1105 lines
46 KiB
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1105 lines
46 KiB
Plaintext
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SIM CITY VERSION 1.0 FULL DOCUMENTATION SCANNED BY PONYBOY
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REMEMBER ONE OF THE FASTEST AMIGA BOARDS IN THE WORLD
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TOGETHER WITH THE RADDEST CODE SUB EVER
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SPREADPOINT HQ (714) 626-8365
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Greets And Hellos At The End Of The Manual
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*****************************************************************
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*Note: The documentation was originally for the Macintosh, but
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after checking through it, it appears little or almost no
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changes has been made for the AMIGA version. Since I can't
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type as fast and as accurate as the guys at Southern Star,
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this entire text was scanned.
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*****************************************************************
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Enter SimCity and take control. Become the undisputed ruler of a
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sophisticated real-time City Simulation.
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Take control of San Francisco 1906, just before the great quake
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or Tokyo 1957, just before a monster attack.
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Show your pioneering spirit. Start with virgin territory and
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create a living, growing city.
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The quality of life in your city depends on you. Zone land,
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balance budgets, install utilities, manipulate economic
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markets, control crime, traffic and pollution, and overcome
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natural disasters.
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Your city is populated by Sims-simulated citizens.
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Like their human counterparts, They build houses, condos,
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churches, stores and factories. And, also like humans, they
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complain about things like taxes, mayors, taxes, city planners,
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and taxes. They let you know if they need more housing, better
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transportation, an airport or a sports stadium. If they get too
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unhappy, they move out; you collect excess taxes,
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the city deteriorates.
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A WALK THROUGH YOUR CITY
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Boot your Macintosh, then insert your SimCity disk and double-
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click the SimCity icon. After a few seconds, a screen with the
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options to start a new city, load a city, or select a scenario
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appears. Click START NEW CITY.
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A map of undeveloped land will be generated and displayed. You
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will be given a choice: GENERATE A NEW TERRAIN or USE THIS MAP.
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Click USE THIS MAP
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You are now given a choice of GAME PLAY LEVEL. Click EASY, then
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click OK.
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You will now be asked to name your city. Go ahead and name it, or
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accept the default name SOMEWHERE. Click the OK box.
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You are now in the MAPS WINDOW, looking down on an overall view
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of your entire terrain, approximately 10 miles by 10 miles in
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area. The icons along the left side of the MAPS WINDOW can be
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used to display different demographic views of your city. We'll
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play with them later.
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The small flashing box located somewhere on the map indicates the
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portion of your terrain that will be visible in your EDIT WINDOW,
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your main work area. Click and drag the box around the map,
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choosing the area you wish to work on, then double-click in the
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box to go the EDIT WINDOW.
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NOTE:The BUDGET WlNDOW will pop up once a year in city time. When
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it does, just click the GO WITH THESE FIGURES box at the bottom.
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You are now in the EDIT WINDOW, looking at a close-up view of the
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area box in the MAPS WINDOW. Note the icons on the left. They
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work just like icons in various draw and paint programs on the
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market.
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You can use the scroll boxes along the right side and bottom of
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the window to the window quickly around the terrain. To scroll
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over the terrain, use the arrows on each end of the scroll bars
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or the joystick box in the upper right-hand corner EDIT WINDOW.
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If you have cursor keys, they can be used to scroll.
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The EDIT WINDOW may be resized by clicking and dragging the
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bottom right corner or by using the zoom box to the left of the
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joystick box.
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The EDIT WINDOW may be moved around on the screen by clicking and
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dragging the title bar across the top of the window.
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Your available land is made of three types of territory. The
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light areas are clear the grey areas are forests and shrubs, and
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the dark areas are water. You can build on clear land. You can
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clear forest and extend coastlines with your bulldozer. You can
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run roads, rails and power lines across water.
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To clear the terrain, click the bulldozer icon in the upper-left
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corner of the EDIT WINDOW. The "pointer" is a small square,
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outlining the area will be bulldozed every time you click the
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mouse. Move your bulldozer pointer over some forest land and
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click. The forest section under your pointer is now clear land.
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Now, hold the button down and move slowly across the forest.
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Clear a large a land to prepare for building.
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Click the house icon, then mouse back to your terrain. Your
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pointer is now a large square outline. This outline indicates how
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much clear space you will need to create a residential zone.
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Clicking the mouse button in clear terrain "zones" the land. The
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"R" in the center of the zone indicates that it is a residential
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zone. The flashing lightening symbol indicates that the zone has
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no power. Place a few more residential zones adjacent to the
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first one.
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Now decide where to position a power plant in your city. Point to
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the power plant icon and hold down the mouse button. A small menu
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will appear, giving you the option of choosing a coal or nuclear
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plant. For now, choose the coal power plant. Then place it in
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some open space near your residential zones. If your power plant
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is not directly adjacent to a zone, you will have to run a power
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line from your power plant to the residential zone. To do this,
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click the power line icon. Using your mouse pointer and button,
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lay power lines from your power plant to your residential zones.
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Adjacent power line sections will automatically connect
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themselves to one another. Roadways and transit lines connect in
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the same manner. In a moment, the flashing symbols will
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disappear, indicating that your zones have been powered. Any
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zones that are adjacent to a powered zone do not need separate
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power lines run to them. Soon you will see small houses start to
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appear. The Sims have started to move in.
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When you zone land, you designate where building is allowed. It
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is the Sims who actually build.
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Now that you have a few residential zones, you're ready for
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commercial and industrial areas. Select the commercial icon and
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place a few commercial zones near your residential ones. Then
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select the industrial icon and map out some industrial zones.
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Connect all necessary power lines.
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Note that when you select different icons, the icon description
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and its associated cost will be displayed in the lower left-hand
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corner of the EDIT WINDOW. The message bar across the top of the
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EDIT WINDOW displays your total funds available. If you do not
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have enough money in your treasury to pay for a certain function,
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that icon will be "ghosted" on your screen and is unavailable for
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use.
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Now click the road icon and add roads from your residential
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housing to the commercial and industrial areas to allow the Sims
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to commute to work. Once you have roads, traffic will be
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generated.
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Now select the BUDGET WlNDOW from the WlNDOWS MENU. This is where
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you set the level of funding for your fire police and
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transportation departments. Click the up or down arrows to change
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the funding Ievel. You can also adjust the current property tax
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rate. If you have no police or fire departments they don't need
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funds. Click thc GO WITH THESE FIGURES box when you are done.
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Now select MAPS from the WINDOWS MENU. By clicking on the icons
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along the left you can see different demographic views of your
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city. You will need this information to build and adjust
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conditions in your city. For example you can pinpoint the areas
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with the highest crime to determine locations for new police
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stations.
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Additional information can be gained through the GRAPHS selection
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from the WINDOWS MENU. Unlike the maps which only show the
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current state of your city, the graphs give you a record of the
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past so you can gauge trends and cycles.
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This is all the basic information you need to run SimCity but we
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suggest reading on. The User Reference explains in detail how to
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use each program function. Inside SimCity explains the inner
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workings of the simulator and gives some hints and tips for using
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it. There is also an essay on The History of Cities and City
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Planning and a Bibliography for serious City Planners.
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USER REFERENCE
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~~~~~~~~~~~~~~
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MENU BAR
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SimCity Menus follow the standard Amiga/Macintosh interface.
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FILE MENU
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LOAD SCENARIO provides you with a menu of available scenarios.
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Click a city to load it.
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START NEW CITY generates a new, empty terrain. You will he given
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the option to accept it or generate another terrain.
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LOAD CITY lets you load a previously saved city.
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SAVE CITY saves any scenario or city-in-progress for later use.
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Once you have loaded a scenario, It can be saved and re-loaded,
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like any city, without the impending disaster
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PRINT CITY prints your city in either of two sizes; all on one
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page or on a three-page by two-page poster. Requires an
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ImageWriter printer. Laser Printer is not supported.
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QUIT ends SimCity
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OPTIONS MENU A checkmark to the left of an item indicates that
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the option is active.
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AUTO-BULLDOZER allows you to place zones, roadways, etc.,
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directly on top of trees and shoreline without manually
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bulldozing first. You will be charged the same as for manual
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bulldozing.
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AUTO-BUDGET keeps your budget at the same percentage settings
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without asking for approval every year.
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AUTO-GOTO automatically transports you to the scene of a disaster
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or major event.
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SOUND ON toggles the various city sounds on and off. Defaults to
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the "on" position. The simulation runs slightly faster with the
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sound off. Make sure that the volume is up on the control panel.
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GAME SPEED MENU
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FAST sets city time to maximum speed.
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MEDIUM is the default setting, about three times slower than
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FAST.
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SLOW sets the speed about seven times slower than FAST.
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PAUSE stops time. Zoning and building are possible in paused
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time.
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DISASTERS MENU
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FIRE starts a fire somewhere within the city limits
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FLOOD causes a flood to occur near the water.
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AIRCRASH causes a plane to crash. If there are no planes in the
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air, one will be generated
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TORNADO causes a tornado to appear within the city limits.
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EARTHQUAKE causes a MAJOR earthquake.
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MONSTER ATTACK sets a monster loose in your city.
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WINDOWS MENU
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MAPS brings the MAPS WINDOW up on the screen.
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GRAPHS brings up the GRAPHS WINDOW.
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BUDGET brings up the BUDGET WINDOW.
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EDIT brings up the EDIT WINDOW.
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EVALUATION brings up the EVALUATION WINDOW.
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EDIT WINDOW GADGETS
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TITLE BAR displays city name. Clicking and dragging the Title Bar
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allows you lo relocate the EDIT WINDOW.
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MESSAGE BOX displays treasury information, current date, and
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messages. Status messages tell you about events - if a disaster
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occurs, the message box will indicate the nature of the disaster,
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and supply a GOTO button to take you to the scene. Help messages
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are about the Sims' needs and wants, such as more housing.
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DEMAND INDICATORS in the lower left-hand corner of the EDIT
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WINDOW give a constant reading of the residents' need for
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residential, commercial and industrial zoning. Above the center
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line indicates a positive demand. Below the line is negative
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demand.
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CLOSE BOX closes the EDIT WINDOW.
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GROW BOX resizes the window.
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JOYSTICK BOX moves you around your city. The city scrolls in the
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direction you point as long as you are holding the mouse button
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down.
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SCROLL ARROWS scroll your city horizontally and vertically.
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SCROLL BOXES quickly move you to distant portions of your city.
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ZOOM BOX sizes the window to cover the entire screen.
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SELECTED ITEM & COST BOX displays active item and related cost.
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EDIT WINDOW KEYBOARD COMMANDS
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(Some key commands are not available on older keyboards.)
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Q - (Query) - Hold down the "Q" key while clicking on parts of
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your city to bring up a status box identifying the spot (zone,
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road, terrain, etc.), and giving information on Population
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Density, Land Value, Crime Rate, Pollution and Growth.
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Z and X - Cycle active icons in opposite directions.
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B, R, T and P are shortcut keys. No matter which icon is
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selected, if you Push and hold down the "B" key, you will be in
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active Bulldozer mode. Release the "B" key to return control to
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the selected icon. The "R" key activates Roadbuilding mode in the
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same way. Thc "T" key activates Transit line building, and the
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"P" key puts you in Power line mode.
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CURSOR KEYS scroll the terrain around under the EDIT WINDOW.
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EDIT WINDOW ICONS
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Active icons are highlighted. Ghosted icons are unavailable due
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to lack of funds. Clicking on a ghosted icon shows the item's
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cost.
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BULLDOZER clears trees and shrubbery, creates landfill along the
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water, levels developed, existing zones and clears rubble caused
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by disasters. Bulldozing the center of a zone demolishes the
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entire zone. The Auto-Bulldozer option only works on natural
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terrain, not developed land. It costs $1 to bulldoze a section
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of land.
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ROADWAYS connect developed areas. Intersections and turns are
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automatically created. Lay continuous roads by clicking and
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dragging your pointer. Be careful - if you accidentally lay a
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road in the wrong place you will have to pay for bulldozing and
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rebuilding. Roads may not be placed over trees, shrubbery, or
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zoned areas. They can cross over power lines and transit lines
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only at right angles. Laying roads across water creates a bridge.
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Bridges can only be built in a straight line - no curves, turns
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or intersections. Shorelines must be bulldozed prior to building
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a bridge (unless the auto-bulldoze feature is on).
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Roadways are maintained by the transit budget, and wear out if
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there is a lack of funding. It costs $10 to lay one section of
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road and $50 to lay one section of bridge.
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POWER LINES carry power from power plants to zoned land and
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between zones. All developed land needs power to function.
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Power lines cannot cross trees, shrubbery, or zoned land. Power
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is conducted through adjacent zones. Unpowered zones display the
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flashing power symbol. There is a delay between the line you
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power up a zone and when the flashing light disappears. The
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delay grows longer as the city grows larger. Junctions and
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corners are automatically created. Lay continuous power lines by
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clicking and dragging your pointer. Power lines across a river
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must be horizontal or vertical - no turns, curves or
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intersections. Power lines consume some power due to
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transmission inefficiencies. It costs $5 to lay one piece of
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power line on land, $25 on water.
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TRANSIT LINES create a railway system for intra-city mass
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transit. Place tracks in heavily trafficked areas to help
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alleviate congestion. Intersections and turns are created
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automatically. Lay continuous transit lines by clicking and
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dragging your pointer. Tracks laid under rivers will appear as
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dashed lines. These underwater tunnels must be vertical or
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horizontal - no turns curves or intersections. Transit lines are
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maintained by transportation department funds. The level of
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funding affects the efficiency of the system. It costs $20 per
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section of track on land $100 per section under water.
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PARKS can be placed on clear land. Parks forests and water raise
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the land value of surrounding zones. Parks can be bulldozed as
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fire breaks or reserve space for later mass transit expansion.
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It costs $10 to lay one segment of park.
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RESIDENTIAL ZONES are where the Sims build houses apartments and
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community facilities such as schools and churches. Residential
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zones develop into one of four values: slums, lower middle class,
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upper middle class, and upper class. They can range in population
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density from single-family homes to high-rise apartments and
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condominiums. Factors influencing residential value and growth
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are crime rate, pollution, traffic density, population density,
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surrounding terrain, roadway access, parks and utilities. It
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costs $100 to zone one plot of land as residential.
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COMMERCIAL ZONES are used for many things, including retail
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stores, office buildings, parking garages, and gas stations.
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There are four values for commercial property and five levels of
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growth from the small general store to tall skyscrapers. Factors
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influencing the value and growth of commercial areas include
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internal markets, pollution, traffic density, residential access,
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labor supply, airports, crime rates, transit access, and
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utilities. It costs $100 to zone one plot of land as commercial.
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INDUSTRIAL ZONES are for heavy manufacturing and industrial
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services. There are four levels of industrial growth from small
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pumping stations and warehouses to large factories. Factors
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influencing the growth of industrial areas are external markets,
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seaports, transit access, residential access, labor supply, and
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utilities. It costs $100 to zone one plot of land as industrial.
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POLICE DEPARTMENTS lower the crime rate in the surrounding area.
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This in turn raises property values. Place these in high-density
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crime areas as defined by your Crime Rate map. Thc efficiency of
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a station depends on the level of police department funding. It
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costs $500 to build a police station.
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FIRE DEPARTMENTS make surrounding areas less susceptible lo
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fires. When fires do occur, they are put out sooner and do less
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damage if a station is near. The effectiveness of fire
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containment depends on the level of fire department funding. It
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costs $500 to build a fire station.
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STADIUMS encourage residential growth. The message window will
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indicate when the city wants a stadium. You may build a stadium
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in your city prior to this request without negative effect.
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Stadiums indirectly generate a lot of revenue, but create a lot
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of traffic. Properly maintaining a stadium requires a good road
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and transit network. It costs $3000 to build a stadium.
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POWER PLANTS can be coal or nuclear, chosen from a sub-menu
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provided when you click and hold on the icon. Thc nuclear plant
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is more powerful but carries a slight risk of meltdown. The coal
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plant is less expensive, but less powerful and it pollutes.
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Connecting too many zones to a Power Plant causes brownouts. You
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will get a message saying "You need to build another power plant.
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Coal power plants cost $3000 to build, and supply enough
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electricity for about 50 zones. Nuclear power plants cost $5000
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and supply electricity for about 150 zones.
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SEAPORTS increase the potential for industrial growth. They have
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little effect in a small city, but contribute a lot to
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industrialization in a large city. Seaports should be placed on
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a shoreline. The shoreline must be bulldozed prior to zoning a
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seaport. Once the port is operational, you may see ships in the
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water. It costs $5000 to zone land for use as a seaport.
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AIRPORTS increase the growth potential of your commercial
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markets. Once a city starts getting large, commercial growth will
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level off without an airport. Airports are large and expensive
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and should not be built unless your city can afford one. Position
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airports to keep flight paths over water whenever possible
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lessening the impact of air disasters. Once you build an airport
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you will see airplanes flying above your city to and from the
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airport. There is also a traffic helicopter which alerts you to
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heavy traffic jams. It costs $10,000 to zone land for use as an
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airport.
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BUDGET WINDOW
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When your first taxes are collected in a new city, and each year
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after, the BUDGET WINDOW will appear (unless you select the Auto-
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Budget function). You will be asked to set the funding levels
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for the fire, police, and transportation departments, and to set
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the property tax rate.
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You can raise and lower budget levels by clicking on the little
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arrows that correspond to each category. A percentage indicator
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will display the level of funding that will be maintained if you
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turn on the Auto-Budget function. You may adjust your tax rate by
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clicking on the arrows next to the tax rate indicator. Click on
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"GO WITH THESE FIGURES" to exit the BUDGET WINDOW.
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The level of budgeting requested by each department is based on
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the number of fire departments, police stations, and the amount
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of roadways and transit lines in your city. These figures
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increase as your city grows - it costs money to maintain your
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city infrastructure.
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WAITING... An hourglass icon is displayed at the top left of the
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budget window. It indicates the time remaining to enter the
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budget information. When the hourglass empties, the budget that
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is set is accepted. If you need more time, click in the budget
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window to reset the hourglass.
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MAPS WINDOW
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The MAPS WINDOW gives you various overviews of your city. The
|
|
portion of your city currently visible in the EDIT WINDOW is
|
|
represented by a flashing box on your map. You can click and drag
|
|
this box to the area you wish to edit. Double-click in the
|
|
flashing box to go to the EDIT WINDOW. You cannot resize the
|
|
MAPS WINDOW but you can move it on your screen by clicking and
|
|
dragging the drag bar at the top of the window. Clicking on
|
|
the close box in the upper left-hand corner of the window closes
|
|
the window. By clicking on the icons along the left side of the
|
|
MAPS WINDOW you can view the following maps and cartograms.
|
|
|
|
The CITY MAPS icon brings up a sub-menu allowing you to choose
|
|
between views of developed sections of your city. You may
|
|
individually display the residential commercial or industrial
|
|
areas or all three.
|
|
|
|
POWER GRID shows you the network of the power lines in grey and
|
|
powered zones as black dots.
|
|
|
|
TRANSPORTATION is a road map of your city displaying all roads
|
|
and rail lines in black. Use this view to examine your city's
|
|
access to specific areas and to plan future expansion of the
|
|
network.
|
|
|
|
The POPULATION MAPS icon brings up a sub-menu offering two views.
|
|
The Population Density view uses degrees of shading to show the
|
|
average number of people occupying an area each day. The Rate of
|
|
Growth shows the most recent growth (positive or negative) of
|
|
your city and where it is occurring.
|
|
|
|
TRAFFIC DENSITY shows the amount of traffic on your roads. Spot
|
|
traffic problems and determine where new roadways and transit
|
|
lines are needed.
|
|
|
|
The POLLUTION map shows levels of pollution throughout your city.
|
|
Pollution is generated by industry and traffic.
|
|
|
|
The CRIME RATE map shows the level and location of crime in your
|
|
city. Crime is calculated from population density land value and
|
|
proximity of police stations.
|
|
|
|
The LAND VALUE map shows the relative value of land within the
|
|
city limits. Land values are used to establish the amount of
|
|
revenue generated in taxes.
|
|
|
|
The CITY SERVICES icon brings up a sub-menu offering views of
|
|
police or fire services. The service map displays the effective
|
|
radius of each of your stations based on their location, power
|
|
and funding levels.
|
|
|
|
GRAPHS WINDOW
|
|
|
|
The GRAPHS WINDOW gives you time-based graphs of various city
|
|
data.
|
|
|
|
You cannot resize the GRAPHS WINDOW, but you can move it on your
|
|
screen by clicking and dragging the drag bar at the top of the
|
|
window. Use the close box in the upper left-hand corner of the
|
|
window to exit.
|
|
|
|
Clicking on the icons on the left side of the GRAPHS WINDOW will
|
|
toggle each graph on and off. You may have any combination of
|
|
graphs displayed at any time. Each graph is displayed as a
|
|
different line pattern.
|
|
|
|
Data may be displayed on 10-year or 120-year graphs.
|
|
|
|
The RESIDENTIAL POPULATION graph shows the total population in
|
|
residential zones.
|
|
|
|
The COMMERCIAL POPULATION graph shows the level of development in
|
|
commercial zones.
|
|
|
|
The INDUSTRIAL POPULATION graph shows the level of development in
|
|
industrial zones.
|
|
|
|
The CRIME RATE chart shows the overall crime rate of the entire
|
|
city.
|
|
|
|
The CASH FLOW graph shows your city's cash flow: money collected
|
|
in taxes last year minus money it took to maintain your city.
|
|
|
|
Note: Cash flow has little to do with your current funds, or how
|
|
much you spend in building (except that city expansion will
|
|
increase both taxes collected and maintenance costs).
|
|
|
|
The line in the center of the Cash Flow graph represents a cash
|
|
flow of zero. Do not build more infrastructure (roads, rail,
|
|
police departments, fire stations) than you can support with tax
|
|
revenues.
|
|
|
|
The POLLUTION graph shows the overall pollution reading of the
|
|
entire city.
|
|
|
|
EVALUATION WINDOW
|
|
|
|
The EVALUATION WINDOW gives you a performance rating. You can
|
|
access it through the WINDOWS MENU.
|
|
|
|
You can click and drag the title bar of the window to relocate it
|
|
on the screen. Click on the close box in the upper-left corner to
|
|
close the window.
|
|
|
|
PUBLIC OPINION data is presented in poll form, rating your
|
|
overall job as mayor and listing what the public regards as the
|
|
city's most pressing problems. You are advised to keep your
|
|
residents happy or they might migrate away, and you will be left
|
|
with a "ghost town."
|
|
|
|
Some example problem-solving strategies are:
|
|
|
|
Crime-Build more police departments, or try to raise land values.
|
|
Housing - Provide more residential zones.
|
|
Unemployment - Build more industrial and commercial zones.
|
|
Traffic - Possibly add more roads or mass transit.
|
|
|
|
STATISTICS on population, net migration, and assessed value are
|
|
displayed, along with the city game level and an overall city
|
|
score. This data is calculated once a year at budget time.
|
|
|
|
Population shows how many people live in your city now; net
|
|
migration shows how much the population changed over the last
|
|
year. Assessed value represents the net worth of all city-owned
|
|
property.
|
|
|
|
CATEGORY - Your city will be assigned to one of six categories -
|
|
Village, Town, City, Capital, Metropolis, and Megalopolis - based
|
|
on its size. The overall city score is a composite index of many
|
|
factors (including crime, pollution, employment, environment,
|
|
housing), calculated once a year based on a scale of 0 to 1000. A
|
|
higher score indicates a more efficient and successful city.
|
|
|
|
DISASTERS
|
|
|
|
Disasters will randomly occur as you play SimCity. At higher game
|
|
levels the disasters will happen more often. Most disasters can
|
|
be activated from the DISASTERS MENU.
|
|
|
|
FIRES can start anywhere in the city. Fire spreads fairly rapidly
|
|
through forests and buildings, somewhat slower over roadways and
|
|
transit lines. Fire will not cross water or clear terrain.
|
|
|
|
The effectiveness of the fire department (which can be viewed in
|
|
the MAPS WINDOW) is based on how close it is to the fire, and its
|
|
funding levels. Fires inside this effective radius will be
|
|
extinguished automatically. If you have no operational fire
|
|
departments in the area you can try to control the fire yourself.
|
|
Since fire will not spread across clear terrain, you can build
|
|
firebreaks with the bulldozer. Just surround the fire with clear
|
|
areas and it will stop spreading and eventually burn itself out.
|
|
Note: You cannot directly bulldoze a fire.
|
|
|
|
FLOODS occur near the water. They gradually spread and destroy
|
|
buildings and utilities. After a while the flood waters recede,
|
|
leaving behind cleared terrain.
|
|
|
|
AIR CRASHES can happen anywhere in the city if an airport is
|
|
operational. This happens whenever aircraft collide with things,
|
|
such as a tornadoes or another aircraft. When a crash occurs, a
|
|
fire will start, unless the crash is on water. A good strategy
|
|
is to locate the airport away from the central city to minimize
|
|
the fire damage.
|
|
|
|
TORNADOES can occur anywhere on the map at any time. Very fast
|
|
and unpredictable, they can appear and disappear at a moment's
|
|
notice. Tornadoes destroy everything in their path, and can
|
|
cause planes, helicopters, trains, and ships to crash.
|
|
|
|
EARTHQUAKES are the most devastating disaster. This is a MAJOR
|
|
earthquake between 8.0 and 9.0 on the Richter Scale. It will
|
|
destroy buildings and start fires. The initial damage will vary
|
|
with the severity of the earthquake, and the eventual fire damage
|
|
depends on your fire control efforts. When an earthquake occurs,
|
|
you will see the edit window shake for a while. When it stops,
|
|
you will have to take charge and control the scattered fires. Use
|
|
the bulldozer to contain the largest fires first and work your
|
|
way down to the smaller ones.
|
|
|
|
MONSTER ATTACKS are provoked by high levels of pollution. A
|
|
monster destroys everything in its path, starts fires, and causes
|
|
planes, helicopters, trains, and ships to crash.
|
|
|
|
MELTDOWNS are only possible if you are using a nuclear power
|
|
plant. If a meltdown occurs your nuclear plant will explode into
|
|
flames. The surrounding area will be unusable for the remainder
|
|
of the simulation due to radioactive contamination. Meltdowns are
|
|
not available on the DISASTERS MENU.
|
|
|
|
SHIPWRECKS can occur once you have an operating seaport. They can
|
|
cause fires where the ship crashes into a shore or bridge.
|
|
Shipwrecks are not available on the DISASTERS MENU.
|
|
|
|
SCENARIOS
|
|
|
|
Thc scenarios provide both real and hypothetical problems for you
|
|
to deal with in seven famous cities (and one not-so-famous). They
|
|
present various levels of difficulty. Some problems are in the
|
|
form of disasters which will occur some time after you start.
|
|
Other problems are more long-term such as crime. Your task is to
|
|
deal with the problem at hand as well as possible under the
|
|
circumstances. After a certain amount of time the city residents
|
|
will rate your performance in a special election. If you do very
|
|
well you may be given the key to the city. However if you do
|
|
poorly they might just run you out of town. To avoid the disaster
|
|
which is tied to a scenario save it to disk and reload the city
|
|
from the saved file.
|
|
|
|
DULLSVILLE, USA 1900 - BOREDOM
|
|
|
|
Things haven't changed much around here in the last hundred years
|
|
or so and the residents are beginning to get bored. They think
|
|
Dullsville could be the next great city with the right leader. It
|
|
is your job to attract new growth and development turning
|
|
Dullsville into a Metropolis by the 21st century. (Easy)
|
|
|
|
SAN FRANCISCO, CA 1906 - 8.0 EARTHQUAKE
|
|
|
|
Damage from the earthquake was minor compared to that of the
|
|
ensuing fires, which took days to control. 1500 people died.
|
|
Controlling the fires should be your initial concern here.
|
|
Afterwards clearing the remaining rubble will allow the city to
|
|
start rebuilding. (Very difficult)
|
|
|
|
HAMBURG, GERMANY 1944 - FIRE
|
|
|
|
Allied fire-bombing of German cities in WWII caused tremendous
|
|
devastation and loss of life. People living in the inner cities
|
|
were at greatest risk. You must control the fire storms during
|
|
the bombing and then rebuild the city after the war. (Very
|
|
difficult).
|
|
|
|
BERN, SWITZERLAND 1965 - TRAFFIC
|
|
|
|
The roads here are becoming more congested with automobile
|
|
traffic every day, and the residents are upset. They demand that
|
|
you do something about it. Some have suggested a mass transit
|
|
system as the answer, but this may require major rezoning in the
|
|
downtown area. (Easy)
|
|
|
|
TOKYO, JAPAN 1957 - MONSTER ATTACK
|
|
|
|
A large reptilian creature rose from Tokyo Bay and rampaged
|
|
through the city, destroying much of the industry along the bay.
|
|
(Moderately difficult)
|
|
|
|
DETROIT, Ml 1972 - CRIME
|
|
|
|
By 1970, competition from overseas and other economic factors
|
|
pushed the once "automobilc capital of the world" into recession.
|
|
Plummeting land values and unemployment increased crime in the
|
|
inner-city to chronic levels. You have just been elected after
|
|
promising to reduce the crime and rebuild the industrial base of
|
|
the city. (Moderately difficult)
|
|
|
|
BOSTON, MA 2010 - NUCLEAR MELTDOWN
|
|
|
|
A major meltdown is about to occur at one of the new downtown
|
|
nuclear reactors. Thc area in the vicinity of the reactor will be
|
|
severely contaminated by radiation, forcing you to restructure
|
|
the city around it. (Very difficult)
|
|
|
|
RIO de JANEIRO, BRAZIL 2047 - FLOOD
|
|
|
|
In the mid 21 st century, the greenhouse effect raised globaI
|
|
temperatures 61F. Polar icecaps melted and raised sea levels
|
|
worldwide. Coastal areas were devastated by flood and erosion.
|
|
Unfortunately, some of the largest cities in the world are
|
|
located on the coasts. (Moderately difficult)
|
|
|
|
GAME PLAY LEVEL
|
|
|
|
When you first start a new city you must pick a difficulty level.
|
|
Once a city is started you cannot change the game level; it
|
|
remains at your initial setting for the life of the city. The
|
|
game level setting is displayed in the evaluation window. This
|
|
level - Easy, Medium, or Hard - adjusts the simulation to your
|
|
current abilities by altering several factors. A harder setting
|
|
will increase the chance of disasters, make residents more
|
|
intolerant of taxation, cause maintenance costs to grow, etc.
|
|
|
|
KEYBOARD REFERENCE CHART
|
|
|
|
GENERAL KEYBOARD COMMANDS
|
|
|
|
COMMAND A - Activates Auto-Bulldoze option
|
|
COMMAND B - Brings up BUDGET WINDOW
|
|
COMMAND E- Brings up EDIT WINDOW
|
|
COMMAND G - Brings up GRAPHS WINDOW
|
|
COMMAND L - Loads a City
|
|
COMMAND M - Brings up MAPS WINDOW
|
|
COMMAND N - Starts a New City
|
|
COMMAND Q - Quits SimCity
|
|
COMMAND S - Saves a City
|
|
COMMAND 0 - Stops City Time
|
|
COMMAND 1 - Sets City Time to Slow Speed
|
|
COMMAND 2 - Sets City Time to Medium Speed
|
|
COMMAND 3 - Sets City Time to High Speed
|
|
|
|
SPECIAL EDIT WINDOW KEYBOARD COMMANDS
|
|
|
|
d Z - Cycle through and activate icon functions
|
|
|
|
Q - ( Query) - Point to a zone or object in the EDIT WINDOW, hold
|
|
down "Q" while clicking the mouse to bring up information about
|
|
the zone or object.
|
|
|
|
B activates the Bulldozer while depressed, overriding active
|
|
icon.
|
|
|
|
R activates Road laying while depressed, overriding active icon.
|
|
|
|
T activates Transit line laying while depressed, overriding
|
|
active icon.
|
|
|
|
P activates Power line laying while depressed, overriding active
|
|
icon.
|
|
|
|
CURSOR KEYS scroll the terrain under the EDIT WINDOW.
|
|
|
|
|
|
INSIDE SimCity
|
|
|
|
HOW THE SIMULATOR WORKS AND STRATEGIES FOR USING IT
|
|
|
|
Many factors influence the chance of your city's prospering or
|
|
floundering: both internal factors (the structure and efficiency
|
|
of your city) and external factors (the regional economy,
|
|
disasters, etc.).
|
|
|
|
ZONES
|
|
|
|
Your city is divided into three primary zones: residential,
|
|
commercial and industrial. These zones symbolize the three basic
|
|
pillars upon which a city is based: population, industry, and
|
|
commerce. All three are necessary for your city to grow and
|
|
thrive.
|
|
|
|
RESIDENTIAL ZONES are where the Sims live. Here they build
|
|
houses, apartments and community facilities such as churches and
|
|
schools. Sims are the workforce for your city's commercial and
|
|
industrial zones.
|
|
|
|
INDUSTRIAL ZONES are used to site warehouses, factories, and
|
|
other unsightly and polluting structures which have a negative
|
|
impact on surrounding zones. One of the major goals of planning
|
|
is to separate these nuisances from the areas where people live.
|
|
In this simulation, industrial zones represent the "basic"
|
|
production of your city. Things produced here are sold outside
|
|
the city to an "external market," bringing money into the city
|
|
for future growth.
|
|
|
|
COMMERCIAL ZONES represent the retail stores and services in your
|
|
city, including gas stations, grocery stores, banks, and offices.
|
|
Commercial areas are mainly dedicated to producing goods and
|
|
services needed within your city. This is called "non-basic"
|
|
production or production for the "internal market".
|
|
|
|
POPULATION-RESIDENTIAL
|
|
|
|
The major factors controlling residential population are
|
|
birthrate, availability of jobs and housing, unemployment, and
|
|
quality of life within the city.
|
|
|
|
Birthrate as used here is actually a combination of the birthrate
|
|
(+) and the deathrate (-). Within SimCity there is always a
|
|
positive birthrate.
|
|
|
|
Availability of jobs (the employment rate) is a ratio of the
|
|
current commercial and industrial populations to the total
|
|
residential population. As a rule of thumb, the number of
|
|
commercial and industrial zones together should roughly equal the
|
|
number of residential zones.
|
|
|
|
If there are more jobs in your city than residents, new settlers
|
|
will be attracted. If the job market declines during a local
|
|
recession, your people will migrate away in search of jobs.
|
|
|
|
Housing for your residents is built in the residential zones.
|
|
These zones must be powered and connected to the places of
|
|
employment with a road and/or rail network. The structures built
|
|
in residential zones are influenced by land value and population
|
|
density.
|
|
|
|
Quality of life is a measure of relative "attractiveness"
|
|
assigned to different zone locations. It is affected by negative
|
|
factors such as pollution and crime, and positive factors such as
|
|
parks and accessibility.
|
|
|
|
EXTERNAL MARKET - INDUSTRIAL
|
|
|
|
There are thousands of variables that influence your city. All
|
|
these variables can be influenced by your actions with the
|
|
exception of one.
|
|
|
|
Thc external market (the economic conditions that exist outside
|
|
of your city) is controlled by the simulation-there is nothing
|
|
you can do to change it. In many ways, this external market is
|
|
the original source of all city growth. Towns frequently begin
|
|
as production centers (steel towns, refineries, etc.) that
|
|
service a demand in the surrounding region. As time passes, the
|
|
external market grows to reflect the regional growth going on
|
|
around your city.
|
|
|
|
The industry in your city will attempt to grow as the external
|
|
market grows. For this to happen there must be room for
|
|
expansion (more industrial zones) and an adequate labor supply
|
|
(more residential zones).
|
|
|
|
INTERNAL MARKET-COMMERCIAL
|
|
|
|
The internal market is completely influenced by the conditions
|
|
within your city. Internal production, created in the commercial
|
|
zones, represents all the things which are purchased and consumed
|
|
within the city. Food stores, gas stations, retail stores,
|
|
financial services, medical care, etc. - all depend on a nearby
|
|
population to service. Within SimCity, the size of the internal
|
|
market determines the rate at which commercial zones will
|
|
prosper. Commercial zones need enough zoned land to build on and
|
|
an existent, sufficient workforce to employ. The structures built
|
|
in commercial zones are mainly influenced by land value and
|
|
population density.
|
|
|
|
Commercial zones grow and develop to serve the expanding internal
|
|
market. Commercial growth will usually be slow at first, when
|
|
the population is small and needs very little. As your city
|
|
grows, commercial growth will accelerate and the internal market
|
|
will become a much larger consumer of your total city
|
|
production. This accelerating effect, when the external/
|
|
industrial production is overtaken by the accelerating
|
|
internal/commercial sector, can turn a sleepy little town of
|
|
50,000 into a thriving capital of 200,000 in a few short years.
|
|
|
|
TAX RATE
|
|
|
|
The tax rate you set controls the amount of income generated by
|
|
your city. As taxes are collected each year (city time), the
|
|
BUDGET WINDOW will appear, giving you the fiscal details of your
|
|
city and a chance to adjust rates. The simulation determines the
|
|
amount of revenue collected by assessing each zone an amount
|
|
based on its land value, current level of development and the
|
|
current tax rate.
|
|
|
|
The tax rate has a global effect on your city's growth rate. If
|
|
you set it low (0 - 4%), growth will be brisk but the city income
|
|
will be low. If you set it high (10 - 20%), you will collect a
|
|
lot in the short run but in the long run tax income will decrease
|
|
along with the population. You must keep tax income high enough
|
|
to meet city maintenance costs and invest in new development, but
|
|
low enough not to scare off residents and businesses. A high tax
|
|
rate is one way to control city growth, should you want to
|
|
experiment with growth control measures.
|
|
|
|
BUDGETING
|
|
|
|
City budgeting effects the way your city grows. City
|
|
infrastructure cost is represented by three departments: police,
|
|
fire, and transportation. You may set the funding levels
|
|
separately for each. All three departments will request a
|
|
certain level of funding each year. You may supply all or part of
|
|
the requested funds, in the attempt to balance safety needs and
|
|
budgetary concerns.
|
|
|
|
POLICE DEPARTMENTS
|
|
|
|
Police stations lower the crime rate within a territory. The
|
|
effective radius of your police station is related to the amount
|
|
of funding allocated to the police department. There is a
|
|
positive correlation between the value of land and proximity to a
|
|
police station. Police Stations cost $100 per year to fund.
|
|
|
|
FIRE DEPARTMENTS
|
|
|
|
Fire departments prevent and extinguish fires. The level of
|
|
funding determines the effective radius of a fire department.
|
|
Fire departments put out fires within this radius much sooner
|
|
than outside it, and decrease the chance that they will start in
|
|
the first place. Fire Departments cost $100 per year to fund.
|
|
|
|
TRANSPORTATION DEPARTMENT
|
|
|
|
When you build roads and rail systems you are charged for
|
|
construction and yearly maintenance. The larger your
|
|
transportation network, the more it will cost for upkeep. If you
|
|
decide not to or are unable to pay this maintenance cost, roads
|
|
will slowly deteriorate and become unusable. The maintenance
|
|
cost for each piece is: Road - $1, Bridge - $4, Rail - $4, Rail
|
|
tunnel -$10.
|
|
|
|
POWER
|
|
|
|
Electrical power makes modern cities possible. Efficient and
|
|
reliable power transmission to all zones is the goal of good
|
|
"power management." Periodically in the simulation the entire
|
|
power grid of your city is checked for links to power. If a zone
|
|
is connected (by other zones or power lines) to a power plant,
|
|
the zone is considered powered (unless the power plant is
|
|
overloaded).
|
|
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Zones must be powered for development to occur. Many things (such
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as fires, floods monsters and bulldozers) can knock down power
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|
lines and cause blackouts in parts of your city. Development will
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|
stop in unpowered zones, and if power is not quickly restored,
|
|
the zone will decline back to its original state of emptiness.
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|
|
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Redundant power connections can make your power grid more
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|
reliable, but running more line adds construction costs and
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|
transmission line loss.
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|
TRANSPORTATION - TRAFFIC
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|
One of the most important elements of city structure is the
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|
transportation network. It moves Sims and goods throughout your
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|
city. Roads typically occupy as much as 25% - 40% of the land in
|
|
urban areas. Traffic along these roads indicates which sections
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|
of your road system are used the most.
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|
|
|
Traffic levels are simulated by a process known as "Trip
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|
Generation." Over time, each populated zone in the city will
|
|
generate a number of trips, depending on the population. Each
|
|
generated trip starts at the origin zone, travels down the
|
|
road/rail network, and if a "proper destination" is reached, ends
|
|
at the destination zone - otherwise, the trip fails. Trip failure
|
|
indicates inaccessibility of a zone and limits its growth.
|
|
|
|
The majority of generated trips represent people commuting to and
|
|
from work. Additional traffic is generated by residents traveling
|
|
to shopping, recreation, etc.
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|
|
|
Each road has a limited capacity for traffic. When this capacity
|
|
is exceeded traffic jams will form. Traffic jams drastically
|
|
lower the capacity of a road, compounding the problem and
|
|
frustrating drivers.
|
|
|
|
Traffic conditions fluctuate quickly, responding to things such
|
|
as open bridges, sporting events and port activity. Avoid
|
|
traffic problems by providing several routes for the traffic to
|
|
take, and building rail systems when you can afford to. The
|
|
traffic helicopter will spot traffic bottlenecks and report them.
|
|
|
|
POLLUTION
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|
|
|
Pollution levels are tracked in all areas of your city. This is
|
|
a general "nuisance level" which includes air and water
|
|
pollution, noise pollution, toxic wastes, etc. Pollution has a
|
|
negative impact on the growth of residential areas. The primary
|
|
cause of pollution is industrialized zones. The level of
|
|
pollution created by an industrial zone increases with its level
|
|
of growth. Traffic is another cause of pollution. As your city
|
|
gets large you may notice periodic smog generated from automotive
|
|
commutes. Fires, Seaports, Airports, and Coal Power Plants also
|
|
pollute.
|
|
|
|
There are limited means of combating the pollution level.
|
|
Lowering traffic density, limiting industrial development, and
|
|
separating the pollution from the residential areas will help.
|
|
|
|
CRIME
|
|
|
|
Crime rates are influenced by population density, local law
|
|
enforcement and land values. As population density increases in
|
|
an area, the number of crimes committed increases. Crime will
|
|
also increase in areas of low land value. The most effective way
|
|
to deal with high crime rates is to introduce a police station
|
|
into the area. Based on its level of funding, the police station
|
|
will reduce the rate of crime in its sphere of influence. A
|
|
long-term approach to lowering crime is to raise the land value
|
|
of the area. One way to do this is to demolish and rezone (urban
|
|
renewal).
|
|
|
|
LAND VALUE
|
|
|
|
Land value is one of the most fundamental aspects of urban
|
|
structure. The land value of an area affects how that area is
|
|
used. In this simulation the land value of an area is based on
|
|
terrain, accessibility, crime, pollution, and distance to
|
|
downtown.
|
|
|
|
The farther the residents have to go to work, the lower the land
|
|
value where they live, due in part to transportation costs. The
|
|
value of commercial zones depends greatly on accessibility by the
|
|
populace.
|
|
|
|
Land value is also affected by surrounding terrain. If land is
|
|
closer to water, trees or parks, its value will rise. Creative
|
|
placement of zones within the terrain, with little bulldozing,
|
|
can make good use of this natural advantage
|
|
|
|
Land value and crime rate have a feedback effect on each other.
|
|
Lower land values cause crime rates to rise. Higher crime rates
|
|
cause land values to drop, and can cause "transition areas" near
|
|
your central city to rapidly decline in value.
|
|
|
|
|
|
**********************************
|
|
THATS ALL FOR THE DOCS -- HAVE FUN
|
|
**********************************
|
|
|
|
Some Personal Greetinx Go To: Puppet Master, The Freelancer,
|
|
Bigfoot, Warehead Rokman, Nomad,
|
|
Blackhawk, The Agnostic, and of
|
|
course all Spreadpoint/Defjam/CCS
|
|
Members!
|
|
|
|
|
|
|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|