to any neighborhood. It is
                strongly recommended you build these near residential zone to
                use them to their potential.
                Cost: $2,500

Landmarks --- Landmarks are a new addition to SimCity 3000. They are basically
buildings from the real world that you can build to give your city some extra
spoof although it doesn't do anything to help your city at all except waste
room. For a full list, check the "Landmark List" section.

Rewards and Opportunities --- Throughout your career as mayor, you will be
bombarded with requests, opportunities and rewards. You might be rewarded a new
house or requested to build a casino for a profit. You'll have to play a long
time to discover all of the possibilities.

Demolish --- Pretty straightforward. It demolishes whatever you set it upon
lest it be a building, a tree, etc.
Cost: No definite amount

Emergency ~

SimCity just wouldn't be complete without its fair share of deadly disasters.
All disaster related, all right here. Enjoy.

Go to Disaster --- If you have the "Go-To Disaster" option turned off in the
preferences, you might have to manually click this button to center in on the
area that's being affected. If there are multiple disasters, you'll have to
cycle through them. Keep in mind that this button can only be used in times of
an emergency.

Activate Warning Siren --- This is basically a giant alarm to alert your city
to the current disaster. The only disaster you really can use this for is
basically fires, tornadoes, and maybe riots (I don't know). For earthquakes,
you won't have enough time and what good would an alert do when aliens are
closing in on your location? Be careful with false alarms however, your sims
won't listen to you the next time you alert them... and it might even be a
real disaster.

Dispatch Police --- For certain (well, the police can only handle one)
disasters, you might want to police's help to control riots. Keep in mind that
the amount of police stations you have is the amount you can dispatch. This
button is only available in times of a disaster.

Dispatch Firefighters --- Basically the same thing as police except for the fact
that firemen take care of fires instead obviously. Keep in mind that the amount
of fire stations you have is the amount you can dispatch. This button is only
available in times of a disaster.

Start Disasters --- Haha, it's always fun to unleash doom on your city when
you're bored. I shouldn't need to tell you to remember to save before you waste
your city away. That should be instinct. :D

       1) Fire
              - The simplest disaster really. It starts a fire at a random
                point on the map whether it be a building, a tree, or even a
                fire station ironically. :P

       2) Tornado
              - Tornadoes destroy "almost" (sometimes, it leaves a few buildings
                or roads standing even when it passes over them) in their
                direct paths. Although they are deadly powerful, they only last
                a short while before they disappear into the air.

       3) Earthquake
              - I have to admit, the shifting land faults gives an awesome
                effect destroying whatever happens to be sitting on top of it.
                A side effect of earthquakes are fires so get your firemen ready
                when you get smacked by a unexpected shift.

       4) Riot
              - Rioters are annoying as they throw those red things (yeah, they
                are throwing fire, pfft) that set any flammable buildings or
                trees on fire. Easily taken care of by a few police dispatches.

       5) UFO
              - I was rather disappointed with the UFO Strike here. I expected
                something a lot cooler looking than little flying saucers
                flying around. UFOs are capable of abducting buildings (which
                get destroyed of course) and firing these little green things
                that don't too much damage.

Meet ~

Here you can meet with various advisors as well as civilian petitioners. You'll
get most of your building suggestions from here so check it out every once in a
while to see what's going on.

Adjust & Review ~

You can find a lot of technical information here including a map which portrays
different parts of your city, SimNation, Ordinances, and so on and so forth.

Budget --- How much money is your city losing or gaining? Check it all out
along with a lot of other useless financial information here. Change your
taxes, change your fundings, all here.

Neighbors --- You are surrounded by four cities even if one or two of them is
across the ocean. This screen shows your current deals and transactions with
them as well as the population of each and a giant national population which
includes every cities population.

Ordinances --- Ordinances can be turned off and turned on with some giving you
money and others costing money. For a full list, check the section that bears
the same name.

Query --- The query tool allows you to analyze any point on the map. Use this to
check land value, flammability of buildings, pollution, and all the other
technical information you might want to check out. A very useful tool and you
will be using it often.

View Data --- This is another unique that you'll use often for reference. It
contains a map of your city which can depict flammability, crime, aura, land
value, etc. as well as having some graphs which can help organize your city a
bit better and give you useful information overall.

Change Setting's and Exit ~

The name really says it all. Here's where you can save the game, change
preferences, and of course, exit.

       1) Preferences
              - This is the option screen where you can change a lot of
                different features in your game.

       2) Save City
              - If you have already chosen a location to save your city, click
                this to get a quickie save.

       3) Save As
              - Choose the location in which you want to save the city at. For
                new cities, you have to do this.

       4) Load
              - Load up an already existing city here. Keep in mind that you
                will be prompted to save.

       5) New City
              - Self explanatory. Start yourself a new city. Keep in mind that
                you will be prompted to save.

       6) Exit
              - To exit the game, go here of course. Keep in mind that you will
                be prompted to save.

   ---- 5. Roads and Highways ----                                       [5000]

As I might've stated before, roads and highways play an important part in
developing your city. Here are a few basic things you should know and a few
strategies on building.

Roads ~

When you first start your city, you might want to know where to start. However,
I always like to try something simple like the following:

                 |  _______   ____   _______  | Obviously the spaces will be
                 | |       | |    | |       | | filled in with zones but I'll
                 | |       | |    | |       | | go into more detail later on.
                 | |_______| |____| |_______| |

                      |  ________   ____  |     A bit more complicated pattern
                      | |        | |    | |     here. It seems to work better
                      | |        | |    | |     in my opinion and it seems to
                      | |________| |____| |     take up less room.
                      |  _______________  |
                      | |               | |
                      | |_______________| |

After getting your first road systems done, you will need to construct some
more. Now, the main cure for heavy traffic is a better or new mass transit
system. However, the placement of your roads can make a different. First of
all, try to avoid four way intersections. If you do need, try rearranging the
roads so they work the same but don't clog up the road:

Regular Intersection ~                                     Smart Intersection ~
--------------------                                       ------------------
                          The traffic will decrease
        | |               drastically due to                     | |
  ______| |______         the fact that there isn't           ___| |________
  ______   ______         cars coming from all directions     ________   ___
        | |               like a regular intersection                 | |
        | |               would cause                                 | |

If traffic is really, really a problem in your city, why not just give them
more room to drive in. Add more roads and detours that could be used. They
don't have to be that frequent but they're useful.

    Congested Area ~                                      Less-Congested Area ~
    --------------                                        -------------------

   | |       | |           By simply adding a few extra     | |______ | |______
   | |       | |           roads, you can decrease          |  _____ |  ____  |
___| |_______| |_____      traffic by providing more     ___| |_____   |____| |
_______   _______   _      room to drive.                  _____    _______   _
       | |       | |                                    | |_____| | ______| |
       | |       | |                                    |_______  |_______  |
       | |       | |                                            | |        | |

Roads can be placed in avenues if you had already noticed that. If you build
two roads side by side, they will turn into an avenue with trees growing in the
center. They look really nice around landmarks and of course, the mayor's
house. A useless addition in gameplay but it's good knowledge.

To build a bridge, click and drag a line of roads across the body of water you
are attempting to cross. When you reach the other side and the line turns blue,
click to build. A screen will pop up asking you if you wish to build a bridge.
However, the road might need to shift the land a bit. If building the bridge
will affect any surrounding buildings, access to building will be denied with
a little notice. For more clarification, check this diagram.

|          |_  [*]             * -- areas where bridge access would be denied.
|            | /   [*]
| Building   |/   [*]         Notice that the building is on a piece of land
|____________/                that's higher than ground level. A bridge will
|                             lower the land where the building is and cause
|           Earth             it to collapse obviously.
|                        [*]__________________________________________________

Unlike the previous SimCity, tunnels can not simply be built at your leisure,
you will need to be recommended to build one due to the steepness of whatever
you're trying to pass. Many people seem to mistake the height of an area to the
steepness of an area and wonder why they can't build a tunnel.

  High Area But Not Steep ~                          Low Area But Very Steep ~
  -----------------------                            -----------------------

        __/'.                                    Not here    __/`.,'
      ,'     '.__/                                 |----->.'        
    ,'  A tunnel   `.                 A tunnel must      .'           `.
  ,'    does not     `.               be build at  |--->/               `.
,'      have to        `.             these points --->/                  `.
        be built.        '.                        |->/                     
___________________________                        ,'_______________________

You should understand when to build tunnels now. Despite the fact that having
tunnels is fun, building them are usually expensive so try to work around a
large hill instead of wasting the money to construct a tunnel.

Highways ~

There isn't much to say about highways that hasn't already been explained but
you should already know that they should be straight turning when needed. In
my opinion, a large highway set like this stretched across the map is the best
way to go.
                                ||    This is basically a highway intersection.
                                ||    Connect the two highway lines with
                                ||    on-ramps. This allows your highways to
                                ||    have access to every neighbor unless you
                               _||    have an ocean on one side or you're an
                              | -'    island in which a highway system is
                              ||      useless.

On-ramp construction is another thing that many don't know anything about.
Unless you want congestion on your highways, you should follow a certain blue-

          Wrong ~                                        Correct ~
          -----                                          -------

        ___| |___         Desite the fact      ___| |                | |___
       / __   __         that it takes       / __  |                |  __ 
______/ /__| |__ ______ up more room,   ___/ /__| |________________| |__ _
------------------------- it will greatly ------------------------------------
 | |/ / reduce traffic. | |/ / | |
            /                                |   /           |
        | |                                 | |          | |

   ---- 6. Zoning ----                                                   [6000]

When you first start off, you will need lighter zones. Let's take that road
diagram from the previous section. Build either pattern and we'll continue...

                     |  _______   ____   _______  |
                     | |       | |    | |       | |
                     | |       | |    | |       | |
                     | |_______| |____| |_______| |
                     |  ________   ____  |
                     | |        | |    | |
                     | |        | |    | |
                     | |________| |____| |
                     |  _______________  |
                     | |               | |
                     | |_______________| |

Okay, now to fill in the areas with zones. The two larger sections should be
filled in with residential and industrial zones with the smallest square being
commercial. When your city first starts, you won't need too many commericial
zones but the demand will increase later on. Remember to connect a power source
to the zones and watch them develop. Continue to build zones this way while
keeping an eye on the demand meter for pointers.

What happens when your zones won't seem to develop? First of all, check the
demand meter to see if the demand for that particular zone is low. If it is,
you might want to consider de-zoning it and plotting later when the demand is
higher. For seaports and airports, the zone has to be fairly large to develop.
A single tile of seaport won't develop into anything. The last, main reason
would be roads. Are roads connected to all parts of the zone? Take this
extremely large plot right here with a road on its border.
|  _________________________________________________________________________  |
| |                                                                         | |
| |                                                                         | |
| |                                                                         | |
| |                                                                         | |
| |                                                                         | |
| |                                                                         | |
| |                                                                         | |
| |                                                                         | |
| |                                                                         | |
| |                                                                         | |
| |_________________________________________________________________________| |

You should notice that the center will have no development and traffic will
increase greatly upon the roads bordering the zone. To comprehend with this,
add more means of transportation to the zone or the areas around it.
|  _________________________________   _____________________________________  |
| |                                 | |                                     | |
| |                                 | |                                     | |
| |                                 | |      B = Bus Station                | |
| |                                 | |                                    _| |
| |_________________________________| |___________________________________|B| |
|  ___________________________________   ___________________________________  |
| |S|                                 | |                                   | |
| |                                  | |                                   | |
| |   S = Subway Station              | |                                   | |
| |                                   | |                                   | |
| |___________________________________| |___________________________________| |

You get development in the center of the zone which is now covered by an
intersection. To continue to avoid heavy traffic, add a bus station and/or a
subway station. There, now you have a perfect zone plot.

There are different levels of residential, industrial, and commercial zones.
Dense, medium, and light. Obviously, you'll see the larger apartments in dense
zones but keep in mind that they also house more crime and have larger impacts
on the land. At first, you might want to build a few light plots of zone to
stay on track.

   ---- 7. Garbage and Water ---                                         [7000]

A new addition to the SimCity series is garbage disposal. If you have played
the previous SimCity, you'll notice that the water system has changed.

Garbage ~

When you first start your city, you won't need landfills or garbage facilities
in such large numbers. At first, you might want to zone a 4x4 plot of landfill
or similar. Try to keep these away from residential and commercial zones.
Remember to connect roads or have some other form of transportation leading to
it to actually be effective. As your city grows, you will need more and more
plots of landfills and other garbage disposal buildings. Recycling centers can
help take away some of the stress over the landfills and incinerators burn
trash to get rid of them. Basically, all means of trash disposal should be
placed FAR away from residential and commercial regions for obvious reasons.
After all, who would want to live next to one of these.

Water ~

Let's face it, every city needs an adequate water supply to be successful.
However, the water system is different but surprisingly easier to use. Instead
of having to connect pipes, putting a watered pipe in a tile will provide
water to all surrounding tiles up to seven squares away on every side. Pretty
nice as now we won't have to kill ourselves watering everything.

However, the water pumps of SimCity 3000 now have to be placed near a fresh-
water source if you don't want to use the weak water towers. There are many
ways you can do this but I like to place them this way to organize them and
make them easier to keep track of:

# = Water
P = Pump


That is by far, the easiest way to place pumps. Keep in mind that you don't
need to go through all that trouble of lowering land but you can simply place
pieces of surface water.

Water treatment plants are expensive but they are very useful when it comes to
polluted water. You won't need water treatment for small towns but when you
have the seaport releasing all that smoke and sludge into the water, a
treatment plant around there is almost neccessary. $15,000 is a lot so you
should only place one near your more prominent water producers.

   ---- 8. Setting up Education and Police/Fire Protection ----          [8000]

Civic buildings are buildings that require some funding from you to run.
Setting them up can use a few pointers.

Health and Education ~

The way you place police and fire departments are different from the way you
place schools and hospitals.

As your city grows, the demand for hospitals and education buildings will grow
and grow. To comprehend with these demands, you will need to build more the
demanded building. However, it won't be too easy. Hospitals and schools cost
money and have quite a hefty monthly fee. You will need to wise in the amount
you place as the wrong amount could get you bankrupt.

Unlike police/fire departments, you can place hospitals and the sort anywhere
you want depending on the demand for that particular building. When you want
to build a number of schools but you don't feel like going through the trouble
of spreading them out, you can simply put them together in a school cluster.
It won't affect anything and you still get the benefit. The same could be said
for hospitals, libraries, colleges, and museums.

Police/Fire Protection ~

You place police stations and fire departments due to demand just like the
previous however, placing them is different.

If you consult the "View Data" tab, you can view a map of the amount of crime
or flammability in your current city. The light blue circles are the coverage
that each station provides. You may not want to pay too much attention at first
but it is expected that you cover every part of your city with adequate
coverage even if it would drain your treasury. Remember to be careful with your
placement and avoid wasting too much money to build a station you won't even
need as another one is already covering the area.

   ---- 9. Landmark List ----                                            [9000]

One of SimCity's greater additions is the ability to build landmarks. Keep in
mind that building them won't do anything except waste space but they look
nice, nevertheless. You can have a total of 10 landmarks each city.

               |  1. 700 Luisiana                              |
               |        Houston, Texas USA                     |
               |  2. Adler Planetarium                         |
               |        Chicago, Illinois USA                  |
               |  3. Alcatraz Complex East                     |
               |        San Francisco, California USA          |
               |  4. Alcatraz Complex West                     |
               |        San Francisco, California USA          |
               |  5. American Museum of Natural History        |
               |        New York, New York USA                 |
               |  6. Arc de Triomphe                           |
               |        Paris, France                          |
               |  7. Art Institute of Chicago                  |
               |        Chicago, Illinois USA                  |
               |  8. Bank of America                           |
               |        San Franciso, California USA           |
               |  9. Bank of China Tower                       |
               |        Hong Kong                              |
               |  10. Big Ben                                  |
               |        London, England                        |
               |  11. Brandenburg Gate                         |
               |        Berlin, Germany                        |
               |  12. California Plaza                         |
               |        Walnut Creek, California USA           |
               |  13. Capitol Records Bldg.                    |
               |        Los Angeles, California USA            |
               |  14. Chartres Cathedral                       |
               |        Chartres, France                       |
               |  15. City Hall or Independence Hall           |
               |        Philadelphia, Pensylvania USA          |
               |  16. CN Tower                                 |
               |        Toronto, Canada                        |
               |  17. Coit Tower                               |
               |        San Francisco, California USA          |
               |  18. Columbia Seafirst Center                 |
               |        Seattle, Washington USA                |
               |  19. Conciergerie                             |
               |        Paris, France                          |
               |  20. Congresshalle                            |
               |        Berlin, Germany                        |
               |  21. Dome of the Rock                         |
               |        Jerusalem                              |
               |  22. Eiffel Tower                             |
               |        Paris, France                          |
               |  23. Empire State Building                    |
               |        New York, New York USA                 |
               |  24. Fernsehturm 2                            |
               |        Berlin, Germany                        |
               |  25. Gateway Arch                             |
               |        St. Louis, Missouri USA                |
               |  26. Gedachtniskirche                         |
               |        Berlin, Germany                        |
               |  27. Grand Central Station                    |
               |        New York, New York USA                 |
               |  28. Great Pyramids                           |
               |        Giza, Egypt                            |
               |  29. Hagia Sophia                             |
               |        Istanbul, Turkey                       |
               |  30. Holsten Tor                              |
               |        Luebeck, Germany                       |
               |  31. Jefferson Memorial                       |
               |        Washington D.C. USA                    |
               |  32. La Tour Montparnasse                     |
               |        Paris, France                          |
               |  33. Lincoln Center                           |
               |        New York, New York USA                 |
               |  34. Lincoln Memorial                         |
               |        Washington D.C. USA                    |
               |  35. Maison de Radio France                   |
               |        Paris, France                          |
               |  36. Melbourne Cricket Ground                 |
               |        Melbourne, Australia                   |
               |  37. Notre Dame                               |
               |        Paris, France                          |
               |  38. Old North Church                         |
               |        Boston, Massachusetts USA              |
               |  39. Old State House                          |
               |        Boston, Massachusetts USA              |
               |  40. Palacio Real                             |
               |        Madrid, Spain                          |
               |  41. Parthenon                                |
               |        Athens, Greece                         |
               |  42. Peachtree Tower                          |
               |        Atlanta, Georgia USA                   |
               |  43. Petronas Twin Tower A                    |
               |        Kuala Lumpur, Malaysia                 |
               |  44. Petronas Twin Tower B                    |
               |        Kuala Lumpur, Malaysia                 |
               |  45. Pharos of Alexandria                     |
               |        Alexandria, Egypt                      |
               |  46. Place de la Concorde                     |
               |        Paris, France                          |
               |  47. Quincy Market/Faneuil                    |
               |        Boston, Massachusetts USA              |
               |  48. Renaissance Center                       |
               |        Detroit, Michigan USA                  |
               |  49. Rockefeller Center                       |
               |        New York, New York USA                 |
               |  50. Rotes Rathaus                            |
               |        Berlin, Germany                        |
               |  51. San Francisco City Hall                  |
               |        San Francisco, California USA          |
               |  52. Schloss Neuschwanstein                   |
               |        Fuessen, Germany                       |
               |  53. Schloss Schoenbrunn                      |
               |        Vienna, Austria                        |
               |  54. Shedd Aquarium                           |
               |        Chicago, Illinois USA                  |
               |  55. Smith Tower                              |
               |        Seattle, Washington USA                |
               |  56. Smithsonian Castle                       |
               |        Washington D.C. USA                    |
               |  57. Sphinx                                   |
               |        Giza, Egypt                            |
               |  58. St. Paul's Cathedral                     |
               |        London, England                        |
               |  59. St. Basil's Cathedral                    |
               |        Moscow, Russia                         |
               |  60. Statue of Liberty                        |
               |        New York, New York USA                 |
               |  61. Sydney Opera House                       |
               |        Sydney, Australia                      |
               |  62. Taj Mahal                                |
               |        Agra, India                            |
               |  63. Temple Expiatiori de la Sagrada Familia  |
               |        Barcelona, Spain                       |
               |  64. The Alamo                                |
               |        San Antonio, Texas USA                 |
               |  65. Tokyo Tower                              |
               |        Tokyo, Japan                           |

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