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                             A FAQ/Strategy Guide

(c) 2004-2006 Benjermin Ochsner                                    Version 2.03

Benjer AT gmail DOT com                                        November 1, 2006

==========================
  About this document...  
==========================

This document was created using Microsoft Word 2003 for Windows with a width of 
6 5/8 inches in 10 pt "Courier New" font, 79 characters per line. This document 
is best viewed using Mozilla Firefox 1.5 or later, with a screen resolution 
setting of at least 800 x 600 pixels. If you are experiencing difficulty in 
viewing this document, try adjusting your screen settings for better results.

I created this document because I felt that it would lead to the overall 
benefit of those who are in need of assistance in regards to SimCity 2000.

====================
  About E-mails...  
====================

If you have any questions that have gone unanswered here, you may e-mail me at 
the address above (Benjer AT gmail DOT com).

PLEASE MAKE SURE THAT "SC2K" (w/o quotations) IS IN THE SUBJECT, OT YOUR 
MESSAGE MAY BE DELETED. ONCE AGAIN, THAT IS "SC2K" TO BE IN THE SUBJECT.

Also, let me know if there are any huge factual errors in the guide (ignore 
spelling and grammar errata), or if someone has posted this guide outside of 
the websites listed in the legal section.

========================
  Table of Contents...  
========================

HOW TO USE: Following each section heading will be a code whose letters are 
separated by spaces EX: (L G L). To go immediately to a certain section, press 
Ctrl + F to bring up the Find Window. Enter the code without parentheses or 
spaces (but keep letters capitalized) to go immediately to that section. Make 
sure that search options for case-sensitive and whole word only are selected. 
These codes may appear elsewhere, as sort of a cross-reference.

---Note---

Not all subsections (i.e. 3.2, 4.5, etc.) are include in the ToC. I have 
omitted those I fee do not warrant mentioning.

Also, the headers for subsections do not necessarily follow the same format. I 
have formatted the headers in a manner I felt was appropriate for the section 
in which it appeared.

 =============================================================================

1     About SimCity 2000                          (A B T)


2     The Gameplay                                (G P Y)

  2.1          What You'll See                    (W Y S)
  2.2          File Menu                          (F L E)
  2.3          Speed Menu                         (S P D)
  2.4          Options Menu                       (O P N)
  2.5          Disasters Menu                     (D S T)
  2.6          Windows Menu                       (W N D)
  2.7          Newspapers Menu                    (N W S)
  2.8          Help Menu                          (H L P)
  2.9          City Toolbar                       (C T B)
  2.10         Terrain Editor                     (T R E)


3     The Disasters                               (D S S)

  3.1          Fire
  3.2          Flood
  3.3          Air Crash
  3.4          Tornado
  3.5          Earthquake
  3.6          Monster
  3.7          Hurricane
  3.8          Rioters
  3.9          Melt Down
  3.10         Microwave
  3.11         Volcano
  3.12         Fire Storm
  3.13         Mass Riots
  3.14         Major Flood
  3.15         Toxic Spill


4     The Windows                                 (W N S)

  4.1          Budget Window                      (B G T)
  4.2          Ordinances Window                  (O D N)
  4.3          Population Window                  (P L N)
  4.4          Industry Window                    (I N Y)
  4.5          Graphs Window                      (G R P)
  4.6          Neighbors Window                   (N G H)
  4.7          Maps Window                        (M P A)


5     Behind the Software                         (S F T)

  5.1          Neighboring Cities
  5.2          The Newspapers
  5.3          The City Council
  5.4          "What's it called?"
  5.5          Viewing the Version Info
  5.6          "About SimCity 2000..."


6     Strategies                                  (S T R)

  6.1          Starting & Designing               (S R T)
  6.2          Maintaining the City               (M T N)
  6.3          Dealing with Scenarios             (S C S)


7     Tricks and Cheats                           (T T C)

  7.1          Tricks                             (T R K)
  7.2          Cheats                             (C H T)
  7.3          Easter Eggs                        (E A G)

  7.4          The Debug Menu
  7.5          The Fund Trick
  7.6          The "Floating Mountain" Trick


8     Links and Resources                         (L N K)

  8.1          Online Resources
  8.2          Printed Resources


9     Legal Disclaimer                            (L G L)


10    Document History                            (H S T)


11    Acknowledgments                             (A N W)

 =============================================================================

Before we go on, let me tell you about what you'll find in some of the 
sections.

Section 1 introduces you to the game and what the game does.

Section 2 will list the controls/functions etc. for SC2K. Whatever can be done 
in the simulator, this section will describe it. Basically, all the technical 
knowledge you need will be found here.

Section 3 describes all of the disasters, and the methods for dealing with 
them.

Section 4 explains each window in SC2K, and the meaning of the information 
these windows present.

Section 5 covers the "behind the scenes" aspect of SC2K. The information you 
find here doesn't necessarily have any relevance, since it's mostly subjective. 
In fact, this section is really meant for satiating curiosity more than 
anything else.

Section 6 is where you'll find all the strategies for playing SC2K; things like 
how to design your city, dealing with crime, pollution, etc. All the skills 
needed to be a successful mayor are found here. This is basically the flip side 
of Section 2.

Section 7 has all the tricks and cheats you'll ever need. Come here to learn 
about ways to work around the simulator, or to simply look up cheats and be on 
your way.

Section 8 is full of links and materials that will assist you with SC2K. 
Together, they contain a wealth of knowledge over a wide range of subjects.

                        = = = = = = = = = = = = = = =
                       = = = = = = = = = = = = =ABT= =
                      =                               =
                     =  SECTION 1: About SimCity 2000  =
                      =                               =
                       = = = = = = = = = = = = = = = =
                        = = = = = = = = = = = = = = =

SimCity 2000 is a creation of Maxis (under Electronic Arts), and individually, 
the brainchild of Will Wright. Mr. Wright has achieved such fame within the 
Maxis world that he cameos in several post-SC2K releases, including SC3K and 
The Sims.

SimCity 2000 (hereafter referred to as "SC2K") was originally released for the 
Macintosh in 1993 then later released for DOS and Windows. At the time, SC2K 
pushed the processing power of computers to the max, which - by today's 
standards - is rather paltry.

SC2K was later released for the SNES followed by releases for the PlayStation, 
Saturn, OS/2 and Pocket PC (there are probably other versions I have failed to 
mention). In 2003, SC2K was also released for the GameBoy Advance. While I will 
not go in-depth regarding the non-PC versions, I will try to include what I 
know about them whenever I feel it's pertinent. This should be considered a 
Windows-focused document, although some information regarding the Mac and DOS 
versions appears frequently throughout (the cheats section also has codes for 
every system I could find).

As the sequel to SimCity Classic, SC2K was something like no one has ever seen, 
and to this day it remains a fun and addicting game.

====================================
  Section 1.1: System Requirements  
====================================

I just thought I'd go ahead and include this information, as listed on the back 
of the SC2K SE CD-ROM. After all, there might be some who actually need to make 
sure their machines can handle the game. For the rest of you, it gives you an 
idea of what was considered "top-of-the-line" just over 10 years ago...

DOS, IBM or 100% Compatible, 486 or above REQUIRES: MS-DOS 5.0 & above; 8MB 
free RAM, mouse, hard disk; SVGA card (with 512k video RAM); double-speed CD-
ROM drive. SUPPORTS: Most popular sound cards and printers.

WINDOWS IBM or 100% Compatible, 486 or above REQUIRES: Windows 3.1; 8MB RAM 
(requires Virtual Memory). Other requirements same as for DOS. SUPPORTS: All 
Windows-compatible sound cards and printers.

WINDOWS 95 IBM or 100% Compatible, 486 or Above, 66 MHz or Above. REQUIRES: 
Windows 95. Other requirements same as for Windows. SUPPORTS: All Windows-
compatible sound cards and printers. 

===========================================
  Section 1.2: The Philosophy of the Game  
===========================================

When it comes to SC2K, it's all about building your dream city. This game gives 
you the chance to exert deity-like powers over a society of Sims. With this 
power, you can do pretty much as you wish. You come in as the mayor of whatever 
city you wish to control. It can be a pre-made city, a scenario, or something 
of your own design. You can create your own Heaven or Hell, your own paradise 
or despot, or anything in between. One of the wonderful aspects of SC2K is that 
you are literally given free reign over your creations.

Maybe you want to build the largest city. Good luck, the record stands at 9.3 
million Sims. Maybe you'll opt for a more scenic M.O. and design your dream 
city. Try your hand at any of the challenging scenarios or cause a few 
disasters of your own. Watch your city grow and prosper as you build more and 
more. Or, you can watch it collapse and decay as you play the Corrupt Mayor. 
Take a spin at recreating your hometown, SimCity style or design a city that's 
out of this world. The possibilities are endless.

                           = = = = = = = = = = = =
                          = = = = = = = = = =GPY= =
                         =                         =
                        =  SECTION 2: The Gameplay  =
                         =                         =
                          = = = = = = = = = = = = =
                           = = = = = = = = = = = =

======================================
  Section 2.1: What You'll See   WYS
======================================

When you start SC2K, you'll be presented with a small "in-flight movie" (that 
is, assuming you have the disc in the drive). Otherwise, you'll come to the 
main screen with these options available*:

                             +-----------------+
                             |+---------------+|
                             ||Load Saved City||
                             |+---------------+|
                             |+---------------+|
                             ||Start New City ||
                             |+---------------+|
                             |+---------------+|
                             ||  Edit New Map ||
                             |+---------------+|
                             |+---------------+|
                             || Load Scenario ||
                             |+---------------+|
                             |+---------------+|
                             ||      Quit     ||
                             |+---------------+|
                             +-----------------+

*There are other options that might appear depending on what additional 
software you have installed, i.e. SCURK.

The first two options take you directly to the city simulator, with the latter 
prompting you for some information first.

The third option takes you to the terrain editor.

The fourth option opens a menu that lets you choose which scenario you'd like 
to play.

The last will close the program.

When you're in the simulator window, you're going to see a few objects of 
interest.

First is the menu bar, which contains many of the important tasks you can 
perform in SC2K that are related to information and city maintenance.

Above that is the title bar which, along with the name of the program, will 
display the following information:

[Mmm YYYY <City Name> $$,$$$]

So, an example would be:

[Jan 2441 <Ceres Garden City> $24,397]

If the program has been minimized, you'll also see this information in the task 
bar. Additionally, if a disaster has occurred, the task will flash.

Floating to the left will be the City Toolbar, which contains all the tools you 
need for building your city, as well as many buttons that perform the same 
tasks as some of the options in the menu bar.

If you're playing the DOS version, you'll also see a small box that displays 
various bits of data. In it, there will be a small icon indicating the current 
weather, along with any current weather alerts, if any. Also displayed in this 
box will any alerts relating to the city, the current tool in use, and the cost 
of that tool, if applicable. If the game is paused, this is also shown in the 
box.

In Windows, this box is replaced by a status bar at the bottom of the screen, 
split into 3 sections. The leftmost section shows the current tool in use and 
its cost, if applicable. The middle section indicates any status alerts with 
the city, and also if the game is paused. The rightmost section displays the 
current weather information.

---SNES Note---

This version of SC2K also displays the actual weather (i.e. clouds, rain, etc) 
along with the text description.

The main feature, of course, is the actual city. You have an aerial, isometric 
view of the city. This is also where you'll actually work on the city. It's 
displayed in real time and can be viewed from four different angles, in several 
degrees of zoom. Additionally, a variety of filters and varying views can be 
applied, all of which are discussed in either section 2.9, City Toolbar (C T B) 
or 4.7, Maps Window (M P A).

===================================
  Section 2.2 The File Menu   FLE  
===================================

Here is where you'll find all your typical file menu operations.

2.2.1   Load City:
==================
Windows Shortcut: Ctrl+L
DOS Shortcut: Alt-L

This does exactly what it says it does. Selecting this takes you to a window 
which lets you choose any available *.SC2 file for opening. Also, you can 
select a *.CTY file (SimCity Classic) to be converted to a SC2K file. This 
feature is discussed in more depth in Section 7 (T T C).


2.2.2   New City:
=================
Windows Hotkey: Ctrl+N
DOS Shortcut: Alt-N

This selection will open up a new *.SC2 file. A window will pop up asking you 
to name your city, select a date, and a level of difficulty.

You can choose to start your city in the years 1900, 1950, 2000, or 2050. You 
can also choose to start your city with either $20,000, $10,000, or a $10,000 
bond with a 3% interest rate (have fun with that one...)

As for naming your city, it varies from version to version.

 - Win95:         256 characters or less.

 - Win3.1 & DOS:  30 characters for the actual city name, the first 8 of which
                  comprise the file name.

2.2.3   Edit New Map:
=====================
Windows Shortcut: Ctrl+E
DOS Shortcut: Alt-E

This selection will open up the SC2K terrain editor. Here, you can select 
various options by which to edit your terrain before starting a new city on it. 
This feature is discussed in Section 2.9 (T R E).

2.2.4   Load Scenario:
======================
Windows Shortcut: Ctrl+Z
DOS Shortcut: Alt-Z

This selection opens up a menu in which you'll find a variety of different 
cities you can start up. Unlike regular SC2K files, these cities have built-in 
scenarios which you must complete in order to receive the key to the city. Fail 
and you'll be booted. More info in Section 6 (S T R).

2.2.5   Load Tile Set: (appears in Windows version only)
======================
Shortcuts: None

This option will only appear if you have the SIMCITY URBAN RENEWAL KIT (SCURK) 
installed. 

Selecting it brings up a window which lets you select from a variety of tile 
sets created in SCURK to give your city a different appearance. Tile sets will 
ONLY change the appearance of your city, and nothing else.

SCURK is available separately, or both SC2K and SCURK can be purchased together 
on the SC2K SE CD-ROM.

2.2.6   Save City:
==================
Windows Shortcut: Ctrl+S
DOS Shortcut: Alt-S

One of the more important commands, it's imperative that you save your city 
frequently. Failing to do so can lead to many problems, especially in the rare 
circumstance that SC2K glitches and sends your city to electronic oblivion. In 
any case, it's easy enough to save, so be sure to do so often. When you save 
for the first time, you'll be asked to name the file and decide where to put 
it. Afterward, each save will result in a pop-up that tells you that your city 
has been saved and the location it has been saved to.

---PlayStation Note---

Even though most of these functions are entirely different in the PlayStation 
version, and some of them don't even apply, I felt it was necessary to mention 
that saving a file in the PlayStation version takes a rather long time.

2.2.7   Save City As...:
========================
Shortcuts: None

This is the same as the previous command, except that you must also specify a 
filename and a directory in which to save. This is useful for creating back-up 
copies of cities.

2.2.8   Exit: ("Quit" in DOS)
=============
Windows Shortcut: Ctrl+X
DOS Shortcut: Alt-Q

This command will take you out of SC2K, before which you'll always be prompted 
to save your city, even if you've just saved and haven't made any changes.

=================================
Section 2.3: The Speed Menu   SPD
=================================

This menu lets you control the speed at which the simulator will run.

2.3.1   Pause:
==============
Windows Shortcut: Ctrl+P
DOS Shortcut: Alt-P

This command will pause your city, letting you construct, demolish, zone, etc. 
in relative peace. It's also useful when disasters occur and you need to catch 
your breath or find out exactly what's going on.

2.3.2   Turtle:
===============
Windows Shortcut: Ctrl+1
DOS Shortcut: Alt-1

This is the slowest speed setting available in SC2K. At this speed, time will 
pass at a rate of 1 month per 20 seconds or so in the Windows version, and a 
few seconds faster in the DOS version.

2.3.3   Llama:
==============
Windows Shortcut: Ctrl+2
DOS Shortcut: Alt-2

This is the next fastest speed available in SC2K. This city will progress at a 
rate of 1 month per 10 seconds or so in the Windows version. The DOS version 
will progress about twice as fast.

2.3.4   Cheetah:
================
Windows Shortcut: Ctrl+3
DOS Shortcut: Alt-3

This is the next fastest speed in SC2K, and it's also the fastest speed in the 
DOS version. In the Windows version, a month will pass every 5 seconds or so. 
In the DOS version, about 2-3 months pass each second.

2.3.5   African Swallow: (available only in the Windows version)
========================
Windows Shortcut: Ctrl+4
DOS Shortcut: N/A

This is the fastest setting available in the Windows version of SC2K. Unlike 
the other speed settings in SC2K, this speed is limited only by your computer's 
processing power, thus the rate varies greatly among different computers. On my 
Dell Dimension 2100 with a P3 and 256 MB RAM, the fastest speed I've seen is 
about 6 months per second. When I minimize the window, the speed skyrockets to 
1 century every 13 seconds. 

=======================================
  Section 2.4: The Options Menu   OPN  
=======================================

This menu contains a few options that let you adjust certain behaviors of the 
simulator.

There are no shortcuts for items in this menu.

2.4.1   Auto-Budget:
====================

This is an option you can select to have the simulator automatically make the 
necessary deposits/withdrawals from your budget. When this is unselected, the 
Budget Window will pop up once a year so you can keep tabs on your spending.

2.4.2   Auto-Goto:
==================

Select this option if you want the window to automatically center around an 
important event. For example, if a certain building catches fire, having this 
option selected will cause the simulator window to go to that event 
immediately. This is generally pretty useful, but there are instances when 
you'll want to turn it off (particularly during an earthquake).

2.4.3   Sound Effects:
======================

This enables you to turn the sound effects on or off. On some DOS machines, 
this will actually result in a noticeable improvement in speed.

2.4.4   Music:
==============

This option lets you determine whether or not you want to hear that classic and 
catchy SC2K music. It's okay to turn it off. You aren't going to hurt anyone's 
feelings if you do.

=========================================
  Section 2.5: The Disasters Menu   DST  
=========================================

This is where you can choose what kind of disaster you would like to subject 
your unfortunate Sims to. You may choose from one of the following:

 - Fire
 - Flood
 - Air Crash
 - Tornado
 - Earthquake
 - Monster
 - Hurricane
 - Rioters

At the bottom, there is an option (No Disasters) for turning disasters on or 
off. Selecting this option will prevent random disasters from occurring. For a 
more complete explanation of disasters and their effects, go to Section 3 (D S 
S).

=======================================
  Section 2.6: The Windows Menu   WND  
=======================================

This menu lets you open a variety of windows that display various data from the 
simulator.

These windows are explained in much more depth in Section 4 (W N S). There are 
no DOS shortcuts for the options in this menu.

2.6.1   Budget:
===============
Windows Shortcut: Ctrl+B

Opens the Budget Window, where you can control the various aspects of your 
budget such as expenditures, taxes, etc.

2.6.2   Ordinances:
===================
Windows Shortcut: Ctrl+O

Opens the Ordinances Window. Here you can select or deselect various ordinances 
which have a variety of impacts on your city.

2.6.3   Population:
===================
Windows Shortcut: Ctrl+C

Opens the Population Window. This is where you can view information regarding 
the work force, average intelligence and some other demographic data.

2.6.4   Industry:
=================
Windows Shortcut: Ctrl+I

Opens the Industry Window, where you can control specific industry taxes, and 
see the supply/demand of the various industries. (i.e. Textiles, Food, Media, 
etc.)

2.6.5   Graphs:
===============
Windows Shortcut: Ctrl+G

Opens the Graphs Window. Here you can view a variety of city information in 
graphical form over various time spans.

2.6.6   Neighbors:
==================
Windows Shortcut: Ctrl+H

Opens the Neighbors Window. This is where you can look at the population of 
your neighbors in comparison with the population of your own city.

2.6.7   Maps:
=============
Windows Shortcut: Ctrl+M

Opens the Maps Window. This window will display information about your city 
superimposed over the city map.

==========================================
  Section 2.7: The Newspapers Menu   NWS  
==========================================

Here you can select which newspaper you'd like to read. Also, you can choose 
whether or not you want a twice-yearly subscription, or you can choose to have 
only the important events brought to your attention. If a disaster occurs, 
you'll always receive a paper about it, regardless of your selections here. As 
your city increases in population, the number of available newspapers increases 
from 1 to 6. More information on newspapers is available in Section 5 (S F T).

====================================
  Section 2.8: The Help Menu   HLP  
====================================

This is your standard Help Menu for any application. From here you can figure 
out how to perform any function, as well as some basic guidelines.

=======================================
  Section 2.9: The City Toolbar   CTB  
=======================================

The City Toolbar has all the tools you need to do work in the simulator. Some 
of the functions can also be accessed from the menu bar or with hot keys. 
Functions have been listed from left to right, top to bottom. In cases where a 
button has several functions, I've indicated the default function of the 
button.

2.9.1   Bulldozer:
==================

Clicking on this button activates the bulldozer; use it to maintain your city 
by keeping it clean or by terra-forming the landscape.

Demolish/Clear: (default)
---------------

With this function you can tear down any manmade object (except for military 
buildings), trees, manmade ponds/lakes, and rubble.

Cost: $1 per tile.

Level Terrain:
--------------

Use this to pick any tile at any elevation, then click and hold down to make 
the surrounding tiles the same elevation by moving the pointer over them. This 
tool can become very expensive, so be careful when using it. Also, if you level 
over terrain that has building or trees on it, those things will be destroyed. 
If you feel you must do extensive landscaping, you might consider doing it in 
the terrain editor beforehand to save on money.

Cost: $25 per tile.

Raise Terrain:
--------------

This tool raises the elevation of the tile you selected by one elevation level 
at a time (100 ft) to a maximum of 3050. This number may actually vary by 
approximately 50 feet depending on your city, but that is the maximum that I've 
seen. The surrounding tiles will also elevate accordingly to create a smooth 
slope. Holding down on the mouse button lets you quickly create mountain 
ranges. Like other landscaping tools, this is an expensive feature.

Cost: $25 per tile.

Lower Terrain:
--------------

This tool lowers the terrain one elevation level at a time, usually to a 
minimum of 50 feet. If you go below sea level, the hole you've created will 
fill with either fresh water or salt water, depending on the proximity of the 
land to any oceans in your terrain. Similarly to the Raise Terrain tool, you 
can use this to create holes (an actual geographic feature, see Jackson Hole, 
WY) and valleys. Or, you can use it to create canals or waterways in your city 
for shipping or scenery.

Cost: $25 per tile.

De-Zone:
--------

This feature is for removing zones from zoned land. It's useful if you discover 
that you didn't really want to zone a particularly scenic area. It's also 
useful for quick rubble cleanup. Simply zone one tile, and then de-zone the 
rubble and that tile. The rubble disappears! Not only that, you've only paid $6 
bucks for the single low-density tile and the cost to de-zone it! Compare this 
to the $1 per tile you pay to clean rubble with a bulldozer. Also, you don't 
have to go over each tile individually.

Cost: $1 per tile.

---Note about those environmental Sims---

If you start bulldozing the forests in your city, you'll eventually receive a 
popup indicating that your Sims are not happy with your actions and would like 
you to cease and desist.

2.9.2   Landscape Tool:
=======================

Here you can select tools to improve or beautify the natural landscape around 
you.

Tree Tool: (default)
----------

This will place a tree on a single tile with one click. Repeated clicking on a 
particular tile will result in more and more trees being placed, until there is 
a patch of forest on that tile. Careful with the clicking, however. This tool 
will allow you to blow all your money on a single tile, even though you only 
end up planting 6 or 7 trees...way to go, slick.

Cost: $3 per click.

Water Tool:
-----------

Use this to cover a tile with water. You can cover any unoccupied, dry tile 
with water, and clicking on sloped tiles will create waterfalls. It's also a 
nice way to create scenic waterscapes within the city. If you use the water 
tool to create channels of water intended for shipping, you will find that 
ships will not sail on them, nor will seaports develop along their shores. This 
is because the water you've placed essentially amounts to mere ponds, which 
have no depth and cannot support shipping.

Cost: $100 per tile.

2.9.3   Emergency:
==================

This is for dispatching emergency units during a disaster. If there is no 
disaster in progress, this button will be grayed-out and unavailable for use. 
You have the option of dispatching firefighters, police, or the military, if 
there is a military base in your city. If there is no fire department in your 
city, a bucket brigade will rise to action. If there is no police station, the 
National Guard will come to your rescue. If there is no military base, then 
you're out of luck. The number of units you can dispatch is dependant on the 
number of police and fire stations you have in your city, with an upper bound 
set by the simulator. There is no cost to dispatch.

2.9.4   Power:
==============

Here is where you'll find all power-related tools.

Power Lines: (default)
------------

This is the tool you'll use to provide your Sims with electricity. It is a 
rubber-banding tool, which means you click once and hold to start one end of 
the line, and then release the button after position the other end of the line 
where you'd like for it to be built. You'll see a dollar value where you 
clicked, indicating the projected cost of the length of power line you wish to 
place. If at some point you wish to cancel the action altogether, hold down 
[Shift] before releasing the mouse button.

Power lines can cross over any length of flat terrain, and also over water (a 
dialog box opens informing you of the cost of crossing that body of water). On 
slopes, power lines can go straight up or down the slope but not along it. You 
can also cross streets, railroads, and highways with power lines. You will need 
to make sure that ALL your Sims are receiving power to have a successful city.

When power lines aren't connected to a power plant, flashing lightning bolts 
will appear on each tile of power line, letting you know what's going on. Once 
connected, these disappear at the end of the month.

Cost: $2 per tile over land, $10 per tile over water.

Power Plant:
------------

This is for building power plants. Click on it and a window with the available 
power plants will open up, with information about each one. As time progresses, 
more and more types of power plants will be available until they've all been 
invented. With the exception of hydroelectric and wind power, all power plants 
have a 50-year lifespan, and must be replaced. If you have disasters disabled, 
the power plants will automatically be replaced, and the funds deducted from 
your city's coffers. Otherwise, they will simply crumble and you must replace 
them yourself (the newspapers will make you more than aware of an impending 
collapse if you have the "Extra!" option checked). If your city does not have 
enough power, parts of it will experience blackouts. If the situation is not 
dealt with in a most timely manner, those areas will soon become so many blocks 
of abandoned buildings. Your city NEEDS to be powered, ALL the time.

Power Plant Chart:

+--------------------------------------------------------------------+
| Type      | Invention | Megawatts | Life  | Cost($) | Cost per     |
|           |  year*    |           |  Span |         |  Megawatt($) |
|-----------|-----------|-----------|-------|---------|--------------|
| Coal      | 1900      | 200       | 50yr  | 4,000   | 20           |
|-----------|-----------|-----------|-------|---------|--------------|
| Hydro-    | 1900      | 20        | N/A   | 400     | 20           |
|  electric |           |           |       |         |              |
|-----------|-----------|-----------|-------|---------|--------------|
| Oil       | 1900      | 220       | 50yr  | 6,600   | 30           |
|-----------|-----------|-----------|-------|---------|--------------|
| Gas       | 1950      | 50        | 50yr  | 2,000   | 40           |
|-----------|-----------|-----------|-------|---------|--------------|
| Nuclear   | 1955      | 500       | 50yr  | 15,000  | 30           |
|-----------|-----------|-----------|-------|---------|--------------|
| Wind      | 1980      | 4         | N/A   | 100     | 25           |
|-----------|-----------|-----------|-------|---------|--------------|
| Solar     | 1990      | 50        | 50yr  | 1,300   | 26           |
|-----------|-----------|-----------|-------|---------|--------------|
| Microwave | 2020      | 1600      | 50yr  | 28,000  | 17.50        |
|-----------|-----------|-----------|-------|---------|--------------|
| Fusion    | 2050      | 2500      | 50yr  | 40,000  | 16           |
+--------------------------------------------------------------------+

*These are approximate dates listed in the manual. All inventions will occur 
within 10 years of these dates.

 - COAL: The dirtiest and grimiest of them all. It's also fairly cheap, making
   It a good choice for a new city. Later on, however, as your city grows in
   size, coal will become insubstantial, and you'll want to move on to a more
   efficient facility.

 - HYDROELECTRIC: The big advantage here is that these things last forever, and
   they generate no pollution. However, you'll have to build lots of them
   before they become effective, and they can only be constructed on
   waterfalls. They're also not so aesthetically pleasing.

 - OIL: Although expensive for a starting power plant, these are fairly
   reliable. Oil has a somewhat high unit cost, and it's somewhat of a
   polluter. You're paying an extra $2,600 for an extra 20 MW over the coal
   power plant, but you're also getting less than half the pollution a coal
   plant generates.

 - GAS: Fairly clean, gas is very expensive and produces relatively little
   power. Not really recommended except for reserve or emergency power.

 - NUCLEAR: This puppy produces quite a bit of power, and its unit costs are
   identical to oil (with far less pollution, I might add). The big problem
   with this one is its tendency to explode when overloaded. When these things
   go, they go out with a bang, literally. If one were to explode, fires and
   nuclear radiation would spread throughout your city. The radiation will
   remain for essentially the rest of your city's lifetime, although it
   supposedly wears off after several eons...

   If you're timid you may choose to turn disasters off and you'll never have
   to worry about irradiated cities.

 - WIND: These things last forever, and they don't generate pollution. They
   don't generate much power either, and it takes hundreds of them to supply
   even a moderately sized city, resulting in the familiar wind farms of
   Southern California and other Southwestern states (can't forget Minnesota).
   The capacities of these little guys are dependent on weather and elevation.

 - SOLAR: Not much here. Quite cheap and environmentally friendly, solar
   receivers produce little power. Do not make your city completely reliant
   upon these, because that's when the weather turns cloudy and leaves your
   city in darkness. I recommend these for backup or emergency power.

 - MICROWAVE: In SC2K, microwave power plants work by constructing a large
   radar dish on the ground (what your power plant is). This dish collects a
   pollution-free microwave beam from an orbiting satellite that has gathered
   it from the sun's solar rays. At 1600 MW, these things are loaded for bear. 
   The only danger here is the slight chance that the beam received from the
   orbiting satellite will miss and light a nearby structure on fire, resulting
   in the casual death and destruction only a microwave power plant can
   provide. A work-around for this is to build your plants in the middle of
   nowhere, away from your city.

 - FUSION: The granddaddy of 'em all, these things generate a whopping 2500 MW
   apiece, with negligible pollution. In fact, you'll never need more than
   four in all to power your city. Fusion power plants have the lowest unit
   cost and there are also no inherent dangers associated with these. Just make
   sure you have the funds to pay for these when the time comes to replace
   them.

2.9.5   Water System:
=====================

This button provides access to all the functions related to water systems.

Pipes: (default)
------

This function automatically places you in the underground view of your city, 
where you can see your layout of pipes, subways, and tunnels. Laying pipe works 
just like laying power lines. You'll notice lots of little pipes under just 
about every building, and connecting to these will make those buildings part of 
the water system. When the pipes are successfully connected to your water 
source, blue water will begin to flow through them. Water pipes can be laid 
anywhere you wish, even under bodies of water and tall mountains. However, 
pipes cannot be laid parallel with subways or tunnels on the same row of tiles.

Cost: $3 per tile.

Water Pump:
-----------

You'll have to construct several of these in order to supply your city with 
enough water. The more water surrounding the pump, the higher the pump's 
capacity. In general, it's good practice to keep all of your pumps together so 
you know how many pumps you've got. There's no harm in scattering the pumps 
every which way, but you might find it easier if they're all kept together. In 
order to be functional, pumps require electricity and a connection to the 
city's water system. If there is not enough water in your city, you will 
receive several messages saying your city has a water shortage, but the city 
won't disappear. Water pumps will only operate next to fresh water.

Here's a breakdown of how much water a pump will produce depending on the 
surrounding landscape:

 - Land-locked...........................15,000 gallons/month.

 - One side next to water................36,000 gallons/month.

 - Two sides next to water...............48,000 gallons/month.

 - Three sides next to water.............54,000 gallons/month.

 - Surrounded by water...................62,000 gallons/month.


Cost: $100 per pump.

Water Tower:
------------

These structures are used for storing water, and have a capacity of 40,000 
gallons each. Any excess water not used by the city will be stored in a water 
tower for the dry months. A water tower must be powered and connected to the 
water system to be of any use.

Cost: $250 per tower.

Treatment Plant:
----------------

These buildings help to reduce the over all pollution in your city. They must 
be powered and connected to the water system to be of any use.
They're also not available until around 1935.

Cost: $500 per treatment plant.

Desalinization Plant:
---------------------

These edifices are only useful if you must rely on salt water as your only 
water source. These buildings have a maximum capacity of 105,000 gallons. They 
will only work when powered and connected to the water system of your city. 
These structures are not available until around 1990.

Despite what the smoke stack would have you believe, desalinization plants do 
not pollute. Both water pumps and water treatment plants do, however.

Cost: $1,000 per desalinization plant.

---Note about water---

Exactly what effect does water have on your city? From my experience, cities 
will experience retarded development when there is no water available. The 
large 3x3 buildings will not be as likely to develop. However, it seems that a 
city that had a bountiful water supply during its growth will not experience 
any population loss if that water supply is removed.

It's my belief that having a water system adds to the overall realism of the 
city.

2.9.6   Rewards:
================

Here you will find a selection of the available rewards for those most 
outstanding mayoral skills of yours. Kudos! Rewards are based on population, 
and you only get one of each at no cost to you, with the exception of 
arcologies.

Here's a chart showing the rewards and their population requirements:

 - Mayor's Mansion.........................2,000 people

 - City Hall...............................10,000 people

 - Statue..................................30,000 people

 - Military Base...........................60,000 people

 - Braun Llama Dome........................80,000 people

 - Arcologies*.............................120,000 people

*Regardless of when your city reaches 120,000 people, arcologies will not 
become available until they've been invented. And even when they are invented, 
you must still have a population of 120,000 to purchase one. Arcologies will be 
explained further below.

Mayor's House:
--------------

Your first reward. Querying this building will either result in cheers or boos 
depending on your approval rating, which can be seen in the query window.
Also, you'll see a "built-in" date, the number of employees, and the number of 
doorstops. The number of employees is a randomly determined number, which 
decreases by 1 per year until it reaches zero. The number of doorstops starts 
at zero and increases by 1 per year until the number of employees reaches zero. 
This building must be powered and watered.

City Hall:
----------

After reaching 10,000 people you are rewarded with the City Hall. This 
building, when queried, provides useful statistics on land usage. One 
particular percentage you should note is transportation. This number should 
generally be below 25 percent. It seems most people tend to have percentages in 
the 30's, however. This building requires water and electricity.

The Statue:
-----------

Does little or nothing for your city, as far as I can tell. You may place yours 
upon a large mountain for all to see, sending your Sims into their homes 
huddled in fear of the almighty mayor...or you can place it in a park or 
something...I don't know. Query it and you'll find out how tall it is (always 
65 ft), what it's made of (bronze), and how many pigeons sit upon your 
shoulders...yay...I guess. It doesn't need to be powered, but it does require 
water.

Military Base:
--------------

Unlike the other rewards, you only get one chance for this, and it's never a 
sure thing. You may want to save just before you expect to hit 60,000 to get 
the desired results. When you reach that population, a dialog box will pop up 
requesting your permission to seek out land for a base. If granted, you may or 
may not get one, depending on the landscape. If you don't, then that's that.

If you do get a base, there are four types:

 - Air Force: In my experience, this is the most common military base. It's an
   8x8 patch of zoned land that contains runways, control towers, etc. and
   provides military support as well as pollution and crime.

 - Army: This one is more likely on hilly terrain, and varies from the Air
   Force base in that it has roads criss-crossing its 8x8 footprint along with
   hangars and parking lots.

 - Navy: This one requires coastline, and it has a different procedure when
   forming the base. A strip of land that is 10 tiles long is chosen along a
   coast. For each tile, an additional 3 tiles inland is also selected for the
   base, resulting in a net coverage of 40 tiles (instead of the usual 64 that
   comprise army and air force bases). Confused? Below is a poorly-rendered
   ASCII representation.

   W W W W W W W W W W W W
   W W W W W W % % W W W W
   L % W W % % % % % % % L
   L % % % % % % % % % % L
   L % % % % % % % % % % L
   L % % % % % L L % % % L
   L L % % L L L L L L L L
   L L L L L L L L L L L L 

   W = Water   L = Land   % = Base

 - Missile Silo: Quite useless, really, and if you get this one, I suggest
   reloading your city for a different result. Although only 4x4, your city
   will usually be peppered with several of them. They provide no military
   protection, but they do pollute and increase criminal activity. They are
   rare, so you may feel endeared towards them because they do look kind of
   cool.

---Note about Air Force bases---

There seems to be a glitch in which the resultant Air Force base does not 
develop properly. A single runway will develop and that will be all. To prevent 
this, make sure to save before you are rewarded with the base, so that you can 
always re-load the game if the glitch occurs.

If at some point you decide you no longer like the base in your city, you can 
remove it by lowering the terrain next to it. Doing this will promptly destroy 
the base.

Braun Llama Dome:
-----------------

Named in honor of Jeff Braun, then CEO of Maxis. The Llama reference is to be 
expected, considering Maxis' obsession with that creature, thanks to Will 
Wright. It looks really cool (sort of a combination between the Seattle Space 
Needle, the Eiffel Tower, and two Gateway Arches), and that's about it.

Querying the Llama Dome will tell you the numbers of the following (all 
completely random):

 - Weddings

 - Visitors

 - Llama Sightings

 - Complaints

 - Bungee Jumps

And that's about it...use those numbers wisely, my friend. For within them lies 
both eternal hope and eternal damnation...

Arcologies:
-----------

These are the most useful of your rewards, and they aid greatly towards 
increasing your city's population.

There are four kinds of arcologies:

 - Plymouth Arco: Available in 2000, it has a capacity of 55,000 (though all
   arcologies can become overcrowded). These are industrially partial, and
   thus produce a lot of pollution and crime.

   Cost: $100,000.

 - Forest Arco: Available in 2050, these are the complete opposite of the
   Plymouth arcos. They look cool, and they are less prone to pollution and
   crime, seeing as how they only hold 30,000 or so people. They are more
   expensive, however.

   Cost: $120,000.

 - Darco: Available in 2100, this is essentially the "badass" of arcologies.
   Rumored to produce mutants and have meandering, twisting hallways, each one
   also sports a small fleet of jet aircraft. They have a capacity of 45,000.

   Cost: $150,000.

 - Launch Arco: The biggest and best of them all, these are the shining glory
   of any large city. Capable of supporting 60,000 people, these things can
   make crime and pollution skyrocket. In fact, if you recklessly plop these
   all over the place, you'll cause a chemical spill. Make sure to surround
   these things with lots of police stations and parks to help curb their
   negative side-effects.

   One of the big features of Launch Arcos is their ability to "launch." In
   the DOS version 1.0, there is no such ability. The arcos will launch in the
   Macintosh version 1.1, Windows version 1.0, and DOS version 1.1. When you
   reach the critical threshold of 349 launch arcos, a popup will appear
   stating, "The Exodus has begun." What follows is the immediate destruction
   of each arcology, one by one. This is a rather time consuming process, and
   you might want to make a trip to the bathroom during its progress. When
   complete, another popup appears:

      "Your launch arcos have departed into space to found new worlds. You
      have been compensated for their construction."

   Indeed you are compensated handsomely; so don't too feel bad when your city
   is completely and utterly ruined...

   Cost: $200,000

---The Arcology Limit---

In the original version of SC2K on both the Mac and DOS, there was a 140-arco-
per-city limit. This limit was removed in later versions. The original reason 
for the limit was because of the overall 150 microsim limit. Microsims are used 
for gathering local information within a city for a specific building. For 
example, police stations, hospitals, schools, etc. each requires one microsim. 
When more than 150 such buildings are constructed, the information queried from 
those buildings last constructed will contain the basic land value, etc. 
Because of this, Maxis decided to cap the arco limit at 140, reserving the 
other 10 microsims for more important functions. In later versions, newly 
constructed arcos were also given the basic query information.

It seems that if you build enough arcos, even City Hall will lose its microsim, 
with its precious land-use data. Beware.

2.9.7   Roads:
==============

There are a variety of different tools available with this button. First I'll 
chart them out, and then explain each in detail afterwards.

Below is a chart outlining the various road costs:

+----------------------------------------------------------------------+
| Type        | Invention | Construction  | Maintenance Cost           |
|             |  year     |  Cost ($)     |  per year ($)              |
|-------------|-----------|---------------|----------------------------|
| Road        | 1900      | 10 per tile   | 0.10 per tile              |
|-------------|-----------|---------------|----------------------------|
| Causeway    | 1900      | 25 per tile   | 0.25 per tile              |
|  Bridge     |           |               | 0.10 for each end ramp     |
|-------------|-----------|---------------|----------------------------|
| Raising     | 1900      | 50 per tile   | 0.25 per tile              |
|  Bridge     |           |               | 0.10 for each end ramp     |
|-------------|-----------|---------------|----------------------------|
| Suspension  | 1900      | 75 per tile   | 0.25 per tile              |
|  Bridge     |           |               | 0.10 for each end ramp     |
|-------------|-----------|---------------|----------------------------|
| Highway     | 1930      | 100 per       | 0.80 per section           |
|             |           |  Section      |                            |
|-------------|-----------|---------------|----------------------------|
| Highway     | 1930      | 25 per ramp   | 0.10 per ramp              |
|  Ramp       |           |               |                            |
|-------------|-----------|---------------|----------------------------|
| Highway     | 1930      | 200 per       | 0.80 per section           |
|  Bridge     |           |  Section      |                            |
|-------------|-----------|---------------|----------------------------|
| Girder      | 1930      | 300 per       | 1.80 per section           |
|  Bridge     |           |  Section      | 0.80 for each ramp end     |
|-------------|-----------|---------------|----------------------------|
| Tunnel      | 1900      | 150 per tile  | 0.20 per tile              |
|-------------|-----------|---------------|----------------------------|
| Bus         | 1920      | 250 per Bus   | 2 per Bus Depot per month  |
|  Depot      |           |  Depot        |  ($24 per year)            |
+----------------------------------------------------------------------+

Road: (default)
-----

Roads are perhaps the most important form of transportation in SC2K. While it 
is possible to build a city without using roads at all, it's both expensive to 
build and expensive to maintain. To construct a road, simply click and drag 
from starting point to ending point. When the highlighted area represents what 
you want built, release the mouse button and you're all set. Like other rubber-
banding tools, you'll see a dollar amount showing you how much the proposed 
road will cost. When you build a road up to a shoreline, you'll be prompted on 
whether or not you want to build a bridge.

If you can build one, you may choose from a selection of available proposed 
bridge types, discussed in detail below:

 - Causeway Bridge: This is the cheapest type of bridge to build. It can cover
   any distance, no matter how long or short, but it will not allow ships to
   pass underneath. These bridges are okay for going across lakes or large
   ponds, but don't build them between your seaports and the edge of the map
   where the river or ocean is (as if the latter was possible anyway).

 - Raising Bridge: This is a good bridge for covering shorter distances between
   5-12 tiles. Its big selling point is that it allows ships to pass
   underneath. You will actually see the middle portion rise as the ship sails
   under. Remember though, it's limited to distances of 5-12 tiles.

 - Suspension Bridge: This is the most expensive bridge available for roads,
   and it may only bridge distances that are longer than 7 tiles. It has no
   maximum length, however, and it offers the only solution for crossing long
   spans that must allow shipping.

As you can see, there are several options for building bridges available. 
Bridges cannot intersect each other nor can the two ends of the bridge be 
different elevation levels. Bridges also can't be built diagonally.

When two roads intersect, a traffic light is built, and when a T-intersection 
is made, the butting road has a stop sign. If you build a road to the edge of 
your map, you'll be asked whether or not you'd like to build a connection to 
your neighboring city for $1,000. These are important for allowing your 
industry to grow, although not as important as highway connections or railroad 
connections.

---PlayStation Note---

In the PlayStation version, the bridge you built was randomly determined, so 
long as there was more than one bridge option available. I recall fondly asking 
to build a bridge over and over until I got the desired result.

Highway:
--------

Although similar to roads in construction, highways build in 2x2 sections 
instead of single tiles. This is because of their increased traffic load and 
also because of certain simulator restrictions. Highways can cover any length, 
and actually require roads to be of any use, since they are the only way Sims 
in your city can get on the highways. When building on slopes, highways can 
only handle one elevation increase for every two tiles. If the slope is steeper 
than this, the highway won't build. When two highways intersect, a cloverleaf 
type intersection is formed. The same holds true for a T-intersection. When 
building a bridge, the technique differs from that of building road bridges. 
Instead of rubber-banding right off to the shore, you must click once on the 
shore with the highway tool.

This will bring up a dialog box asking if you'd like to build a bridge, of 
which there are two types:

 - HIGHWAY BRIDGE: This is the standard highway bridge. It doesn't require any
   ramparts*, but it does not allow any ships to pass through. It can cross any
   length.

 - REINFORCED GIRDER BRIDGE: This bridge is more expensive and it requires
   ramparts. However, it can also withstand earthquakes more easily and it
   allows ships to pass under.

* Ramparts are basically ramps that allow the land road to reach the proper 
height so that it will align correctly with the bridge road. This is done in 
cases where the height of the bridge must be sufficient so that boats may pass 
under, but the shores of the nearby land are near sea level.

Highway bridges may not cross each other nor may they be built diagonally or 
with each end at varying elevations. When building highways to neighboring 
cities, the cost is $1,500 per connection.

---PlayStation Note---

Once again, this is different for the PlayStation version. In this case, you 
would not be able to get the reinforced bridge unless the 2x2 highlight was 
half water-half land, and even then it was a hard sell. It is possible, though.

Onramp:
-------

This tool is used for connecting highways to roads. Any road that is running 
perpendicular to a highway may be connected to it. Also, any road whose end is 
adjacent to any part of the highway can be connected as well. You will have to 
build four ramps for each road-highway intersection in order to allow for full 
inter-modal travel between the two. In fact, Onramps are necessary if you do 
build highways, because without them there is no way Sims in your city can use 
the highway.

Tunnel:
-------

Use this tool to tunnel roads through large mountains. It has no real merit 
unless the mountain it tunnels through is jagged and complex, making road 
travel impossible. If you make a tunnel too long, the Sims won't use it because 
Sims can only travel so far between zones in order to complete a successful 
trip. If the tunnel is longer than this distance, the Sims can't use the tunnel 
without failing every attempted trip. Tunnels are also expensive, and you 
should only use them when you have to. Tunnels cannot be built diagonally, nor 
can their two ends be at different elevations. Tunnels also can't intersect 
each other, even at different altitudes.

Bus Depot:
----------

Bus Depots differ from most of the other tools in this section because they are 
actual buildings as opposed to viaducts. Each one is 2x2, and you construct 
them next to any road. You must supply water and electricity to the depots. Bus 
depots help reduce traffic, which in turn helps reduce pollution (come to think 
of it, this is the only Roads tool that actually reduces pollution, rather than 
increase it). Of all the public transportation options around, buses help the 
most towards decreasing traffic. Bus depots have a radius of effect, which 
decreases as distance from the depot increases. Sims must go to the depot to 
get on a bus, but they can get off of the bus anywhere. It is suggested that 
you try placing bus depots at intersections with very heavy traffic, and the 
effect is certainly noticeable.

2.9.8   Rails:
==============

Under here you'll find all of the tools required for constructing a fully 
functional rail system.

Table of rail system costs:

+--------------------------------------------------------------------+
| Type        | Invention | Construction  | Maintenance Cost         |
|             |  year     |  Cost ($)     |  per year ($)            |
|-------------|-----------|---------------|--------------------------|
| Rail        | 1900      | 25 per tile   | 0.40 per tile            |
|-------------|-----------|---------------|--------------------------|
| Rail        | 1900      | 75 per tile   | 0.25 per tile            |
|  Bridge     |           |               |                          |
|-------------|-----------|---------------|--------------------------|
| Rail        | 1900      | 500 per       | 1.50 per depot           |
|  Depot      |           |  Depot        |                          |
|-------------|-----------|---------------|--------------------------|
| Subway      | 1910      | 100 per tile  | 0.40 per tile            |
|  Line       |           |               |                          |
|-------------|-----------|---------------|--------------------------|
| Subway      | 1910      | 250 per       | 0.80 per station         |
|  Station    |           |  Station      |                          |
|-------------|-----------|---------------|--------------------------|
| Rail/subway | 1910      | 250 per       | 0.80 per junction        |
|  Junction   |           |  junction     |                          |
+--------------------------------------------------------------------+

Rail: (default)
-----

Available from the get-go, rails are the basic mode of rail transport. You 
build them just like you would roads. The only difference between road and 
rails (besides the fact that rails require depots to operate properly), is that 
rails cannot handle as steep a slope as roads can. Rails can only move up one 
elevation level for every two tiles. Rails can cross water, and there is only 
one type of bridge available. The same restrictions apply to rail bridges that 
apply to road bridges. When connecting to a neighbor, the cost is $1,500.

Rail Depot:
-----------

These are 2x2 buildings that you build next to your rails in order to complete 
your rail system. Sims can only get on or off of a train at depots, so be sure 
to place at least one in each zone. Sims will build house next to a rail depot 
only if it will take them to rail depots in other zones. Having a complete rail 
system in your city will serve to reduce traffic on the roads, which -when in 
excess- can lead to pollution. Depots must be built on level ground and 
supplied with electricity. When you build one, a small train appears out front 
and begins to make the rounds. The maximum number of trains you will see is 5. 
Make sure to place your rail depots next to the rail, or else they won't 
function properly.

Subway Line:
------------

After its invention in 1910, subways should become a major factor in your 
city's transit system if the city becomes very large. It will be difficult to 
construct a very useful subway system in a small city because of the huge 
expenses associated with subways. When you select this tool, you'll 
automatically be taken to the underground view where you can view your city's 
subways, water manes, road tunnels, and Rail<-->Subway junctions (to be 
discussed further below). When laying out subway, try your best to keep the 
lengths as short as you can manage. At $100 per tile, subways can become 
horrifically expensive if you don't build carefully. You cannot build subways 
along a line of tiles that is already occupied by a water mane, although 
subways can pass under them. One of the great advantages of subways is that the 
system as a whole takes up very little real estate. When you compare a subway 
system to a similar highway/road system, the difference in land usage is 
astounding. This makes subways a good choice for developed areas you don't want 
to demolish large chunks of in order to make room for roads. Remember that a 
subway system is incomplete until the stations have been placed. Also, subways 
cannot be connected to neighboring cities.

Subway Station:
---------------

You'll need these in order to complete a subway system. They're only 1x1 so 
they have rather small footprints. They must be place on or next to a subway 
line in order to function. They must also be connected to a power source. If 
you build a subway station in a particular zone, a patch surrounding the 
station will develop so long as the subway line to which that station is 
connected also has stations in the other types of zones. It's actually possible 
to build a city with nothing but subways, albeit extremely expensive. It's 
certainly something to look at though.

Subway to Rail junction:
------------------------

With these, you can link your rail and subway systems to provide a more 
complete form of mass transit. You can only build them next to a rail line or a 
subway line. You can't just build them out in the middle of nowhere. You will 
actually see the train enter the tunnel...and perhaps never return...

2.9.9   Ports:
==============

With this button you can choose from one of two ports. Both are needed in order 
to support a large city.

Seaport: (default)
--------

The main purpose of seaports is to increase the demand for industry. 
Rather, you will have to construct one sooner or later as your city reaches a 
certain size (around 10,000 Sims). They must be constructed on a coast with 
navigable waters, and they must be hooked up to your city's electrical system. 
The minimum size for a seaport is 1x3 tiles. If the seaport is smaller than 1x3 
tiles, it will not develop properly. When zoning the seaport, make sure there 
is plenty of waterfront space (the most valuable portion of a seaport anyway), 
and also make sure there is plenty of space inland for warehouses and the like. 
If you notice that demand for your industry has diminished, check your seaport 
to see if it is fully developed. If it's not, you may need to zone more space.

Cost: $150 per tile.

Airport:
--------

Airports, more than anything, serve to increase the demand for commerce. There 
are a lot more restrictions in regards to airports when it comes to how you 
zone them. First of all, the size restriction is a minimum of 2x6 tiles. Not 
12, but 2x6. In other words, if you were looking at a rectangle, one side must 
be at least 2 tiles long, and the adjacent sides must be 6 tiles long. If your 
airport isn't at least 2x6, there will be little development because runways 
need a certain amount of space before they can be built. In fact, if you 
demolish one runway tile, every single runway tile it was connected to will 
also be destroyed.

Secondly, airports must be powered and watered, both are very important. 
Finally, it's unwise to zone dense commercial buildings in close propinquity to 
the airports, since airplanes can actually crash into those buildings. While 
usually minor, air crashes have the potential of developing into serious 
problems like massive fires and the like...all because you just *had* to zone 
for those skyscrapers...for shame!

After an airport successfully develops, you'll see planes take off and head to 
other cities whilst other planes come in for a landing. Additionally, a 
helicopter will appear and let you know if there's heavy automobile traffic.

Cost: $250 per tile.

---Note---

Next I'll explain the various types of zones, but here are some general rules 
to keep in mind:

 - All 3 zones must be supplied with power.

 - All 3 zones must be within 3 tiles of transportation that is also connected
   to the other 2 zone types. Now, this is a little fuzzy. Technically, if a
   2x2 or 3x3 building develops, only one corner of it actually has to be
   within 3 tiles of viable transportation. It's fairly logical, I know. But
   visually, it can be confusing if you don't understand what's actually
   occurring.

 - The basic difference between light and dense zones is that light zones only
   support 1x1 buildings while dense zones support all building sizes. 
   However, light zones will generally result in higher land values and lower
   population density (high population density in and of itself can lead to
   things like pollution, traffic, crime, and all that bad stuff).

 - Make sure that your city has all three zone types. Think about it, a city
   can't exist if all it's nothing but residents without jobs, or commerce
   without shoppers, or industry without workers. You can probably cite real
   life examples of "bedroom cities" that support larger cities in close
   propinquity. In SC2K, this type of intercity complexity doesn't exist. If
   you make your city nothing but residential zones, another city will not take
   up your slack. However, you can split your city into separate sectors, each
   a different zone that has the appearance of being separate cities. These
   different sectors would still all be seen as one city by the simulator.

 - Zones will develop successfully when trips from that zone can be made within
   a certain number of steps. This refers to the distance a Sim will travel to
   other zones before giving up. If you build a section of residential,
   commercial, and industrial zones at the opposite ends of the map from each
   other, they will not develop even if connected by highway because they're
   too far apart from one another. This is why it's a good idea to keep an even
   sprinkling of zones throughout the city, instead of, say, three blocks of
   zones for each zone type.

2.9.10   Residential Zones:
===========================

Residential zones are where your Sims live. Without residential zones, your 
city will have nobody to support industry and commerce. There are two types of 
residential zones, light and dense. Residential zones must be powered, and 
should be watered. Like all zones, residential zones must be within three tiles 
of a road, train station, or subway station in order to be developed.

Light Residential:
------------------

This is a low-density form of residential zones that only supports single-acre 
homes. Depending on the land value, you'll either see acres of lower-class 
homes, or acres of mansions. This low-density zone only supports 10 Sims per 
acre.

Cost: $5 per tile.

Dense Residential: (default)
------------------

This particular type of residential zone allows for high-density buildings. 
Large plots of this zone will be filled with a hodgepodge of various 
skyscrapers and the like. Because of the high density, be wary of crime and 
land value effects. Each acre can support approximately 40 Sims.

Cost: $10 per tile.

---Churches---

One of the things you'll notice is that as your residential zones develop, 2x2 
churches will be periodically constructed in your zoned land. However, churches 
aren't considered residential buildings. If they bother you and you start 
trying to demolish them, you'll notice that new churches pop up elsewhere. 
Bottom line: Churches are here to stay, live with it. In the DOS version, 
typing in a few uncouth words may reward you with even more churches. Head to 
Section 7 for more info on that (T T C).

2.9.11   Commercial Zones:
==========================

Commercial zones are where your Sims go shopping and do other Acts and Things 
of commerce. If there are no commercial zones, there will be no place for your 
Sims to buy stuff with the money they make, and your city will falter.

Light Commercial:
-----------------

With this zone type, only 1x1 building will be constructed. 
A variety of gas stations, mini-marts, and 0toy stores will sprout. This zone 
supports about 10 Sims per acre.

Cost: $5 per tile.

Dense Commercial: (default)
-----------------

This zone will reward you with huge skyscrapers, mini-malls, theaters, and 
other large edifices. Make sure you have a large demand for commerce, though. 
Otherwise, these large buildings won't develop.

Cost: $10 per tile.

2.9.12   Industrial Zones:
==========================

Industry is absolutely vital to any city in SC2K. Without a strong industrial 
sector, your city will have a hard time getting by. Consequently, industry is 
probably the easiest zone to develop, at least in my experience.

Light Industrial:
-----------------

This zone will result in acres of squat 1x1 buildings, which resemble some sort 
of industrial-looking thing. In any case, it's low density.
However, the very nature of industry pretty much eliminates the advantages 
typically associated with low-density zones. In other words, you'll still get 
low land values and lots of pollution.

Cost: $5 per tile.

Dense Industrial: (default)
-----------------

This type of industry will ultimately result in large 3x3 factories which belch 
out the pollution like it's going out of style. Most of the buildings resemble 
vague, industrial-looking buildings (heck, one of them is even called 
"industrial thingamajig"). Be careful with this zone. If you have no pollution 
controls and leave these things to go unchecked, there's a large chance that a 
chemical spill will result.

Cost: $10 per tile.

2.9.13   Education:
===================

Without education, your Sims will be unable to get high-paying jobs in 
technical fields. As a result, your industrial sector will remain mired in the 
lower-tier, high-polluting industry-types. In SC2K, the overall education level 
of your Sims is measured as an "education quotient" or EQ. The higher the EQ of 
your city, the smarter your Sims are. EQ takes a very long time to develop, as 
in a generation or two. This is because EQ is a lifelong process, as children 
go to school, then college, then libraries and museums. The quality of your 
education buildings is rated, appropriately, by a letter grade. A+ is the best, 
F is the worst.

School: (default)
-------

These buildings serve to increase the education of Sims between the ages of 5 
and 15. They will increase EQ to a maximum of 90. You will need to build a 
school for approximately every 15,000 Sims (each school can hold 1,500 
students, and requires 60 teachers). These 3x3 buildings have an annual 
maintenance fee of $25 each.

Cost: $250 per school.

College:
--------

These are for Sims between the ages of 15-25. They'll boost EQ to a maximum of 
140. For every 50,000 Sims your city has, you'll need to build one college, as 
each can hold 5,000 students and 210 teachers. These 4x4 buildings have an 
annual maintenance fee of $100 per college.

Cost: $1,000 per college.

Library:
--------

These rotund buildings don't actually increase EQ, but merely serve to keep it 
from decreasing over time. This keeps your work force smart and bright, which 
is good for the technical industries. These 2x2 buildings should be built once 
for every 20,000 Sims or so.

Make sure to click on the "Ruminate" button to check out some Neil Gaiman 
writings. Interesting...

Cost: $500 per library.

Museum:
-------

These serve the same purpose as libraries, although they're twice as effective. 
You should build a 3x3 museum for every 40,000 Sims.

Cost: $1,000 per museum.

2.9.14   City Services:
=======================

Here you'll be able to construct all of those buildings every city needs to 
keep its Sims happy, safe, and healthy. Because they're so necessary for the 
well-being of your city, it's unwise to skimp on them.

Police Station: (default)
---------------

These are what you'll build to keep the streets of your city safe. Without 
them, crime would run rampant and your Sims would be unhappy, then they would 
leave (and we can never have that). Police stations are very recognizable, 
seeing as how they're blue, with large badges on each side of the building. 
These buildings have a radius of effect, which slowly decreases until it tapers 
off completely. It's not a good idea to place your police stations (or any 
public service building for that matter) near the edge of your city's map. If 
you do this, half of the area your police station patrols will be off the edge 
or your map. This means that your police station is essentially running at 
half-capacity, but you're still paying the full costs. It's also a good idea to 
pattern out the layout of your police stations so that you get an even area of 
coverage. Since crime is a negative effect on land values, police stations 
serve to increase land values, and you'll find that Sims will readily build 
next to these 3x3 structures. Police stations cost $100 per year to maintain.

Cost: $500 per police station.

Fire Station:
-------------

Fire Stations are essential for keeping your Sims safe in the event of a fire. 
Obviously, if you have disasters disabled, fire stations are essentially 
useless, but your Sims will still complain if they're not there. Just like 
police stations, fire stations have a radius of effect, which diminishes until 
it tapers off completely. They are also 3x3 tiles. You can view the total fire 
coverage of your various stations in the City Map Window, which is explained 
further below (Insert link here). Fire stations each have a yearly maintenance 
fee of $100.

Cost: $500 per fire station.

Hospital:
---------

These 3x3 edifices serve to increase the overall life expectancy of your Sims. 
Unlike police and fire stations, the effectiveness of hospitals concerns the 
number of Sims that can be treated, rather than the area in which it is placed. 
This means you can place all of your hospitals at one end of the city, and 
they'll work just fine. You'll want to construct a hospital for every 25,000 
Sims. If your hospitals become overcrowded, they will not perform as well and 
the life expectancy of your Sims will deteriorate consequentially. 
Hospitals each have a yearly maintenance fee of $50.

Cost: $500 per hospital.

Prison:
-------

Rather stately, these 4x4 buildings are used to house the criminals your police 
stations capture. They operate similar to hospitals, in that they have a 
maximum capacity, rather than an area of effect. As such, each prison can hold 
up to 10,000 inmates. They can hold more, but at that point, the inmates will 
begin escaping.

The inmates are not held forever. Each year, %25 of the prison population is 
paroled to make room for new prisoners. So, if your prison currently has 5,000 
inmates, 1,250 will be released. If your police stations arrest more than 1,250 
per year, your prison will slowly fill up, and once it does, crime will 
increase.

As can be expected, prisons have a rather negative effect on local land values, 
and your Sims will not appreciate it if you construct one across the street 
from their homes. Because of this, it's generally a good idea to keep prisons 
isolated from your city, if possible. There are many creative ways to do this, 
such as an Alcatraz-style prison island, or perhaps just stick it in the middle 
of an empty plot of land, and surround it with a moat of water. Be creative.

Prisons have no maintenance fee. But be wary, for they're extremely expensive 
to build.

---About Prisons---

I've almost NEVER gotten a prison to fill up completely, regardless of my 
city's population. It can happen, however, so don't disregard it completely.

Cost: $3,000.

2.9.15   Recreation:
====================

This is where you'll go to provide your Sims with happiness. Recreation is a 
great way to boost land values, approval ratings, and it's also a great way to 
lower pollution and crime. Be sure to always keep recreation in the back of 
your mind as you create your city. I'm sure some of you know what it's like to 
live in a dull, boring city with nothing to do, so imagine putting your Sims 
through that.

Small Parks: (default)
------------

These parks help to increase residential growth, and of course they have a 
positive impact on land values. They don't require power (nor do they conduct 
it), but they do need water. Their small size and low cost make them idea for 
random smatterings of small parks throughout your city. Something you can do 
with these after your city is fully developed is to simply go around and plop 
parks down wherever you see empty land.

Cost: $20 per small park.

Large Parks:
------------

These kinds of parks have a much more substantial effect on land values and 
residential growth. At 3x3, they have a much larger footprint than small parks. 
These parks also don't require power, but they must be watered.

Cost: $150 per large park.

Zoo:
----

Zoos, along with all of the benefits that parks provide, also boost your 
tourism industry. These 4x4 buildings also have a little neat sound effect, 
which to me sounds like a lion's roar. The information you'll find in the zoo's 
query window is meaningless. Each zoo has a annual maintenance fee of $50, and 
make sure each one is supplied with power and water.

Cost: $3,000 per zoo.

Stadium:
--------

Stadiums have pretty much the same effect as zoos, but also serve to increase 
your popularity as a mayor. Whenever you construct a stadium, you'll be asked 
to choose a team and name it. Note the default names that come with each type 
of team. Stadiums are 4x4 and fairly recognizable, and also require power and 
water.

---PlayStation Note---

You cannot choose the sport that a particular stadium features in the 
PlayStation version.

Cost: $5,000.

Marina:
-------

Like all recreational buildings, these 3x3 marinas serve to boost residential 
growth, along with the tourism industry. Because of the nature of marinas, it's 
essential that each one have at least one tile over water. Once powered, a 
small sailboat appears and begins to sail about. Technically, you could place a 
marina right over a single tile of water, and it would function. However, it 
would be aesthetically displeasing, since there'd be no sailboat. What's a 
marina without a sailboat? If you're lucky, you may just catch Nessie the Loch 
Ness monster swimming to and fro amidst your marina (for more info on this, go 
to Section 8).

Cost: $1,000 per marina.

2.9.16   Signs:
===============

This button is for placing signs in your city. They are not really part of the 
city, as they have no effect on the city itself, and they have no costs. To 
place a sign, click on the sign button, then click on the tile over which you'd 
like your sign to be built (there are some instances in which you can't select 
a particular tile for which to build a sign on). A window pops up and then you 
can type in the text that you want the sign to display. When you're done, click 
the done button and voila, you have a sign. You can also delete and edit signs 
by clicking on the sign button, and then clicking on the tile under the sign 
you built. In the window that pops up, you can edit the sign text or delete it 
altogether. If you want to put in special characters like letters with accents 
or upside-down question marks or exclamations, you can use alt combinations 
like Alt+0191 for an upside-down question mark.

---PlayStation Note---

You cannot place signs in the PlayStation version.

2.9.17   Query:
===============

This button is perhaps the most useful and essential tool in SC2K, and you'll 
be sure to make heavy use of it. To use it, you can do one of two things:

 - Click on the query button, then the building or tile you want to query.

 - Hold down [Shift] then click on the building or tile you want to query.

The advantage of the 2nd method is that whatever tool you were using before you 
queried will still be active once you're done. Depending on the building you 
queried, you can actually rename that building. If you can't rename the 
building, just click anywhere inside the query window, or press [Esc] to exit 
that window. If you can rename the building, you will have to decide whether 
you want to rename it or not, in which case you'll choose between "Rename" and 
"DONE." There is no cost for querying.

---PlayStation Note---

You cannot rename buildings in the PlayStation version.

2.9.18   Rotate Clockwise and Rotate Counter-Clockwise:
=======================================================

These two buttons are used to rotate the view of the city clockwise or counter-
clockwise, for which there is no cost. You'll find that this feature is most 
useful when various buildings or landforms impede your view. A quicker method 
of rotating the view is to press [Delete] to rotate counter-clockwise or [Page 
Down] to rotate clockwise on a PC keyboard.

2.9.19   Zoom In and Zoom Out:
==============================

This pair of buttons does exactly what the name implies. You'll notice that 
when you zoom out that the trains disappear, and the buildings seem a little 
different. This is because each zoom (save for the two closest in the Windows 
version) uses a different set of drawings for each zoom. You can imagine the 
time it took to draw each building in three different zoom levels. There is no 
cost to zoom in or out. A quicker method would be to press [Home] to zoom in or 
[End] to zoom out.

---PlayStation note---

There are only two zoom levels in the PlayStation version.

2.9.20   Center:
================

This tool is for centering the city map on the spot that you click on. To use 
it, simply click on the center button, and then click on the spot that you want 
to appear in the center of your viewing window. There are a couple of quicker 
ways to do this:

 - Right-click on the spot you want centered, and select "Center."

 - When you use this tool, hold the mouse button down to scroll around your
   city.

With the center tool, you can also destroy the helicopter by clicking on the 
helicopter with the center tool repeatedly. The helicopter will swiftly fall to 
the ground and explode. Maxis added this feature to make up for all of the 
annoyance the helicopter caused in SimCity Classic.

---PlayStation Note---

The omnipresent mouse pointer serves as a centering device.

The following 6 buttons open up windows which will be explained in full detail 
in section 4 (W N S). The windows they open are only listed here.

 - Maps Window

 - Graphs Window

 - Population Window

 - City Industry Window

 - Neighbors Window

 - Budget Window

2.9.21   Show Buildings:
========================

Clicking this button will toggle the display of all the buildings in your city.

2.9.22   Show Signs:
====================

This button toggles the display of all the signs in your city. This includes 
signs you made and signs generated by neighbor connections.

2.9.23   Show Infrastructure:
=============================

This button toggles the display of your city's infrastructure. This includes 
all transportation systems, power lines, and trees.

2.9.24   Show Zones:
====================

This button toggles the display of all zoned buildings. This does not include 
structures that you built, nor does it include churches.

2.9.25   Show Underground:
==========================

This button toggles the display of your city's underground, in which you can 
view your subway and water systems. A necessity if you actually want to 
construct said systems.

2.9.26   Help:
==============

This button displays the help contents for SC2K. Everything you need to know in 
order to technically know how to play SC2K is available here.

2.9.27   Demand Indicator:
==========================

While this is not a button, it is useful nonetheless. Here is where you can see 
the magnitude of demand for specific zones in your city. If the bar for a 
particular zone is pointing upward towards the + sign, then demand is positive 
and that zone will develop. If the bar is pointing downward toward the - sign 
then that zone has no demand. Buildings will become abandoned and zones will 
not develop.

---DOS Note---

Clicking on the Demand Indicator actually does something in the DOS version! 
Click on it and you'll receive a popup with a brief explanation of what the 
Demand Indicator does.

==========================================
  Section 2.10: The Terrain Editor   TRE  
==========================================

Since we're on the subject of terrain editing, here are some basic facts about 
SC2K terrains:

 - Terrains are square pieces of land with 128 tiles to a side. Each tile
   approximates to a single acre, 200x200 feet. The total terrain area is about
   25 square miles. You may think that's a lot, but most real cities are, in
   fact, much larger than that.

 - There are 2 types of water in SC2K: fresh water and salt water. Fresh water
   will usually be found in any ponds or rivers on your terrain, while salt
   water will be found along the coast. Of course, you can end up editing the
   terrain to such a point that the above would no longer apply, but that is
   how most terrains will start out.

The Terrain Toolbar is only available when you're editing a new map. All of the 
functions in this toolbar are free of charge. As with the City Toolbar, I'll 
describe the functions left to right, top to bottom.

2.10.1   Coast:
===============

This button lets you choose whether or not you'd like to have a coast in your 
city. Coasts are useful for high land values and seaports.

2.10.2   River:
==============

This button lets you choose whether or not you'd like to have a river in your 
city. Rivers provides lots of coastline, and they also make it easy to 
construct seaports. Most of the time, rivers will zigzag through your city, but 
sometimes they can be rather straight.

2.9.3   Mountain, Water, and Tree Sliders:
===========================================

These sliders allow you to adjust how mountainous, watery, or forested you want 
your city to be.

Mountains:
----------

When this slider is maxed out, your city will literally be uninhabitable 
because of the lack of flat terrain available. If this slider is zeroed out, 
then your city will have but a few hills and pits.

Water:
------

When this slider is maxed out, your city will be covered in water if it's 
relatively flat. If it's zeroed out, you will have no water at all unless you 
opted for a river or coast in your city.

Trees:
------

When this slider is maxed out, you city will be covered with trees. It's nice 
for creating that forest ambiance that some mayors like. If this slider is 
zeroed out, there will be no trees in your city.

2.10.4   Make:
==============

This button generates a new terrain for you based on your selected criteria. 
You can generate a terrain as many times as you want. If the current terrain 
doesn't suit your needs, try again. Listen to the voice as the terrain is 
generated. "Reticulating Splines."

2.10.5   Raise Terrain:
=======================

This button behaves exactly like the one in the City Toolbar.

2.10.6   Lower Terrain:
=======================

This button behaves exactly like the one in the City Toolbar.

---Note---

The previous buttons are glitched in the PC and DOS versions, it seems. The 
terrain does not raise or lower correctly. If you really need detailed terrain 
editing, I'd suggest doing what you can in the terrain editor, then doing the 
rest in a city with a money cheat. After that, go to the file menu and select 
"Edit New Map," to, once again, see your now completed terrain in the terrain 
editor (we do this to dispel any possible bad karma from using a money cheat). 
Select "Done" on the Terrain Toolbar to finally create your city.

2.10.7   Stretch Terrain:
=========================

This button allows you to pick any tile on the map, then raise or lower it as 
you see fit. It's the quickest way to make mountains. However, it seems to 
glitch sometimes, causing the whole program to crash.

2.10.8   Level Terrain:
=======================

This button lets you pick a tile, then level surround tiles to that tile's 
elevation. This is a nice way to flatten land out. In the PC & DOS versions, 
this seems to affect an area of nine tiles under your bulldozer instead of just 
the one. There are also some quirks that make this feature difficult to use 
sometimes.

2.10.9   Raise Sea Level:
=========================

This button increases the sea level by 100 ft. Any trees or ponds that are 
covered up will be destroyed.

2.10.10   Lower Sea Level:
==========================

The button decreases the sea level by 100 ft. You can completely eliminate any 
navigable water with this tool.

There is a neat trick you can do with this tool. Any waterfalls on the terrain 
that have been covered with water using this tool will yield interesting 
glitches when the water is lowered below where the waterfalls were. There are 
some neat things you can do with this glitch, where more information can be 
found in Section 7 (T T C).

2.10.11   Place Water:
======================

This button lets you create ponds or small streams by "waterizing" any tile you 
click on. This is useful for creating areas especially suited for water pumps.

2.10.12   Place Stream:
=======================

This button lets you create streams. One click and a stream sprouts forth, 
generally flowing downhill. If it's created on level terrain, it will follow a 
random path.

2.10.13   Place Tree:
=====================

This button lets you plant one tree with each click. You can fill up tiles with 
several trees by clicking on those tiles over and over.

If you want to remove trees without having to right click or select the 
bulldozer tool simply hold down [Shift] while clicking with the tree tool. This 
will remove all trees from the tile with a single click.

2.10.14   Place Forest:
=======================

This button lets you create forests of any size or density. It behaves a lot 
like the spray paint button in most picture editing programs.

If you'd like to remove whole forests in similar fashion to removing trees via 
the shift-click method, then simply hold down [Shift] while clicking with the 
tool. This basically reverses the process of planting forests.

2.10.15   Zoom In & Zoom Out:
=============================

These buttons increase and decrease the view of your terrain in and out. Pretty 
straightforward.

2.10.16   Rotate Clockwise and Rotate Counter-Clockwise:
========================================================

These buttons rotate your view of the terrain.

2.10.17   Center:
=================

Behaves just like the center tool in the City Toolbar.

2.10.18   Help:
===============

Behaves just like the help button in the City Toolbar.

2.10.19   Done:
===============

This is the button you click when you're done editing your terrain. From here, 
you'll be prompted to name your city and decide which year and difficulty level 
you'd like to use.

                          = = = = = = = = = = = = =
                         = = = = = = = = = = =DSS= =
                        =                           =
                       =  SECTION 3: The Disasters   =
                        =                           =
                         = = = = = = = = = = = = = =
                          = = = = = = = = = = = = =

Not all disasters can occur randomly; some will only be found in various 
scenarios. All of the disasters can be selected either through the Disasters 
menu, or through a debug menu, which is explained in the Tips and Tricks 
section (T T C). Of course, no disasters will occur randomly if you've disabled 
them in the Disasters menu. =P


3.1   Fire:
===========

A fire in SC2K is any instance where one or more tiles are on fire. These are 
easily recognizable because the tile will literally be on fire, flames licking 
about. A tile will remain on fire until the fuel source within that tile 
(trees, buildings, etc.) runs out, at which point the fire extinguishes itself 
leaving behind a pile of rubble. By this time, the fire has usually spread to 
nearby tiles, and so on and so forth. Left unchecked, fires can (and most 
likely will) destroy an entire city. Fires are generally a random occurrence, 
but their likelihood will increase in the following circumstances:

 - No fire departments.
 - Lots of trees and rubble.
 - High temperatures.
 - The presence of rioters.
 - Poorly located Airports (don't exactly cause fires, but they do increases
   air crashes, which in turn can lead to fires).

If you make sure these circumstances are not prevalent in your city, then you 
shouldn't have much to worry about. In the case a fire DOES break out, it's 
important to have a plan of action.

Pause the game and demolish all the buildings, trees, roads, and rubble 
surrounding the fire. For small one or two-tile fires, surround them with fire 
dispatches. You have one dispatch available for each fire station, and there is 
an upper limit of 33 dispatches available. When you have placed all of your 
fire crews, placing a new one will remove the dispatch you first placed and put 
it in that spot.

After you feel you have every fire contained, set the simulator speed to Turtle 
and make sure you don't see any fires spreading. If you keep hearing explosion 
sounds a long time after containing your fires, then one of them is still 
spreading.

You'll know when all the fires are gone when new music plays and a newspaper 
comes up telling you about the event. Go ahead and reconstruct the destroyed 
roads and power lines. Zones should still be intact regardless if the buildings 
on them were destroyed.

---PlayStation Note---

In the PlayStation version, it was possible to plop ponds on active fires that 
have already destroyed everything in the occupied tile, effectively eliminating 
them.

3.2   Flood:
============

Floods are marked by blue water sloshing around on previously dry tiles. They 
are peculiar in that they only destroy buildings. Roads and trees will remain 
intact. In fact, I used to think trees protected against floods but testing has 
proven otherwise. Generally a random occurrence, floods can be precipitated by 
wet weather along with the presence of rivers and oceans. Ponds can also cause 
floods. A city with no water whatsoever will not randomly flood, although you 
can still cause them if you so wish.

The best way to defend yourself again floods is to construct dikes along your 
shores. These are simply lengths of raised terrain along your coasts. One level 
is all it takes, and those floods will find themselves buffeted by your 
ingenuity. If you have seaports, which must always be at sea level, then they 
will always be at risks for floods.

If you don't have dikes built, you can use firemen and police to barrier 
against the impending water. However, unless you have a LOT of these, you'll 
only be able to preserve a few choice buildings, not reduce the damage as a 
whole.

Cleaning up the damage isn't too bad. After the flood has run its course, 
simply rebuild your power lines, along with any buildings you constructed, and 
the zones should pick themselves right up.

3.3   Air Crash:
================

Air crashes are instances of flying aircraft hitting the ground or tall 
buildings. When they crash, there is a small chance of a fire occurring. It's a 
very small chance, though, so I find air crashes to be one of the most 
insignificant disasters in the game. These will not randomly occur if your city 
has no airport, but you can still cause them through the Disasters menu. You 
can also cause them by clicking the center tool repeatedly on a helicopter, 
causing it to spiral to its doom. Assuming a crash does occur, check out the 
crash scene for any possible damage, and clean up any fires that might occur as 
well.

3.4   Tornado:
==============

Tornadoes are easily recognizable as brown vortices of dust and debris 
traversing the cityscape. Their path is randomly determined, although they 
generally follow a straight line. Tornadoes will randomly appear anywhere in 
your city (even over water), then move in any direction in a relatively 
straight line off the edge of the map into cybernetic oblivion. They destroy 
everything in their path, and may actually piddle out rather quickly if they've 
destroyed a lot. I've never seen them create any fires, and they seem more 
prevalent on flat plains.

When tornadoes have done their business, simply reconstruct your roads and 
power lines, along with any civic buildings that have been destroyed.

3.5   Earthquake:
=================

An earthquake is the only disaster that is not influenced by city conditions; 
all cities are fair game. You'll know an earthquake by a brief period of 
shaking followed by random fires and destruction throughout your city.

It's imperative that you contain all of the fires immediately, and it's also 
important to make sure that you've contained every single fire. Once that's 
done, you have a long road ahead of you when it comes to rebuilding.

3.6   Monster:
==============

Monsters are easily recognized as floating, black, rotund, Cyclopean legged 
creatures that move about your city doing their business. Monsters are 
particularly bizarre in that they don't always cause destruction, per se. Some 
times they'll plant trees, water, or wind generators. Many times, though, they 
cause fires, so have your fire crews follow the beasts putting out any fires 
that should appear. Meanwhile, see if you can't shoo the things away with 
police or military dispatch.

I've noticed that the leg pattern the monster uses seems to indicate what the 
monster is doing.

If the legs are randomly gyrating about the monster is currently looking for 
stuff to destroy, or it is currently destroying stuff.

If the legs are behaving in a jellyfish-like way (the whole leg is moving), 
then the monster is either trying to avoid something, change its course of 
direction, or getting ready to leave.

If the legs are still with just the tips moving, then the monster is leaving, 
it will no longer destroy stuff.

3.7   Hurricane:
================

Hurricanes are marked by the presence of howling winds and extreme flooding 
along the coast. If your city has no coast, hurricanes will not occur randomly, 
but you can still cause them if you wish. In that case, the flooding will occur 
along a random edge of the city (looks kind of hokey but whatever).

The high winds can knock down buildings anywhere in your city, while the 
flooding will destroy all the buildings along the coast, assuming they're at 
sea level.

After hurricanes run their course, clean up the mess and reconstruct your power 
lines and buildings.

3.8   Rioters:
==============

Rioters appear as a group of Sims (this is the only instance in the game where 
you actually see the Sims) carrying signs and traveling about on roads, booing 
all the while. They occur randomly, although any number of factors from hot 
weather to high taxes can hasten their arrival. As they move about, they divide 
and multiply, and they also cause fires. Although rioters are generally limited 
to roads, they can sometimes leave the roads, in which case they know no 
bounds, multiplying like crazy until the entire city is covered (having seen it 
myself, I can tell you that the image is quite intimidating).

Squelch the rioters with police, and put out any fires with your firemen.

---The following disasters must be activated through the Debug menu---

3.9   Melt Down:
================

Melt downs are primarily associated with nuclear power plants that have been 
overloaded beyond their capacity. This can happen if your city consumes more 
power than your nuclear power plant generates (assuming there aren't any other 
power plants supplanting your nuclear power plant), or if your power plant has 
exceeded its 50 year life span. Assuming the latter is the case, a melt down 
will only occur if you have disasters enabled.

When a melt down occurs, the entire nuclear power plant will be destroyed, 
while fires and radiation sprinkle the radius of ground zero. In other words, 
there will be more occurrences of radiation closer to the explosion than there 
will be farther away. Clean up the fires, then rebuild as best as you can with 
the radiation present. You will not be able to construct anything on an 
irradiated tile (you'll see a flashing radiation symbol). If one of them is in 
the way of a road you're trying to build, you'll have to build around it. 
Querying radiation will show that it pollutes quite a lot, so much so that you 
can see the effect on the pollution map. Radiation is pretty much permanent, 
although it gradually wears off after enough time. It will start wearing off 
around 10-20 thousands years in, and takes a few hundred thousand years to wear 
off completely (yeah, I actually verified this). Radiation isn't terribly 
significant as a threatening presence in your city. Looks kind of cool, 
actually...

3.10   Microwave:
=================

Microwave disasters occur when the orbiting satellite beaming the microwaves 
back to your microwave power plant misses and hits something else instead. This 
disaster can occur randomly, but not if your city doesn't have a microwave 
power plant, even if you select it from the Debug menu. You'll know this 
disaster has occurred when you see a large fire directly next to your power 
plant. If you're lucky, you'll manage to save the power plant before the fire 
consumes it, so I would suggest that be your first priority. If you lose the 
power plant, don't despair. Go ahead and clean up the rest of the fire before 
it grows out of control.

3.11   Volcano:
===============

Volcanoes are highly visual disasters that cause a LOT of destruction. They 
never occur randomly, and can only be activated through the debug menu. The 
Portland scenario features a volcano, but that's it. Volcanoes are simply too 
traumatic and disastrous, and allowing them to occur randomly would've pissed 
off many a gamer.

Volcanoes can be spotted as a growing hill upon which toxic clouds and fires 
sprout. The toxic clouds will flow downhill from the volcano into your city, 
causing the buildings they touch to become abandoned. Volcanoes can vary in 
size, from very small to the highest the simulator will allow ground to go. If 
your computer is slow, volcanoes might take a while to finish.

When volcanoes have run their course, make sure to clean up the fires and 
rebuild as best as you can. They will leave you with a huge hill as an 
everlasting reminder of its presence. You'll probably want to level it out, 
however, as it takes up a lot of real estate.

3.12   Fire Storm:
==================

Fire storms are not unlike fires, except that they start out as 8x8 patches of 
fire which can spread very quickly. They don't occur randomly, and only various 
scenarios will feature them.

Controlling a fire storm is fairly straightforward. Pause the simulator, and 
then demolish all of the buildings along its perimeter. It will take a while 
for the fire to die down on its own, but you can speed up its departure by 
dispatching fire crews to the scene.

3.13   Mass Riots:
==================

Mass rights are similar to regular riots, except that they start out with 
several groups of rioters as opposed to just one group. They'll grow out of 
hand very quickly unless you act immediately. As with regular riots, stop the 
riots with police, and the fires with firemen. If you have a military presence, 
they can also contribute.

3.14   Major Flood:
===================

Basically the same as regular floods, major floods are simply larger. However, 
they are still confounded by simple dikes, so if you're protected against 
floods, don't let major floods worry you too much.

3.15   Toxic Spill:
===================

Toxic spills can occur randomly, but their presence is even more likely if 
there are a lot of polluting industries and power plants in your city. They 
tend to flow downhill, but follow a randomly determined path on level terrain. 
From my experience, police dispatches seem particularly effective at putting an 
end to these things. They look like gray clouds, floating around where they see 
fit. Any building they touch will become abandoned. They're not hard to deal 
with, but you'll want to fix their cause lest they come around again sometime 
in the future.

                           = = = = = = = = = = = =
                          = = = = = = = = = =WNS= =
                         =                         =
                        =  SECTION 4: The Windows   =
                         =                         =
                          = = = = = = = = = = = = =
                           = = = = = = = = = = = =

This section is devoted to the various windows of SC2K. The parts on some 
windows are significantly larger than the parts on other windows because of 
their significance to the game play. All of these windows can be open either 
through the Windows menu, the City Toolbar, or their respective shortcuts 
(Windows only).

========================================
  Section 4.1: The Budget Window   BGT  
========================================

Windows Shortcut: Ctrl+B

The Budget Window is one of the most important aspects of SC2K. Sure, there's 
an "Auto-Budget" feature, but sooner or later you'll be coming around here to 
tinker with this or that.

To access the Budget window, you can open the "Windows" menu in the top menu 
bar, and select the budget window, or you can click on the budget window button 
(the green dollar sign $) in the city toolbar. Once open, you'll see several 
pieces of important information.

In the upper left-hand corner you'll see your city's name and the year and 
month you opened this particular instance of the Budget window. Below that, 
you'll see the names of the various departments over which you have financial 
control, which I'll explain later. To the right you'll see various numerical 
data showing how much each department has cost/profited you, and how much that 
department is expected to cost/profit you by year's end. To the furthest right 
you'll see two columns of buttons (books and query bubbles). Clicking on the 
book icon of a department allows you to "open the books" and see detailed 
information on that department or it allows you to make changes to that 
department. Clicking the query icon allows you to see whatever comments the 
advisors for the departments have. Most of them are pretty sane. The TA advisor 
though...

4.1.1   The Departments:
========================

Property Taxes:
---------------

Displays the tax percentage you have selected.

Property taxes are a direct tax on your Sims. You can tax the Sims anywhere 
from 0% to 20%, based on your needs and/or sadistic desires. Every time you 
lower taxes, you'll hear cheers, and every time you raise taxes, you'll hear 
raucous boos from your ever vocal Sims. The tax itself is a basic formula. 
Suffice it to say, the higher the tax, the more money you get. This always 
holds true, until your Sims get pissed off at your ridiculous taxes and decide 
to pack up and leave for another place. The revenue accrued from taxes is also 
dependent on your city's land value. A high land value results in more money 
for you. An appropriate tax rate depends on the kind of city you have. A large 
population with high land value can afford lower taxes, while smaller cities, 
even with high taxes, will still be scrambling to save up money for growth.

If you set your taxes to 0%, your Sims will undoubtedly be happy about this, 
but your city will go broke unless you have some other source of money...like 
cheating...or something...

Opening the books on taxes allows you to set taxes for specific zones. 

City Ordinances:
----------------

Displays the costs and profits resulting from the various ordinances you have 
enacted.

Opening the books on ordinances will open the Ordinances Window (which can also 
be opened from the Windows Menu in the menu bar (Windows shortcut Ctrl+O)

City ordinances are further explained below (O D N).

Bond Payments:
--------------

Before I get started here, allow me to state that in my honest opinion, bonds 
are the worst thing that can happen to your city. If you must absolutely take a 
bond out on your city, be aware that paying it back is going to require 
tenacity and determination. This is especially true for smaller cities. In 
fact, if the interest rates are high, you'll literally find yourself consumed 
by rampant and unforgiving loan sharks. Forget this, and you'll see your city 
crumble, earning you a mayoral booting.

When you open the Bonds window, you'll see any current interest payments you 
are making, any current bonds that you have floated, and the interest rates. 
The interest rate you pay is determine by the federal interest rate, which 
changes by a percent or two every few months, as can be seen in the graphs 
window. Your bank will choose an interest rate above that, with the difference 
being determined by your loan rating. The better your loan rating, the smaller 
the difference between the federal rate and your bank's rate will be (in other 
words, it'll be cheaper). Obviously, if you're going to take out a bond, it's 
preferable to have low interest rates.

In the bonds window you'll see four buttons: "Show Bonds," "Issue Bonds," 
"Repay Bonds," and "Done." To take out a bond, click on the "Issue Bond" button 
and a message window will pop up informing you of the current interest rate and 
asking if you really want to take a bond out. To view information on your 
bonds, select the "Show Bonds" button to see the relevant information. In this 
window you'll see the outstanding bonds that you have, your loan rating (AAA to 
F), the total value of all your bonds, and the interest rate of your next bond. 
The City Value is the value of your city's buildings and infrastructure, but 
not the zoned buildings that have been built by your Sims. The City Value 
determines how many bonds you can take out, since your city is used as 
collateral. To pay a bond back, click on the "Repay Bond" button to repay your 
oldest outstanding bond. You must pay your bonds in the order that you issued 
them.

Opening the books on bonds allows you to manage your bonds.

Police Department:
------------------

Displays the percentage of funding you are providing for the police department 
(0-100%).

When determining how much to fund your police department, keep in mind that 
crime will rise when you lower the funding. Only lower it if your city is 
dangerously close to red ink.

Opening the books on the police department allows you to view finance 
information regarding the police for the past year.

Fire Department:
----------------

Displays the percentage of funding you are providing for the fire department 
(0-100%).

When determining how much to fund your fire department, keep in mind that the 
likelihood of a fire increases when funding is lowered. This is a non-issue if 
you have disasters enabled, in which case you might not have any fire stations 
at all.

Opening the books on the fire department allows you to view finance information 
regarding the fire department for the past year.

Health and Welfare:
-------------------

Displays the percentage of funding you are providing for hospitals (0-100%).

When determining how much to fund your hospitals, keep in mind that lowering 
the funding will result in lower LE (Life Expectancy).

Opening the books on health and welfare allows you to view finance information 
regarding your hospitals for the past year.

Education:
----------

Displays the percentage of funding you are providing for education facilities 
(0-100%).

When determining how much to fund your education buildings, keep in mind that 
lower the funding will result in lower EQ (Education Quotient).

Opening the books on education allows you to set funding for specific 
educational facilities i.e. schools, libraries, museums and colleges.

Transit Authority:
------------------

Displays the percentage of funding you are providing for transportation 
facilities (0-100%).

When determining how much to fund the TA, keep in mind that funding anything 
less than 100% results in an enraged TA advisor screaming at you "YOU CAN'T CUT 
BACK ON FUNDING! YOU WILL REGRET THIS!" Seriously, I don't know what his 
problem is, but that's what he'll say if you're not funding the TA 100%. More 
importantly, if you're not funding 100% you'll soon notice your roads, rails, 
bridges, etc. beginning to crumble. Let this continue, and there will be no 
transportation in your city at all. Now you know why the TA has an aneurism 
when you don't fund him...

Opening the books on the TA will allow you to set funding for specific 
transportation elements like roads, bridges, subways, etc.

From IcthyoidMecha:

"In the Windows 95 version, nothing bad happens to subways if you remove 
funding. They will still function properly at 0% funding without loss of track, 
unlike roads or rails."

---

At the bottom of the budget window you'll see all of your costs and credits 
tallied up, showing you if your budget is going to increase or decrease that 
year.

Well, that's the budget window of SC2K. Use it carefully, for just as it can be 
a tool for fun and profit, it can be used for doom and gloom...whichever you 
prefer...

============================================
  Section 4.2: The Ordinances Window   ODN  
============================================

Windows shortcut: Ctrl+O

This window displays all of the ordinances available, showing you which ones 
you've enacted, their costs or profits, the total YTD (year to date) 
cost/profit, and the total estimated year-end cost/profit. There are five kinds 
of ordinances.

Be careful not to have more ordinances enacted than your coffers can afford. If 
you find that you must cut down on city services in order to stay out of the 
red, deselect the most expensive ones first.


4.2.1   Finance Ordinances:
===========================

These ordinances provide your city with extra cash, and most of them are simply 
additional taxes or other form of fines. For the most part, these ordinances 
will perturb your Sims, but not too much.

1% Sales Tax:
-------------

This ordinance taxes the Sims in your commercial sector. While it brings in 
money, it does have a slight negative effect on your city's commerce. The 
amount of money this ordinance provides is somewhat substantial, so it does 
have its uses. However, it's not your best choice every time.

1% Income Tax:
--------------

This ordinance taxes Sims in your residential sector. While it does bring in a 
hefty sum, it also has a moderate negative impact on the growth of your 
residential zones. Definitely the biggest money-maker in the game, this 
ordinance can give you that much-needed money for a new stadium or bridge, but 
can also be used to counteract a costly ordinance. Whether or not you implement 
it is a personal choice.

Legalized Gambling:
-------------------

This ordinance will bring in money from your commercial sector. It's not like a 
tax, so it won't necessarily harm your commerce, at least not directly. What it 
does do is increase crime throughout your city. This can be a good idea, but 
only for the short term. If you allow this ordinance to be in effect for too 
long crime in your city can grow out of control. Be careful with it.

Parking Fines:
--------------

This ordinance brings in money from the residential sector. Interestingly 
enough, the negative impact of this ordinance falls not on the residential 
zones but the commercial zones. It also reduces traffic, which bugs the Sims, 
but not you (at least I hope not). This particular ordinance does not bring in 
a whole lot of money, and I only recommend it if you need some quick cash. 
Otherwise, let it be.

4.2.2   Education Ordinances:
=============================

These ordinances all cost money, and they all serve to benefit the overall 
education of your Sims.

Pro-Reading Campaign:
---------------------

This ordinance serves to increase the education quotient of your Sims after 
they leave school. It's not terribly expensive, and it certainly pays off when 
those high-tech industries start moving into your city.

Anti-Drug Campaign:
-------------------

This ordinance helps to reduce crime in your city. If you decide to legalize 
gambling, be sure to enact this ordinance as well to help counteract the 
negative effects.

CPR Training:
-------------

This ordinance helps to increase the life expectancy of your Sims. It costs 
about the same as the Pro-Reading Campaign.

Neighborhood Watch:
-------------------

This ordinance helps to reduce crime in your city. Once again, be sure to enact 
this if you legalize gambling.

4.2.3   Safety & Health Ordinances:
===================================

These ordinances all cost money, and they all benefit the well-being and 
livelihood of your Sims.

Volunteer Fire Department:
--------------------------

This ordinance sets up a volunteer fire crew that helps with putting out fires. 
While especially useful in smaller cities, its effect noticeably decreases as 
your city grows. In fact, I'd recommend quitting it once your city reaches a 
moderate size.

Public Smoking Ban:
-------------------

This ordinance will help increase the overall life expectancy of your Sims, 
although it will have a slightly negative impact on your commercial sector. 
Enacting this ordinance is really more of a personal life choice, since going 
one way or the other doesn't have a remarkable impact.

Free Clinics:
-------------

This ordinance helps increase the overall life expectancy of your Sims. There's 
no negative impact on anything, so the only reason you wouldn't want to do it 
is because of its costs, which are a bit on the higher end.

Junior Sports:
--------------

This double-duty ordinance increases life expectancy AND reduces crime. Since 
it's not particularly expensive, I'd say go for it.

4.2.4   Promotional Ordinance:
==============================

These ordinances, all of which cost money, increase the amount of tourism your 
city receives. This helps boost the commercial sector of your city.

Tourist Advertising:
--------------------

This ordinance increases the amount of activity in your tourism industry. Other 
than that...I don't know. If you do enact it, make sure there's something in 
your city worth seeing, although that really doesn't matter all too much.

Business Advertising:
---------------------

This ordinance helps increase industrial growth in your city. If you enact it, 
make sure your city's infrastructure can accommodate the growth.

City Beautification:
--------------------

This ordinance will increase residential growth and overall land value.

Annual Carnival:
----------------

This ordinance will boost your tourism industry and it will also serve to 
increase commercial growth. I've noticed that the impact of this ordinance is 
almost nonexistent in small cities. I'd wait until you have a larger city 
before thinking about this one.

4.2.5   Other Ordinances:
=========================

These ordinances are basically miscellaneous services that make your city a 
better place. One of them, Nuclear Free Zone, is free of charge, and it 
prevents you from placing any nuclear power plants in your city. It's more of a 
political thing then anything else.

Energy Conservation:
--------------------

This ordinance takes a while to become noticeable, but it is worth enacting if 
you find yourself struggling to meet the ever-increasing power demands of your 
city. If you can afford the really expensive power plants (microwave, fusion) 
then it's not necessarily important.

Nuclear-Free Zone:
------------------

This is the only ordinance that neither costs, nor gives any money. It's most 
noticeable effect is that you can no longer construct nuclear power plants. 
Also, any pre-existing nuclear power plants will not be replaced when they burn 
out. There is also a small boost for your residential sector. This ordinance is 
really nothing more than a way for you to make a personal statement about how 
you feel in regards to nuclear energy. Do note, however, that even with this 
ordinance enabled, the military can still construct missile silos in your city 
if you let them.

Homeless Shelters:
------------------

This ordinance helps reduce the unemployment rate, and it also increases the 
overall land value. You probably didn't even realize there were homeless people 
in your city. Well, now you know.

Pollution Controls:
-------------------

This ordinance will help reduce overall pollution from automobiles and 
industry. Obviously, it also has a slight negative effect on industry as well. 
Indirectly, this ordinance will also increase your Sims' life expectancy since 
LE is influenced by pollution. If you're worried about your industry faltering, 
you can takes steps to increase educational services in your city that will 
attract high-tech, non-polluting industries.

========================================
  Section 4.3: Population Window   PLN  
========================================

Windows shortcut: Ctrl+C

The Population Window provides statistical data on the demographics of your 
city's Sims. There are three kinds of data that can be viewed in this window by 
selecting the appropriate radio button (regular buttons in the DOS version).
The buttons are labeled Population, Health, and Education.

4.3.1   Population:
===================

When you have this button selected, the window will display a bar graph showing 
the distribution of Sims among the various ages as a percentage. On the y-axis 
(vertical) you will see a scale of percentages, while the x-axis (horizontal, 
labeled "Resident Age") shows a scale of ages. The height of the bar over a 
given age range indicates the percentage of Sims that fall under that age 
range. If the heights of all the bars were added up, they'd total out at 100%.
You'll also see a bracket from the age of 20 to 55, indicating the ages during 
which Sims can be employed. The label for this bracket ("Work Force % = x") 
indicates the percentage of Sims that can be employed.

4.3.2   Health:
===============

This button will display the life expectancy (LE) of Sims based on their age. 
Naturally, younger Sims who have access to more advanced medical care will have 
a longer life expectancy than older Sims who had to deal with less-advanced 
health care. The y-axis will display the LE in years, while the x-axis remains 
the same as the one in the previous setting. The bracket indicating the work 
force indicates the average LE of Sims in the work force. LE is affected by the 
presence of hospitals and other life-affecting variables like pollution.

4.3.3   Education:
==================

This button displays the education quotient (EQ) of the Sims in your city based 
on their age. The y-axis displays the EQ (0-150) while the x-axis displays the 
age range, just like in the other two windows. As you can see, very young Sims 
have a low EQ, which rises sharply as they progress through school and college.
Afterward, their EQ will deteriorate unless it is bolstered by the presence of 
libraries and museums, which adult Sims frequent. Usually, this graph will have 
the appearance of risin