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You can also call upon advisors who offer their two bits on various issues that affect your city. As in any other version of SimCity, your job is to lay down zones, transportation, power, and water in such a way that people will want to inhabit your burg. To keep them there, you must maintain a reasonable tax rate; provide adequate police, fire, health, and educational services; and avoid choking the town with traffic and pollution. SimCity also includes landmark buildings you can add to your city.

These landmarks, like everything else in the game, are beautifully rendered. The biggest changes in SimCity are the waste-management responsibilities and the relationships with neighboring cities. Every city generates trash, and your SimCity is no different. You must deal with the trash created, or your city becomes smothered with garbage and the population flees. If you have loads of dumping ground, other cities can pay you to take their trash.

Neighboring towns offer power and water deals as well. Although these new elements enhance an already enchanting simulation, some users may be disappointed that SimCity adds few other new features. In many ways, SimCity is little more than SimCity with a very successful face-lift. Walmart offers rare discount on first-party Apple Watch sport bands.

There comes a time when you have to give your police a little boost with a Jail. Without a Jail, your Police Stations only operate at a fraction of their efficiency. With a well-run Jail, however, they can run at full efficiency. Now that you can afford it, build one Jail—enough for the flow of Fig. Place it where convicted criminals. Query your Jails frequently to see if they are filling up. If so, and only if so, place another Jail. Jails, by the way, are terrible neighbors. They decrease land value dramatically, so keep them away from your Residential and Commercial zones.

Put one out by the Casino. Fitting, no?

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Both of these structures are great land value enhancers, especially in Commercial neighborhoods. Place both near a struggling Commercial zone. Suddenly, a funnel cloud forms near the river. When a Tornado touches down in a Residential neighborhood, press the Activate Warning Siren button in the Emergency menu. This grant comes from the SimNation government and represents a fraction of the repair costs. By Fig. Fortunately, it only skirted the city before petering out. Disaster began, you earned a bonus 10 percent of the grant.

Once Disaster Relief Income appears the month after the Disaster , use it for whatever you like, including restoring Roads and utilities, clearing rubble of destroyed buildings to allow new buildings to grow in their place , or to buy a new Bus Stop. It does not claim to be comprehensive. You should have learned several specific bits of information and see how several game elements relate to one another. This is not, however, even a large fraction of the story. The remainder of Part 1 outlines and reinforces many of the things described in this chapter and provides even more boiled-down quick references to help you to react to myriad situations.

Good luck, your Honor. Come here for quick bits of information on costs, building sizes, year availability, and the most important buildings in terms of land value, pollution, crime, and aura. All of the information is this chapter is discussed in greater detail in Parts 2—4.

Cost Year Avail. Toxic Waste Plant 2. Power Plant, Coal 3. Power Plant, Oil 4. Military Base 5. Incinerator 6. Power Plant, Gas 7. Spaceport 8. Waste-to-Energy Incinerator 9. University Theme Park 58 primagames. Military Base 3. Power Plant, Coal 4.

Power Plant, Oil 5. Spaceport 6. Incinerator 8. Theme Park Theme Park 2. University 3. Military Base 4. GigaMall 5. Stadium 6. Casino Row 7. Maximum Security Prison 8. Spaceport 9. Defense Contractor Casino Row 2. GigaMall 4. Stadium 5. Theme Park 6. University 7. City College 9. Subway Station GigaMall 2. City Hall 3. Performing Arts Center 4. Hospital 6. Medical Research Center 7. Library 8. Marina 9. Lighthouse Casino Row 60 primagames. Garbage 2. Toxic Waste Conversion Plant 3. Power Plant, Nuclear 4. HD Dirty Industry 5.

Maximum Security Prison 6. Power Plant, Microwave 7. Jail 8. Rail Station 9. Polluted Water Consult this section when trying to decide how to make changes to your city. Degree of impact depends on population. Some ideas will be totally new to beginners. Some of these tips actually contradict ideas presented elsewhere in this section: the previous points have been general rules and safe strategies, while these tips are more subtle, advanced strategies that exploit the fuzzy edges of the general rules.

To be a good mayor, however, you must understand everything you can do. Using these tips will take you a step closer to that goal. Set the speed to African swallow only if you want to quickly see what effect an action has. A full three-fourths of its pollution effect will drift off your map and out of your global pollution level.

Anything that lowers Industrial land value is a good thing. Not only does this shut up your Advisor, but it also reduces the risk of fire. After this date, the UFO visits are no longer friendly. Their attacks, however, will center first on your free Landmarks. If you can get the crafts to spend enough time and do enough damage on the Landmarks, they may spare your city.

The Pumps will run if they are 2 tiles away from water, but at a wastefully reduced capacity. At the transition points between oceans and rivers, the water is often salty far into the river flow. This renders your Pumping Stations inoperative. Leave space in the center for Parks, Surface Water, or municipal structures.

The fewer intersections your city has, the better traffic will flow. Commercial zones can be only 3 tiles away, and Industrial zones have a maximum distance of 5. This allows Sims exiting these modes of transportation to immediately find the zone type they seek. When a Sim finds a Neighbor Connection, his or her trip will be considered a success. It will be pretty anemic until your city gets rolling a bit.

Young cities are, by definition, dominated by Industrial interests and gradually evolve toward Commercial dominance. Also, financing an expensive but highly beneficial capital improvement project e. Progress always requires substantial demolition. Save your cash and invest instead in Buses when they become available in Remember, to decommission a Landfill, there must be no transportation or zones within 5 tiles.

The trash will then decay slowly over time. Only when the Landfill is empty can it be de-zoned. Unlike in the real world where high demand raises value, land value in SimCity is based on other factors and remains the same whether demand is tepid or fervent. They produce twice the pollution of Roads and cost twice as much to build and maintain.

More benefit can be derived from setting up an extensive array of Bus Stops. Whenever possible, use long, straight roads. Yes, they consume lots of garbage, but they produce a choking amount of pollution. Your city will never prosper as long as it has even one Incinerator. The income they generate far outweighs the inconvenience of placing them at a distance from your city. Consider placing them deep inside Commercial and Residential zones exclusively.

Their law enforcement effect is substantial, but requires an ongoing commitment of funds. Premature discouragement of dirty industry will result in abandoned and undeveloped zones. The added depth it provides your zones reduces the need for Roads. This, in turn, reduces Education Quotient. Remember that the number of patients needing Hospital care rises as pollution grows. Thus, even if you keep population constant, your Hospitals may become inadequate due to increased pollution. It also makes your zones look more realistic.

That first Power Plant costs you the same whether you use 20 percent of it or 90 percent, so you might as well make some money. This Ordinance raises citywide land value and persists even if unemployment subsequently drops. Recycling Centers reduce your output and, therefore, the expense of the export deal. Build your first School sometime before your city hits 10, Sims and add Libraries, Museums, and Colleges as soon as you can afford the building costs and the monthly maintenance fees.

Colleges are very expensive. Add as much water as possible in the Terrain Edit stage and build Residential and Commercial zones as close as possible to this naturally occurring water. This involves creating Surface Water or a cheaper method Lowering Terrain down to the water table.

They are appealing because they produce little pollution, but it takes massive numbers of Farm tiles to equal the job creation of even a small block of normal Industrial zones. These structures enhance land value, absorb pollution, and allow your city to grow to higher populations. Leave plenty of space for expansion. This section takes you through the steps and issues you must consider as you begin your city. For now, learn a bit about how you can truly guide and learn from your city at the most fundamental levels.

Under all the steel and urban muscle lies a beating heart of earth, water, and flora. Though a thriving metropolis hides most of its organic foundation, its shape and direction are profoundly dictated by the contours below it. Unlike most city planners, however, you have control over the landscape upon which your city is constructed. When you begin a new city from scratch, your first job is to tinker with the three basic elements of the landscape: mountains, water, and foliage.

Before your city is born, go to the pre-game Terrain Editor. The Terrain Editor—your landscaping toolbox. Note that this box appears differently in SimCity Standard Edition. This is your landscaping toolbox. Use the Terrain Edit Tool to sculpt the raw earth into a thing of beauty.

The six Landscaping Tools at the bottom of the palette, however, only appear in SimCity Unlimited. Your first choice is to decide the basic configuration of your landmass. Select whether you wish to be separated from your neighbors by oceans on any, all, or no sides. You will not, however, be able to build Seaports on a lake. Consider carefully whether you want to eliminate this option out of hand by switching off all oceans and selecting a mountain or lake in lieu of rivers. An overland connection by wire and road. You can make connections to your neighbors by land or sea. Sea connections come with plusses and minuses.

A Seaport permits exportation of garbage to neighbors across the water. Land connections allow deals for water by pipe connection , power by Power Line connection , and garbage by Road, Rail, or Highway connection. For more information about Neighbor Connections, see Chapter Maximizing all three sliders yields rich landscapes like this one. Lots of water does inhibit building geographically symmetrical cities, but who wants that anyway? The more shorelines you have, the more ample your water supply. Also, either take the Land Value benefit and build around ponds and streams or if you must fill them in; the benefit to your tax base outweighs any inconvenience.

Go green! Also, the removal of trees is not added to the cost of zoning or laying down transportation networks. Otherwise, go full foliage and plant clusters in planned high-value areas on hills, near water, and in the City Center. Click once for one tree or up to six times for a dense little grove. Choose a future site for this important structure and prepare it for effortless Seaport development.

It should be sand colored or pale in comparison with the surrounding terrain. Level the terrain on shorelines to prepare them for Seaports. Be sure the shoreline is straight and at least five tiles long, and ensure that no islands sit less than five tiles offshore. If you want to take advantage of Elevation and Water Effects, start visualizing the shape of your city now and place high ground and small patches of water in strategic locations.

For example, look for promising plateaus. Level the tops with the Level Terrain Tool for easy development and ease the slopes for stressfree Road building. The easiest way to place water is to use the Lower Terrain Tool on a single tile. The water will take up fewer tiles but still offer the same land value benefit.

Then take the Level Terrain Tool and flatten out two of the edges of the watered area, leaving only four squares of water, and only their corners even look watered. Start by lowering the terrain until you hit water. Use the Level Terrain Tool to fill in one corner of the water pool.

Next, level one of the remaining corners. And then, one more. The result is a free pool of land value-enhancing water that takes up only four tiles rather than the nine annexed by dropping one tile of Surface Water. Doing so profoundly enhances your City Center Effect, a phenomenon that sets the baseline for all land value in your city.

Grace higher-than-average, densely treed ground with single tiles of water to later enhance the value of the structures you place around it. Trees also provide a minor land value boost and perform a unique service: they actually absorb pollution. Instead, put down several on one tile to reduce pollution and increase land value. Accept the terrain, and prepare to replace your gardening gloves with the dapper coat and tie worn by the Honorable Mayor of SimCity. At any given moment, you can check the pulse of your city in dozens of ways.

Want to know whether your finely planned public transportation system is having its desired impact on pollution? No problem. Piece of cake! If you thirst for knowledge, read on. Just point and click. The Query Tool is a dynamic inquiry system, providing information relevant to each kind of tile you choose to click.

The Query Tool changes depending on which feature you click. Though the combinations are unique, many of the categories are the same. Consult this section to understand the significance of all the categories you encounter. Acres Systemwide Parks : Total number of park tiles.

Age Max Utilities : Actual age and maximum age in parentheses. When maximum age is reached, the structure will cease operation. Maximum age can vary from the norm by a random factor of 15 percent. Apples for the Teacher Schools : Reflects the local aura at an individual School site plus the number of pro-education Ordinances in effect.

Attendance Museums : Number of Museums citywide times your school-aged population ages 5 to Average Wait for Parking Space GigaMall : A function of Commercial demand and traffic combined with the number of Sims over 65—they move kinda slow, doncha know. Benches in Use Parks : Unemployed population divvied among the number of Park structures. Boats Berthed Marinas : Reflects a combination of the city population, local aura, and number of Colleges and Universities in the city.

This figure is divided evenly among the number of Marinas. The more books that are out, the smarter your Sims are—compare this number to Books Systemwide for a quick evaluation of your EQ. Books Systemwide Library : Reflects the quality of all Libraries in your city. Capacity Citywide Landfill : Total global Landfill capacity, measured in tons. If the Airport is rated Congested, you need more Airport tiles to accommodate your booming Commercial sector. Local air pollution is the product of other buildings, traffic, and the Queried structure itself.

Capacity College : Capacity per College: 7, students. Cells Jail : Number of cells in a Jail. Related to population; one Recycling Center adequately serves 50, Sims. Capacity and the center-topopulation ratio declines as the center ages. Conditions Jail : Reflects the effectiveness of the Jail from Good to Overcrowded based on the ratio of inmates to cells.

Connected to Coast Desalinization Plant : To function at all, Desalinization Plants must be located near sea level and within one tile of a seacoast. Connected to Neighbor Connections : Identifies the neighbor to which the link connects your city. Crime: Ranges from None to Rampant. The local crime effect is displayed here and is affected by the intensity of police protection, crime produced in neighboring structures, and crime inherent in the building being Queried. Criminal Cases Annually Courthouse : The fixed percentage of your population times the global crime rate. Watch it go down when you create a new battalion of coppers.

Production is reduced by local water pollution or for Pumping Stations distances of more than one tile from a water source. Date Built: Date constructed. Depth Water : Land elevation below sea level measured in meters. Dinosaur Bones Museums : Factor of national population and current date. Drive-Through Weddings Performed Casino : Five percent of your young adult Sims ages 16 through 22 will get married here. The number increases if your city is saddled with a low EQ.

Go figure. Current capacity of water structures is affected by local water pollution; it tends to gum up the works and decrease efficiency. If the current capacity of your new structure is below maximum, look to this line for the most obvious explanation. Elevation: Land elevation in terms of sea level. Measured in meters. Flammability: Ranges from None to Extreme. Flammability is inherent in the building Queried, but is lowered if the building has a functioning water supply.

Factors into the monthly budget of the appropriate agency. Grade Schools : Evaluation A to F reflecting citywide student-to-teacher ratio and the number of students over capacity. Grade Colleges : Evaluation A to F reflecting citywide student-to-professor ratio and the number of students over capacity.

Optimum ratio is , Optimal ratio is , Inmates Jail : Number equals 56 percent of total arrests in precinct in which the Jail is located. Little Leaguers Ballpark : Reflects usage of Ballparks. Represents a percentage up to 25 percent of Sim children 6—10 years old, distributed evenly among all Ballparks. This number is then reduced by the presence of local crime and pollution. Can be increased only by passing certain Ordinances. Donut eating is, apparently, higher among suburban Police than among their downtown brethren and in precincts with low local crime more time on their hands.

Monthly Income Business Opportunities : Tells you how much a Business Opportunity structure is raking in for your city coffers. Number of Arrests Police Station : Reflects police effectiveness relative to number of crimes. Is affected by changes in police budget or crime factors of local buildings in the precinct. Number of Calls Fire Stations : Randomly generated percentage to percent of number of fires. Reflects a random number of false alarms. Number of Desks Systemwide Schools : Represents the citywide capacity of the School system: 1, desks per school.

Never let this number be less than number of students. Represents the percentage of the population engaged in the medical profession rises as population grows. Can be raised or lowered by Health Funding Percentage. Represents a fixed percentage of your population assumed to be sick grows with population. Number of Professors College : The ratio of a fixed percentage of the population in the professorial profession grows with population to the number of citywide Colleges. This figure can be affected by the Education budget. Number of Students Systemwide Schools : Total number of students citywide ages 5 through Number of Students Colleges : Total number of students citywide ages 15 through Check several stations to determine if one is being used at above- or below- average rates.

Rating reflects the ratio of crimes to arrests. Rating reflects Fire Department funding. Place of Origin Landmarks : Real-world location of each Landmark. Pollution Generated: None to Hazardous. Powered: Yes or No. Is the structure powered—within five tiles of an already powered tile? All Residential, Commercial, and Industrial zoned tiles require power to develop and will become abandoned if power is subsequently cut off. If Query is in reference to a Power Line, it informs you whether either end of the line is connected to or within five tiles of a powered tile or structure.

Reason for Abandonment Abandoned Structures : Rating varies. Never above 98 percent! Often the reason is a lack of demand, power, or transportation access.

Come back in a game month if the undeveloped state persists. Increased by Marinas and Seaports. Crazy kids. Rating of how willing your Sims are to ride your mass transit system of each type. Reflects funding level. Monthly measurement of traffic passing over the tile.

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Usage Landfills : Percentage indicating the amount of globally available Landfill capacity. This figure is averaged over all available Landfill tiles, citywide. To combat this, you must zone more Landfill tiles, build garbage structures, or make a Neighbor Deal to export your filth. Usage Garbage Structures : Reveals actual garbage input in tons per month. Usage Power Structures : Reveals actual power demand in megawatt hours per month, averaged over all Power Plants.

To arrive at this figure, the number of connections to all four of your neighbors via transportation, Power Line, pipe, or Seaport is multiplied by 1, and then divided by your Global Pollution rate—tourists like a clean city. Water Pollution: None to Hazardous. Local water pollution is a function of surrounding structures. Watered: Yes or no. Is the structure watered—within seven tiles of an operating water structure or pipe? If in reference to a pipe, is it connected to either a water source Pumping Station, Desalinization Plant, or Water Tower or another watered pipe?

Once watered, each individual pipe section will radiate water for seven tiles. Your second best source for information is the News Ticker that tirelessly scrolls along the bottom of your screen. The News Ticker keeps you apprised of everything you need to know. Without the Ticker, several very important events might escape your attention—it would be a shame, for example, to be unaware that your Sims want to hold a parade in your honor. Each map shows you how a vital stat appears locally on your entire city.

Data Maps contain graphical representations of your most important information. Many of these same categories are available in the Layers menu; you can look at them in map format rather than imposed directly on your city map. This Data Map shows where your pollution is most concentrated. There are different reasons to pay attention to both, but the state of your workforce population, in particular, is one of your top concerns.

View trends over 1, 10, and years with this Graph Tool. Use your charts to get even deeper insights into your populace. Here, for instance, you can see that your efforts to keep your workforce highly educated are paying off. Note that some graphs such as land value show only the level on the graph and not the precise figure. You must look to other sources to determine these values. You can eliminate certain types of structures or see below the surface to pipes and Subway Tunnels. Switching to the City Layer View allows you to see the information superimposed on your landscape in lieu of structures.

Layers allow you to view much of the same information from the Data Menu directly on your city map. You can also use Layers to hide certain types of structures and view your underground networks. Click on each neighbor to review any existing deals. Keep things balanced using the Budget window. Ordinances let you pick the laws you like and make them a reality with a click of your mouse.

Get some face time with your Advisors, neighbors, and ordinary Sims to find out what they want out of you. Finally, enter the Meet window to put on the guise of friendly politician and caring ruler with an endless array of Petitioners or hard-nosed policy wonk with your team of trusted Advisors. Make it part of your information-gathering routine to visit each and see what is going on in and around your mayoral nerve center.

Just zooming in and paying attention to what is going on in the streets of your little burg goes a surprisingly long way. Here are just a few examples about what you can learn from observing. Lots of cars mean bad traffic. No charts or graphs are necessary to figure this one out. Take this as a cue to review your Police coverage and budget. Analyze surrounding conditions to narrow the field of possibilities. If entire blocks are like this, inspect your water and transportation systems. Build new means of emptying the trash or your Sims will start to flee. Garbage on the lawn really stinks. It can seem a bit daunting at first, but you must learn to read behind the numbers if you want your city to thrive over the centuries.

Your Budget window make astute choices with your public fisc. The Income window lists all of your potential sources of revenue. The Income window primagames. There is a way to leave the game on overnight and come back to financial independence i. This trick can be used to boost EQ and HQ too, as long as there is an adequate number of schools, libraries, hospitals, etc.

The incoming flow from these laws appears as the first line item in your Income ledger. Keep these Ordinances in mind as good sources of nontax Income, but be mindful of their various Fig. The Ordinances window negative effects. If, for instance, you raise taxes or enact a new Ordinance, these figures will differ from previous estimates.

Table This slot on the Income ledger is concerned with those deals by which the money flows from your neighbor to you. Unlike Neighbor Deals that show up on the Expense side of the ledger, Income-producing deals bring in a fixed sum every month for the five-year term of the deal. The Neighbor window primagames. Still, Business Deals can be worthwhile for the consistent and large Income Fig. If you choose to accept a deal, plop one of the four Business Deal buildings Casino, Prison, Toxic Waste Plant, or GigaMall somewhere on your map, power it, and connect it to your city via Road.

As long as those buildings are operating on your map, their inflow figures will appear on your Income ledger as a fixed sum every month. Transit Fare Income is not a dramatic amount of money, but it can be significant. If you keep your system running at high quality, the money can also be very reliable. Your Subways and Buses produce Income, but not enough Fare Income is calculated based on: to pay for themselves.

The number of trips on mass transit 2. The number of tiles covered in each trip on mass transit 3. Of course, you might also want to view this Income not as free money, but as an offset to your transit budget on the Expense side. With that perspective in mind, you should have few qualms about relinquishing a piece of this small Income stream by passing the Subsidized Mass Transit Ordinance. First, Sims become 20 percent more likely to board public transit when they encounter it.

This means less Road traffic, leading to reduced air pollution. Ensuring successful travel is one important way to avoid building abandonment. The Subsidized Mass Transit Ordinance is a good loss in revenue. Still, if you are dying for cash to get deal for most mayors. Hoarding all the Transit Fare Income has saved more than one mayor! This generosity trickles down in the form of an automatic grant in Disaster Relief Income that shows up in the fifth line of your Income ledger.

This usually Fig. Good thing the federal government includes: will help. If you were able to sound the Early Warning System in the allotted time, the grant amount increases to 35 percent. The Disaster Relief grant is unrestricted, so you may spend it however you like. You are under no obligation to rebuild. Tinkering with taxes is tricky business. Depending on the population of your city, raising or lowering taxes will have some kind of effect on demand for your Residential, Commercial, and Industrial zones. Sometimes, lowering taxes can actually generate more money than raising them.

If, by lowering taxes, you can encourage enough Sims to move into your burg, you may raise the population enough to equal or exceed your previous revenue levels. You can also increase tax revenue by boosting land values. This is the most stable, but most difficult, route to financial independence. The effect on demand changes as population grows. If you wish to encourage demand, lower tax rates accordingly. If you want to slow things down, raise taxes in the appropriate sector. Remember, demand is impacted by factors other than taxes. Most notably, the supply of one type of zone directly impacts demand for another kind.

Remember, however, that the only stream of Income that has no ill side effects is moderate No Effect tax rates on well-populated, high average land value—zoned property. Every other line in the Income ledger helps, but should never be totally relied upon for the long term. It seems elementary but it should be said: Your Expenditures must be equal to or less than your Income to keep money in your treasury. TIP Sure you can take out Loans when your treasury dips below zero but, in practice, adding extra Expenditures in the form of debt Fig.

Expenditure window payments makes turning a profit extremely difficult. One way to ensure this correct financial balance is to raise more money on your Income ledger. That, however, may not always be possible or even preferable. Often, you will achieve your budgetary goals by altering your Expenditures instead. Keep in mind that the left-hand column is money actually spent so far this year and the righthand column in this window represents estimated costs for the current year—what your costs will be if nothing changes. If, for instance, you add a Police Department or enact a new Ordinance, these figures will change from previous estimates.

See above. A neighbor offers a deal. Unlike deals to sell where you are receiving money from a neighbor , costs of Neighbor Deals to buy are variable and unpredictable. The estimates that appear on your ledger should, therefore be taken with a big grain of sea salt. Though the monthly charge is uncertain, there are elements of a buy deal that you know for sure: 1.

The term of the deal always five years : Allows you to know how long you are bound to the deal rate and when you can terminate the deal without penalty. This gives you a baseline for how much the deal will cost. With this information, observe how much a buy deal is costing you and generally predict what effects continued growth will have on this monthly obligation.

For a hefty but simple interest charge, you get whatever stack of money you wish in exchange for a promise to pay it back in even payments over 10 years. The sum of all Loan payments appears as a line item on your Expenditures ledger. When you accept a Loan, the interest is added immediately and payments are calculated.

All sliders are, by default, set at percent funding. If, for example, you add the operating costs of all Police Stations and Jails, it will equal percent funding for the Police budget. Underfunding, however, is a dangerous game and should be undertaken only in the most dire circumstances. Not exactly. You may not realize that it can be a waste of money.

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No effect No effect Roads Speeds repair of damaged Roads. If you have no damaged Roads, no effect. No effect Police Increases radius of coverage. Mass Transit No effect No effect primagames. There is, however, a price to pay. For example, your Police and Fire coverage will diminish, covering a smaller area. Your Roads will become damaged and potholed. In the end, the cost of underfunding may outweigh the bottom-line savings you intend.

This probability rises the longer your Fig. Your Police and Fire radii in these Data Maps will shrink when a strike is in effect. Departments go without the optimum budget. SUMMARY If you are unable to balance your budget with taxes or some of the least damaging alternative Income sources, your next step should be to analyze your Expenditures.


The most obvious tactic is to throttle down your Departmental budgets. You can safely reduce funding of all Departments except Roads to 71 percent with no worry of provoking a strike. You will see substantial degradation in services and benefits during any underfunding but those may be acceptable losses. The inconvenience and expense of repairing your Roads and the large scale abandonment usually caused by pothole-riddled Roads are not worth the small savings.

You can also close some Subway and Train Stations by demolishing them. If you are buying power or water from or exporting your garbage to a neighbor, consider adding facilities of your own to reduce your obligation.


Finally, cancel all but the most essential Ordinances. You can always revive them when good times return. Your job is to provide management, infrastructure power, water, and garbage service , transportation, and basic services Police, Fire, Schools, etc.

NOTE A note on structure: The concepts of zoning, demand, and development are intricately intertwined. To understand the tricks and techniques of zoning, you must first understand how the choices you make in zoning shape and bind subsequent demand and development.

To understand demand and development, however, you have to understand zoning. Such circular explanations are understandably confusing. The clearest way to digest these topics, then, is in the order they occur in the simulation.

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First, you lay down a zone, then demand dictates if the zone can be developed, then the rules of development kick in and decide whether and what to build. ZONING For all other buildings those in which your Sims live, work, and shop your function is to decide what kind of buildings you want to see and how densely and in what location you want them built. If you want to keep your city small, start with smart zoning. Once an area is zoned and all required services are provided, the Sims will begin development if conditions permit.

What they build is, technically, up to them, but you can guide them with your choices of zone and density. Construction begins instantly. The Agricultural zone is really just a light density Industrial zone with some rigid conditions. Specialized zones are not so linked to demand.

Though the Specialized zones are important, RCI zones are the beating heart of this simulation—everything revolves around improving and nurturing your Residential, Commercial, and Industrial zones. What that balance is at any given period of gameFig. Maintaining balance is easy when you only have a few play is, however, a moving target. Customers for industry exist both within your city and outside its borders.

If the jobs dry up, so do the Residential zones. As this list illustrates, Residential zoning depends on and grows from both Industrial and Commercial zones, while Industrial and Commercial zones are tied to Residential zones and, incidentally, the outside world , but not each other. If these general proportions are not maintained, demand will be severely thrown off, swinging wildly in response to any effort to settle it back into its normal patterns.

To further complicate matters, you must consider the effect of density on zone balancing. Begin by zoning only light density zones. To illustrate why, consider it in terms of individual buildings. Every Residential, Commercial, and Industrial building is assigned a figure for how much demand it satisfies. A more complete discussion of their significance will have to wait until Chapter These numbers make plain the impact of density on zoning.

Laying down the same size block of medium density tiles, on the other hand, potentially supplies 67—73 points per building; a jump of more than percent. Putting a seven pound weight on a balanced scale will offset the balance more than would a one pound weight. What, then, should the ratio be between them? Does it matter? Yes, it matters a lot and depends strongly on the population of your city. In the real world, cities tend to begin with large Industrial bases and gradually shift, as population grows, to a primarily Commercial economy.

A young city will be dominated by industry with only a tiny Commercial presence. Ratio of Commercial Zones to Industrial Zones Total City Population Percent Commercial Percent Industrial Ratio 0—32, 17 percent 83 percent 33,—99, 20 percent 80 percent ,—, 22 percent 78 percent The theory is that a certain level of demand for industry exists outside your city—this is where the buildings come from when you initially zone.

Once the Industrial zones start to fill, they create demand for Residential zones to house the newly arrived Industrial employees. This graph shows the ratio of Commercial to Industrial tiles as population increases. Industrial drops as Commercial rises, intersecting at , Start by putting down some light Industrial zones to bring in your first residents. Once these are set up, demand for other zones begins.

Build your initial Industrial zones around your first Power Plant. Better to cluster your biggest polluters than have to move them toward town. Clump your Industrial zones away from Residential and Commercial neighborhoods. You might as well put them around your Power Plant.

Build large Industrial zones. Keep Industrial zones large, and stick them on the edge of the map to minimize their impact on citywide pollution. The maximum block depth of Industrial zones with Roads on opposing sides is, therefore, Blocks can, thereafter, be as deep as Industrial zones can be large. If you place a Road on either side of this block, it can be 10 tiles deep and as long as you Industrial zones. Residential Sims can get off the desire. If you pass the Shuttle Ordinance, it can be 12 tiles deep!

Though it does nothing for your tax base, the truth is that Industrial Sims love low land values. The lower the better! TIP If land value is too high when you start an Industrial zone, it might not develop. Industrial land value can be enhanced by proximity to some value-boosting structures Police Stations, Fire Stations, Parks, etc.

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Their effect, however, is probably better used in Commercial and Residential neighborhoods. It can be a good idea to put a Police Station in the middle of a huge Industrial block. It expands the size of the block and reduces crime in your most crime-ridden zone type. Some of these actually benefit Industrial zones although they damage other kinds. Farms are actually a special kind of Industrial development. Unlike normal Industrial buildings, Farm buildings require very specific conditions to develop and operate.

As such, they are Fig. Drop undesirable structures in the heart of more like the Specialized zones discussed in the Industrial zones. Consult that section for specifics.

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Here are a few pointers to keep in mind. Industrial zones decrease land value and aura and increase pollution, all bad things for a Residential zone. Place Residential zones near water, trees, and on higher-than-average ground. These things increase value and the trees actually reduce pollution. To preserve the trees, leave their tiles unzoned as you surround them with zoned tiles. Blocks of Residential tiles can, therefore, be up to 8 tiles deep with Fig.

Trees absorb pollution, and water is your best bang-forRoads on opposing sides. The Shuttle Ordi- the-buck land value enhancer if you use it right. You can place Subway Stations inside large blocks of Residential zones; all tiles within a 4tile radius will have access to it. Residential Sims use all forms of transportation. This unusually large Residential zone owes its size to the Subway Station in the center. Keep your Subway Service running well, however, or tiles dependent on this Subway Station will be stranded and abandoned.

Use these spaces to increase land value, reduce average pollution, or enhance aura. TIP Be very conservative when adding Commercial zones, especially with a young city. Commercial demand is very low and fragile. In other words, keep them away from Industrial zones, Power Plants, and anything else that creates pollution or reduces land value. Always take advantage of Landscape features by zoning near them.

You can create Commercial zones as deep as 6 tiles with Roads on opposing sides. Keep Commercial tiles away from industry and other pollution sources and near water or trees or on hills. Blocks of Residential tiles can, therefore, be up to 6 tiles deep. The Shuttle Ordinance increases this number to 4, allowing for depths of up to 8. Commercial zones can be large. If you place a Road on either side of this block, it can be 6 tiles deep and as long as you desire.