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    FAQ/Walkthrough by jres80

    Version: 1.24 | Updated: 12/26/07 | Printable Version | Search Guide | Bookmark Guide

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            |                 Table of Contents                  |
            |                                                    |
            |       -Introduction....................1.0         |
            |       -Advisors........................2.0         |
            | 	        -Julie McSim.............2.01        |                
    	|	        -Ayako Tachibana.........2.02        |
            |	        -Servo3000...............2.03        |
            |	        -Kaishu Tachibana........2.04        |
            |	        -Alien...................2.05        |
            |       -Menus...........................3.0         |
            |       -Game Mechanics..................4.0         |
    	|		-Demolition..............4.01	     |
            |               -RCI.....................4.02        |
            |	        -Ratio of Zones..........4.03        |
            |	        -Light vs Heavy zoning...4.04        |
            |	        -Distance from Roads.....4.05        |
            |	        -Power & Water Dist......4.06        |
            |	        -Land Value..............4.07        |
            |	        -Tax.....................4.08        |
            |	        -Rails & Roads...........4.09        |
            |	        -Pollution...............4.10        |
            |	        -Quality of Life & Aura..4.11        |
            |	        -Action Events...........4.12        |
            |	        -Disasters...............4.13        |
    	|		-FAQs....................4.14	     |
            |       -Interviews......................5.0         |
            |       -Building strategies.............6.0         |
            |	        -Center of the Map.......6.01        |
            |	        -Offensive Buildings.....6.02        |
            |	        -Optimal Blocks..........6.03        |
            |       -Build a City....................7.0         |
            |	        -Land Parcels............7.01        |
            |	        -Mayoral Interviews......7.02        |
            |	        -Changing Advisors.......7.03        |
            |	        -Yearly Economic Review..7.04        |
            |	        -Dr. Simtown & Rewards...7.05        |
            |	        -Landmark Usage..........7.06        |
            |	        -Events & Disasters......7.07        |
            |	        -Population Rewards......7.08        |
            |	        -Research Buildings......7.09        |
            |       -Save the City Missions..........8.0         |
            |	        -Africanus...............8.01	     |
            |	        -Russeria................8.02        |
            |	        -Australis...............8.03        |
            |	        -North Amiland...........8.04        |
            |	        -Euroland................8.05        |
            | 	        -Asiazone................8.06        |
            |	        -Sudamer.................8.07        |
            |	        -Ukingani................8.08        |
            |       -Museum & Landmark Passwords.....9.0         |
            |	        -Standard Collection.....9.01        |
            |	        -Landmark Collection.....9.02        |
            |       -Credits.........................10.0        |
            |       -Contact Information.............11.0        |
            |       -Legal Junk......................12.0        |
            |                                                    |
    \ 1.0  Introduction \
    Sim City DS is a simulation game focused on building buildings and 
    managing finances.  There are various game modes, from premade 
    scenarios in which you save cities from financial ruin to a free 
    form mode in which you build a city for as long as you want, or 
    until you run out of money.
    Because Sim City DS is by its nature open ended and dynamic, this 
    guide can not comprehensively walk you through each moment of 
    gameplay.  Instead, this guide will focus on explanations of the 
    portions of the game that can be confusing or difficult:
    -Main Menu system
    -Game Mechanics
    -Buildable Objects
    -Building Strategies 
    -Save the City missions
    -General advice for the free form mode
    -Museum listings
    This guide assumes you have read the manual or used the ingame 
    tutorial, and know how to do such simple things as click and drag a 
    zone block.  This guide does not explain the basics of the interface, 
    as Sim City DS has a very nice ingame tutorial program that explains 
    the entire interface.
    \ 2.0  Advisors \
    You'll be seeing your advisor continuously throughout your entire 
    Sim City DS experience, so choose the one that appeals to you most.
    All in all, advisors are mostly window dressing.  Their advice is
    not often helpful.  In fact, sometimes their advice runs 
    contradictory to what is actual best for your city, especially 
    during citizen audience deals.  It is therefore recommended to not 
    choose based on "specialty", as the specialty advice is nothing you
    can not find in the manual, this FAQ, or just plain common sense.
    During Build a City mode, in mayoral guest scenes (! over advisor's
    head), a random advisor will sometimes show up, asking to replace 
    your current advisor.  This replacement is permanent until another 
    advisor shows up and asks to be your new advisor.  These replacement 
    opportunities can take quite awhile, so make sure you really want to
    replace your current advisor.
    Name:       Julie McSim 		(2.01)
    Sex:        Female
    Age:        It's a secret
    Specialty:  Pollution
    Comments:   Experienced in all matters of city-building.  An expert 
                advisor with high standards for environmental issues.
    Selection:  Default advisor
    Name:       Ayako Tachibana		(2.02)
    Sex:        Female
    Age:        28
    Specialty:  Finance
    Comments:   Raised abroad and spoiled by her father.  
    	    She combines his skills with her easygoing style.  
    	    Has a naive streak.
    Selection:  First answer always when starting game.
    Name:       Servo3000			(2.03)
    Sex:        Unknown (robot)
    Age:        Unknown (newly-made)
    Specialty:  Development
    Comments:   A robot built by the town's resident "mad scientist," 
                Dr. Simtown.  Generally reliable but needs attention.
    Selection:  Second answer always when starting game.
    Name:       Kaishu Tachibana		(2.04)
    Sex:        Male
    Age:        55
    Specialty:  Finance
    Comments:   An elite advisor who served in the Foreign Ministry.  
                Especially reliable economic advice.
    Selection:  Third answer always when starting game.
    Name:       Alien			(2.05)
    Sex:        ?
    Age:        ?
    Specialty:  All around
    Comments:   ?
    Selection:  Shows up, at random, during mayor interview scenes in 
    	    Build a City mode, asking to replace your current 
    \ 3.0  Menus \
    This section describes the main menu and the options available.
    -Build A City 		
    	This mode allows you to build up a city on a map, with no 
    	time limit.  Just build all you want, as much as you can.  
    -Save the City 		
    	In this mode you save cities from financial ruin.  There is 
    	one scenario per real world continent.  Each continent has a
         	fanciful name related to its real world counterpart, such as 
    	Sudamer for South America.  
    	Finishing each mode unlocks a set of landmarks for the museum 
     	and for use in a Build a City game.
    	The options screen allows you to tweak various settings...
    	+Disaster Difficulty
    	How often they appear and how damaging they are.
    	+Action Events
    	Bonus mini-games that can give or take money.
    		+BGM Level
    		Background Music Level.
    		+SE Level
    		Sound Effects Level.
    	+Erase Saved Data
    	Erases saved data!  This erases ALL data, including language 
    	preference, advisor, Save the City completion status, Museum 
    	pieces, and everything else.  
    	NOTE: Don't use this unless you really mean it!
    	A collection of items and landmarks gained through 
    	performance in Build a City or Save the City.  Landmarks can 
    	also be unlocked through passwords:
    		+Standard Collection
    		Listings unlocked through Build a City
    		+Landmarks Collection
    		Listings unlocked through Save the City or by special 
    		passwords (section 9.02).
    	A set of 15 tutorial missions that will teach you the basics 
    	of Sim City DS.  Julie McSim, the default advisor, will be 
    	your coach for this, even if you have an alternate 
    -Post Office  		
    	In the post office, you can send letters to other friends 
    	via DS WiFi.  Gifts can also be sent through this mode.
    	This mode is only unlocked after achieving 100 population in 
    	a Build a City city, placing a post office in your city, and 
    	choosing a form letter through the ingame Mail icon.
    \ 4.0  Game Mechanics \
    -Demolition				(4.01)
    This listing exists to inform you of one extremely useful tactic:
    How to not accidentally demolish things.
    As you will find with time, accidentally demolishing things happens 
    a lot in Sim City DS.  
    To avoid this, after first touching the screen, do not untouch it.
    Instead, drag the demolition area to one of the map edges and out into
    the black, blank space.  
    Result?  Demolition does not occur.  You can tell when you have done 
    this correctly, as there will be zero cost shown for destruction.  
    Don't untouch the screen until zero cost is shown!
    -RCI demand				(4.02)
    RCI demand lets you know what your citizens want.  
    This is often an all or nothing situation, with one type of zone 
    dominating the entire bar.  If this is the case, you literally must 
    build more of this type of zone for your population to grow.
    WARNING:  Watch out for false demand.  There are times of stagnation 
    where nothing will grow.  
    Usually the demand shown at this time is commercial, yet if you 
    build commercial, nothing grows.  At such times, other issues may 
    lurk.  Try the following to break out of this deadlock:
    	Save, Exit, and Reload - Sometimes the data seems to 
    	Change taxes - Stimulates growth or causes inflated 
    		       population to level out.
    	Improve Quality of Life, Aura, and/or Land Value.
    	Address critical issues, such as pollution or crime.
    -Ratio of Zones 			(4.03)
    Sim City DS skews heavily in favor of Residential.  
    I find a good level of zoning is 8:3:1, R:C:I.
    Some people report even higher Residential to Commericial ratios. 
    This is just advice.  Experiment and find what you think is best.  
    Or just build in response to what the R:C:I meter tells you.
    -Light versus Heavy zoning		(4.04)
    Light/Medium zoning has the following positive attributes:
    	Cheaper - Light/Medium is cheaper to build than Heavy.
    	Fast build - Light/Medium zones build faster than Heavy.	
    	Bad Land Value - Bad value zoning that won't build well 
    Heavy zoning has the following positive attributes:
    	Higher Population - Heavy zones achieve higher population.
    	More Money - Heavy zones bring in more money.
    -Distance from Roads			(4.05)
    Zone blocks must be in contact with road in order to build, as 
    shown in the following diagram:
    Here, the "r" is residential and the "|" is a road segment.
    Following are the maximum distances each type of zone can be from a 
    piece of road:
    	Industrial  - 5
    	Residential - 4
    	Commercial  - 3
    This means if one part of a line of zones is touching a road, the
    squares behind it do not need to.  Following are diagrammatic 
    rrrr|   (all four residential squares will build)
    iiiiii| (only the first five industrial squares will build)
    ccc|    (all three commercial squares will build)
    r       (all residential squares will build)
    c      (In this example, the fourth commercial square will not build)
    |rrrrr  (All residential squares will build, though it is 5 wide, as
    	 the fifth line is only four tall and is touching a 
    	 road piece)
    -Power & Water Distribution		(4.06)
    Power and Water are the basic utilities you need to fuel your city's
    Power works by providing service to any building within 4 squares.  
    The powered building then provides service to anything else within 4 
    In this way, it is simple to propagate power throughout an entire 
    city without placing water pipes or power lines.  Only when your 
    city is very new will you need power lines, unless you build a very 
    odd city with unique shapes all over the map.
    Water is even simpler:  
    	Build a pump station or water tower, ANYWHERE.
    That's right.  You don't need to lay any pipes, put any buildings 
    next to the water utility.  Just build them and the water 
    propagates throughout the entire map.  
    -Land Value				(4.07)
    Land value is of great concern in that the higher the land value,
    the better the buildings it will create, and the better the 
    buildings created, the more population that will populate it,
    and the more population you have the more taxes you have.
    All of the following things affect land value:
    	Land value affecting buildings (positive & negative)
    	Land value affecting greenery & water
    	Proper Police/Fire coverage
    Commercial and Residential zoning needs high value land.
    Industrial zoning needs low value land.  Industrial buildings 
    automatically change high value land into low value land, affecting
    the land value around them.
    WARNING: Keep Industrial zones away from Residential!
    -Tax					(4.08)
    Tax brings in money.
    What you may not know is that low tax brings in population.
    The more population you have, the more money you get.
    It's helpful to lower residential tax to 4 or 5 when you reach
    100,000 or more people.  
    It's helpful to lower Commercial and Industrial tax to 3 or 4
    when you reach 200,000 people.
    If you want to reach even higher levels, even lower taxes will help,
    but don't bankrupt yourself doing so.  If you need to, save up money
    for power plant, water station, and waste management replacements 
    before lowering taxes and boosting population.
    -Rails & Roads				(4.09)
    Roads are simple.  You need roads so zones will grow buildings.
    Yet, roads pollute.
    There is no way around this fact of life.  You will always have 
    road pollution, and you will always have to deal with roads
    affecting Land Value and Quality of Life.
    What you can do is work to minimize the negatives by using bus
    stations and railways to reduce traffic, and greenery/water to 
    reduce pollution. 
    Here is one method to reduce pollution:
    Here some of the pollution is mitigated by the strip of greenery
    and water in between the two roadways.
    In addition, water raises land value.
    Placing bus stations is simple, as well:
    Here we've left a strip of land in between two blocks of residential,
    in order both to increase Land Value and Quality of life with 
    Small Parks (p) and Fountains (f), and to allow a Bus Station (b) to 
    relieve traffic congestion.
    Railways are a bit trickier:
    Sim citizens do not like rails and roads running parallel to each 
    other.  The game states that this "confuses" them.  One answer is to 
    cut your Rail Stations (RS) and your Rails (R) through the middle
    of a block of zone, thus avoiding parallel roads/rails and relieving
    traffic congestion at the most critical areas: right in the middle
    of long stretches of road.
    Yet another concern is that Rail Stations have a negative effect
    on their surroundings, so you don't want to place them too often.
    Once every 16 or so squares should be sufficient.
    NOTE:  One last subject worthy of noting is that you want your rails
           to travel from your furthest residential reaches to your
           industrial area.  Industry accounts for a lot of jobs, and
           therefore causes a lot of traffic.  Having rails from 
           residential to industrial zones will cut down on traffic, 
           pollution, and quality of life issues.
    -Pollution				(4.10)	
    Pollution is a constant problem in sim cities.
    Pollution is caused by the following things:
    	Polluting buildings (Power Plants, Industry, etc.)
    	Uncollected garbage 
    Pollution can be reduced in various ways:
    	Garbage removal (recycling = best)
    	Non-polluting power sources
    	Traffic reduction
    NOTE:  Over time, pollution from traffic will lessen a bit, for
           seemingly historical reasons (cleaner cars).
    -Quality of Life & Aura			(4.11)
    Quality of Life and Aura are nebulous concepts that are
    affected by various buildings, services, and statistics.
    Aura is implied to improve QoL and possibly Land Value.
    Quality of Life improves the attractiveness of the city to new
    citizens (increases growth, decreases unrest).
    In general, Quality of Life is affected by:
    	Protection (Police/Fire)
    	Land Value
    	Distance from Work/Shopping
    	Water Pollution
    	QoL affecting buildings (positive & negative)
    The simplest and most direct way to improve your QoL is to place
    QoL affecting buildings, such as Parks, Fountains, and Zoos.
    However, these QoL benefits will be completely mitigated if your 
    city is laboring under heavy pollution, crime, complete lack of
    education, and other problems.  So, to keep your QoL up, make sure
    you have enough education buildings (and a variety of them), 
    hospitals, police/fire coverage, low traffic, low pollution, and
    shopping/work within reasonable travel distance.
    To be honest, QoL is difficult to keep at high rates throughout your
    city.  To consider yourself a great mayor, you have to be able to
    meet these needs of your citizens.  
    Remember to keep up to date on your city's health, education, and
    other levels through the Data & Graph sheets, as detailed in the 
    in-game tutorial.
    -Action Events (*SPOILER ALERT*)	(4.12)
    These events require your touchscreen input.  They're minigames
    that spice up the otherwise managerial stuffiness of managing 
    sim citizens and cities.
    	Fireworks Gala
    		Celebration time!
    		During special occasions, such as anniversary years
    		or population milestones, your city's citizens set 
    		off fireworks for you to explode.
    		+Tap them when they start flashing to set them off.
    		+Each successful explosion produces a money bonus.
    		+A special bonus is received for setting off all
    		 of the fireworks.
    		Santa shows up on Santa day, if your city is clean,
    		prosperous, and healthy.
    		+Tap Santa as many times as you can.  	
    		+Each tap produces a present.
    		+The total presents produces a money bonus.
    		Merry Santamas!
    		A massive firestorm suddenly appears in your city.
    		+Arrows on the screen tell you what general direction
    		 the fire areas are in.  
    		+Navigate in those directions to find the fires.
    		+Blow steadily into the microphone to put them out.
    		NOTE:  Having proper fire station coverage seems to 
    		       remove the possibility of this disaster.
    		Alien Attack!
    		+Click and drag the objects out of the UFO's ray.
    		+The more the UFO captures, the more money you lose.
    	Giant Gorilla 
    		A massive primate named Gabon comes to destroy your 
    		city when your pollution is extremely high.
    		+On the bottom screen a moving crosshair will appear. 
    		+Tap the bottom screen when the crosshairs are on 
    		 Gabon to launch a tranquilizer dart at him. 
    		+Three darts will KO him and the destruction will stop.
    (***SPOILER ALERT***)
    		When you reach 500,000 people and have a Defense 
    		Force, you are given a Rocket Launch to commemorate.
    		+Talk into the microphone after the 3-2-1 countdown.
    		+Time yourself and speak the next number when the
    		 circle fills itself.
    		+Alternatively, use puffs of air into the mic hole.
    		Congratulations on building a great city!
    -Disasters				(4.13)
    These will occur if you have the setting on anything other than
    		Fire breaks out in some part of the map.
    		Usually this happens on random scrub brush outside
    		the city proper.  
    		Make sure you have fire coverage, in case it happens
    		to a building.
    		Very common (and annoying) occurrence.
    		NOTE:  Bulldozing all of the scrub brush at the 
    		       start of a game can decrease this occurrence
    		Citizens take to the streets, breaking and smashing 
    		things.  This can be very bad if it occurs near your
    		power plants.
    		If there is a police station near them, they'll stop.
    		If there isn't, build one nearby to make them stop.
    		Seems to happen more often if you have areas of
    		general discontent.
    		Common occurrence.
    		A tornado appears and knocks down anything in its 
    		1x1 path (including 3x3 towers).
    		If this occurs in the middle of a heavily populated
    		area, it will cause a lot of destruction.
    		Nothing to do but wait for it to end and then repair
    		the damage.
    		A rare disaster.
    		Massive rumblings turn parts of the city to rubble.
    		Nothing to do but clean up the mess.
    		A very rare, very damaging disaster.  
    -Frequently Asked Questions			(4.14)
    First, I advise that you play the tutorial missions, as most questions
    are usually answered by them.  Now, to the questions...
    QUESTION: My Power Plants/Water Supply buildings keep blowing up!
    ANSWER:   Either they reached the end of their life span or they were
    	  When a utility building reaches the end of its Service Life,
    	  it demolishes itself.  
    	  When a utility's Consumption reaches Very High, it is also
    	  in danger of being demolished.
    	  Compounding this, when utilities reach the end of their 
    	  Service Life, they output less water/power.
    	  Use the ? button on the Build Sheet to keep an eye on the
              Consumption and Service Life stats of your utilities.  
              Build replacements when they're close to being 
    	  decommissioned and new utilities when Consumption is High 
    	  or Very High.
    QUESTION: How do I build over water?
    ANSWER:   Just drag a rail/road over the water, from one piece of land
              to the other.  This will build a bridge.  
    	  The rail/road has to be straight.  
              The rail/road also costs more to build than normal.
    QUESTION: How do I make my city grow?  
    ANSWER:   Depends.  There is a practical limit of 650-700k.  Less than
              that, just concentrate on improving conditions to make your
              city more attractive to citizens:  Traffic, Police/Fire, 
              Health, Education, Pollution, Garbage, Taxes.  If all these
              factors are accounted for and you have the zoning desired
              by the citizens, you should see growth.  If not, you may
              have a critical issue that needs to be addressed, like 
              very bad traffic.  
              If your city is packed wall to wall with zoning and you 
              haven't reached the practical limit, you can squeeze more
              population by improving the efficiency of your layout.  
              Look over your city and you can probably find some 
    	  inefficient areas that can be rezoned to make way for more
    QUESTION: How do I get all the different buildings in the Standard 
    	  Collection list?
    ANSWER:   Some are built only on very high land value zoning.
              Some only grow after time passes.  You won't be seeing
              Tokyo High Tech 2x2 Residential in 1900, for example.
    QUESTION: My nuclear power plant exploded and now the whole place is
              radiated!  What do I do?!
    ANSWER:   There's really nothing you can do about it, sorry.
              Either live with it or reload your save game.
              Personally, I recommend reloading your save game.
    \ 5.0  Interviews \
    There are no penalties or rewards for declining or accepting citizen 
    building requests, like "more parks".  Feel free to ignore them, 
    decline them, or accept them, as you see fit.  The only exceptions 
    are given special detail in the following listings.
    Name:  Arthur
    Wants: Garbage Deal ($250 or $500 / month)
    NOTE:  Arthur can give both a "send away" garbage or "accept" garbage
           deal, costing $250 or profiting $500 a month, respectively.
    Name:  Candy
    Wants: Parks, Universities, Railways, & Zoos
    Name:  Captain Dale
    Wants: Defense Force & Foliage
    Name:  Dr. Simtown
    Wants: Disaster Prevention, Research Funding
    Name:  Fireman Phil
    Wants: Stadiums
    Name:  Granny Agnes
    Wants: Libraries, Ponds, Hospitals, Water Deal ($500 / month)
    NOTE:  Water Deal only shows if a water utility is connected to 
           neighboring towns.
    Name:  Laura (only shows when power lines are connected to neighbors)
    Wants: Energy Deal ($500 / month) 
    Also:  Offers a buildable Casino that brings in monthly profit while
           raising overall crime levels.
    Name:  Lester
    Wants: Commercial zoning, Railroads, & Residential Taxes
    Name:  Lydia
    Wants: Marina & Libraries
    Name:  Officer Bob
    Wants: Power Plants
    Name:  Various Advisors & Dr. Simtown
    Wants: Advisor change
    \ 6.0  Building Strategies \
    -Center of the Map			(6.01)
    This is the highest quality area, as explained by the tutorials.
    You want to build your residential in the middle of the map, unless
    you are building a more artistic layout.
    -Offensive Buildings			(6.02)
    There are numerous offensive buildings that are highly detrimental 
    to the growth of residential and commercial zones.  
    These are buildings such as:
    	Some Power Plants
    	Industrial zoning
    The solution is to place these buildings on the furthest edges of 
    the map, up against the black space.  First, this will cause
    some of their bad effects to disappear into the blank zone.  Second,
    this will keep them away from the prime real estate where their 
    effects would depress land value and Quality of Life.
    A further solution is to keep all non-industrial offensive buildings
    inside one large industrial area, up against one edge of the map.
    Then build a bit of pollution reduction greenery/water.
    Then build a row or two of commercial, in front of that area, 
    possibly with more pollution reduction if necessary.
    Then build residential, which should be screened from both the 
    negative pollution and any negative Aura/QoL/Land Value/Crime.
    -Optimal Blocks 			(6.03)
    It's tough to say there is any one winning strategy, however I like
    to use large rectangular blocks of residential in order to maximize
    land space.
    Maps are small enough as it is, so this helps to max out the 
    Following is an example:
    r  - Residential zoning
    c  - Commercial zoning
    -  - Road
    |  - road
    g  - Foliage
    w  - Water
    B  - Bus Stop
    R  - Railroad
    RS - Rail Station
    PN - Pond
    p  - Small Park
    f  - Fountain
    F  - Fire Station
    P  - Police Station
    Z  - Zoo
    S  - School
    L  - Large Park
    H  - Hospital
    First, we see that the rail (RS & R) cuts through the residential (r)
    block, thus relieving traffic congestion.  
    A good spacing of railways is about every 15 to 18 squares.  This 
    will give a good traffic mitigation, while not taking up too much
    The bus stops (B) also reduce traffic.
    Second, we see that the Foliage (g) and Water (w) are helping to 
    mitigate traffic pollution troubles.
    The roads (- & |) are, of course, necessary for the zoning to 
    develop.  However, in this setup, waste associated with the
    types of inefficient blocks you see in computer generated cities is 
    This is a completely wasteful block, with 3 sections of road that 
    are totally unnecessary and will cause pollution, monthly upkeep
    fees, and traffic jams.
    The particular size of these blocks, 9 wide, allows both optimal 
    residential zoning (r) for high rises, as well as stacking 3
    Civic/Rewards/Park & Recreation 3x3 buildings periodically.
    By alternating these 3x3x3 blocks, for instance in another block set
    on top of the example, the coverage of these buildings is extended
    and maximized.
    Another useful tactic is to increase funding to 
    Police/Fire/Hospital/School buildings, so that their coverage radius
    is increased further.
    Be careful of making these zones too long.  If roads are too long, 
    traffic congestion can become a problem.  The length of the blocks 
    is really up to your city shape, mayoral beliefs, and personal 
    NOTE:  This is not the only way to build up to a large population,
           it's just one way.  Be creative, experiment, and find others
           that appeal to your own sense of aesthetics.
    \ 7.0  Build a City \
    Build a City is a freeform, sandbox creation mode.  
    You can build as you will, when you will.  
    There aren't any fail or win rules.  If you run out of money and go
    into debt, you won't get a game over screen.  Of course, if you don't
    rectify the debt, you won't be able to build anything.  
    If you do find yourself in a hard debt situation, you should look
    over your budget sheets, raise taxes as needed (avoiding harsh 
    residential taxes, as this will cause citizens to leave, thus 
    decreasing your income base and furth exacerbating the problem), and
    cut expenditures.  In such a situation, all expenditures should be 
    cut except for police funding.
    -Land Parcels				(7.01)
    When beginning a new city, you are presented with a map that has 
    different land parcels.  Each parcel has a rating.  Each rating has
    an associated starting funds value.  They are as follows:
    	Basic - $100,000
    	Easy  - $50,000
    	Norm  - $20,000
    	Hard  - $10,000
    The only functional difference between all these parcels is the 
    initial terrain and the funds.  There are no differences in 
    population growth, monthly income, or anything else.  
    Unless you want to challenge yourself, I highly recommend starting 
    with a high income parcel.  You'll be spending enough time waiting 
    for your city to grow without tearing your hair out trying to build
    a decent city with a mere $10,000.  Then again, if you're into 
    real challenges, give it a go.
    In particular, I recommend the top left parcel (Basic) and the parcel
    at 3, 2 (bottom left is 1, 1), which is an Easy parcel.
    NOTE: There are some minor additions to the Basic parcel.  In this 
    square, you start with a small town already built for you.  In 
    addition, your advisor will give you a brief lecture about buildings,
    building strategies, and so on.  Otherwise, the Basic parcel is 
    exactly the same as the others.
    -One City at a Time
    You can have one and only one Build a City city on your copy of 
    Sim City DS.  If you want to start a new city, you will have to
    overwrite your old city.
    -Saving, Restoring, and Exiting to Main Menu
    There is a large button that says "Save" in the top right corner of
    your screen during Build a City mode.  This button allows you to save
    your city's progress.  In addition, it gives you a menu option to
    continue playing or not.  This is the only way to return to the 
    main menu, aside from resetting your DS.  
    NOTE: This is the only way to save a city!  If you do not use the 
    Save button, your city will NOT be auto-saved!  Remember to save!
    After saving a game, when you click Build a City, you are given a 
    menu that has a New Game option right under the Continue option.  If
    you accidentally press the New Game option, don't panic!  Just back out
    of the keyboard screen into the main menu.  Your city is not  
    overwritten until you manually save a new city.
    -Mayoral Interviews 			(7.02)
    Mayoral interviews are meetings with various citizens who have
    requests or offers for you.  These will become a source of some 
    annoyance, after awhile.  They occur constantly.  
    The real annoyance is that they are somewhat nonsensical.  You'll 
    have people asking for parks when your city is nothing but parks, or
    asking you to build a Defense Force when you already have several.
    Even worse, you really gain nothing if you do accommodate these
    requests.  Your population doesn't get happier.  You don't gain 
    money.  Though roleplayish, they are ultimately a waste of time.
    Eventually, you'll just want to ignore them.
    However, you do want to pay attention to them at certain times.  In 
    particular, there are several lucrative deals and even a buildable
    building you can gain from these interviews.  After you get the 
    building, and if you have no money troubles, you'll really just want
    to ignore the exclamation mark near your advisor, letting you know
    that someone is waiting to be seen.  
    The various deals are detailed in section 5.0.
    -Changing Advisors			(7.03)
    There is one other time you'll want to pay attention to visits:  
    When you want to change advisors.
    Rarely, maybe once every several years, a random advisor will wander
    into your office asking to become your new assistant.  If you want to
    change advisors, make sure to keep checking the notices.
    -Yearly Economic Review			(7.04)
    Every year your play time is interrupted by an economic review.  This
    is just a short interview scene where your advisor tells you how much 
    money you have.  Its main purpose seems to be to prevent you from 
    allowing the game to run on its own.
    If you want to let the game run, just keep it near you while you do
    something more interesting, tapping through the screen when it 
    -Dr. Simtown and His Gifts		(7.05)
    If you're ignoring interviews, don't worry about missing Dr. Simtown!
    When Dr. Simtown brings reward or research buildings, the scene looks
    like an interview, but you don't need to click on your advisor to 
    find them.  They happen when needed and automatically take you to
    your office.
    NOTE:  I have had at least one occurrence where I had to check the 
           interview notices to find one of Dr. Simtown's gifts (Fission 
           Plant).  This is strange, as it is different from the usual 
           routine where the advisor interrupts your playtime to let you 
           know that Dr. Simtown is there.  
           If you're wondering where he is, try checking a few notices.
           You can instantly tell when it's Dr. Simtown, even without 
           going into the office, as your advisor's message will be 
           different than usual, letting you know there is a guest and
           to return to the office (instead of asking whether you want
           to return to the office).
    -Landmark Usage				(7.06)
    After you unlock landmarks, you can select up to 2 to use in a Build
    a City city.  
    They have no effect other than looking nice and cost nothing to 
    -Action Events & Disasters		(7.07)
    If you have them enabled, occasionally these will occur.  Respond
    to them as needed.  
    Disasters just require cleaning up rubble and repairing roads and 
    buildings.  A few require active participation by building things or 
    touch/mic controls.  During a new city, it's somewhat advisable to 
    turn them off, especially as the Fire and Riot events are extremely 
    common and annoying.
    Action events require active input, as detailed in section 4.0.
    | Population Rewards |			(7.08)
    Name:  Post Office 
    Goal:  100 people
    Cost:  $500
    Mult:  Infinite
    Gaining the Post Office opens the Mail icon on the game screen in 
    Build a City mode, as well as a Mail tab in the sheets interface.  
    Using it brings up a form letter.  There are several you can choose 
    from, each with a different tone, such as optimistic or dreary, 
    based on qualities present in your city.  After selecting a form, 
    you can then send mail to friends via the Post Office in the main 
    menu, through the WiFi service.
    Name: Museum 
    Goal: 3000 people
    Cost: $1500 
    Mult: Infinite
    Raises Education level.  Raises land value.  Fees required. 
    Name: Mayor's Manor 
    Goal: 5000 people 
    Cost: $0
    Mult: One
    "Good things to follow" (That's all the info the building gives)
    Name: Court House 
    Goal: 25,000 people 
    Cost: $0 
    Mult: One
    Raises land value significantly.  Raises commercial demand.
    Name: Center for the Arts 
    Goal: 100,000 people 
    Cost: $0 
    Mult: One
    Raises land value slightly.  Raises quality of life.
    Name: Medical Research Lab 
    Goal: 1999 & 80,000 people
    Cost: $75,000 
    Mult: Infinite
    Raises land value significantly.  Raises health level.
    Medical Research Labs may be placed multiple times.  They are the 
    ultimate prestige building, better than Zoos, though you would want
    to use both in conjunction, as their benefits are complementary.
    | Research Buildings |			(7.09)
    The following items are researched by Dr. Simtown and presented at
    intervals.  The items can only be researched if funding is provided
    to Dr. Simtown through the Resr tab in the Exp portion of the Budget
    The items are given dates which are rough estimates.  
    Dates may vary, based on how much you allocate to research.
    The dates are based on funding of 100% for the first several decades,
    and 200% after the 1940s.
    Name: Defense Force 
    Time: early 1900s
    Cost: $10,000 
    Raises industrial demand slightly.  Major pollution source.
    Name: Disaster Research Lab 
    Time: early 1900s
    Cost: $75,000 
    Takes preventive measures against disasters.
    Name: Bus Terminal 
    Time: early 1900s
    Cost: $150 
    Relieves traffic congestion.  At least 2 must be placed.
    Name: Incinerator 
    Time: mid 1900s
    Cost: $7500 
    Incinerates waste.  Pollutes air and water.
    Name: Airport 
    Time: mid 1900s
    Cost: $500 per square (Minimum 3x5 block)
    Increases commercial demand
    Name: Water Purifier 
    Time: mid 1900s
    Cost: $15,000 
    Purifies contaminated water.  Lowers land value.
    Name: Gas Power Plant 
    Time: mid 1900s
    Cost: $4500 
    Uses gas to generate energy.  Pollutes environment.
    Name: Desalinization Plant 
    Time: mid 1900s
    Cost: $1500 
    Changes seawater to drinking water.  Must be built next to ocean.
    Name: Nuclear Power Plant 
    Time: mid 1900s
    Cost: $20,000 
    Uses fission to generate energy.  Low pollution/meltdown risk.
    NOTE:  Nuclear meltdown results in nuclear radiation.
    Name: Recycling Center 
    Time: late 1900s
    Cost: $5000 
    Recycles large amounts of waste.  Lowers land value slightly.
    NOTE:  This is the best option for dealing with garbage, as it is
    both pollution-free and recycles huge amounts of trash.
    Name: Wind Mill 
    Time: late 1900s
    Cost: $250 
    Uses wind to generate energy.  Low pollution.  Inefficient.
    Name: Solar Power Plant 
    Time: late 1900s
    Cost: $15,000 
    Uses Sunlight to generate energy.  Pollution-free.  Inefficient.
    Name: Microwave Array 
    Time: early 2000s
    Cost: $30,000 
    Creates energy from microwaves.  Pollution-free.  Efficient.
    NOTE:  In my opinion, Microwave Arrays are the best power plant,  
    both powerful and completely pollution free.  The Fission plant 
    provides more power, but even with a city of 500,000 people, a set 
    of Microwave Array's can power the entire city.
    Name: Fission Plant 
    Time: mid 2000s
    Cost: $50,000
    Uses fusion to generate energy.  Low pollution.  Efficient.
    \ 8.0  Save the City \
    Save the City missions are scenarios in which a city in distress 
    needs saving.  All of these missions feature difficult financial 
    Every mission begins on 1/1/2000.
    Every mission has the following instant fail scenarios:
    	Funds reduced to $0
    	10 year time limit expires
    In addition, some missions feature extra fail scenarios.
    Every mission has a base population goal.  Some have further goals, 
    such as building a certain type of building.
    There are no goals other than those presented.  Don't worry about
    anything other than achieving those goals in the shortest time
    possible.  If you're a perfectionist, leave it at the door, because
    these sims won't care how many schools you build them if their
    city goes bankrupt.
    Missions are presented in order of relative difficulty, from easiest
    to most difficult.
    |Africanus|				(8.01)
    City Name:  Uforia
    Winning Condition: 
    	Reach a population of 120,000 people.
    Beginning Stats
    Population:     79,685
    Starting Funds: 20,000
    Monthly Income: -4117
    This mission is easy pie.
    There are a few circles of gravel where aliens blasted the city.  
    Reconnect roads, to ensure population dynamics remain intact.
    Ok, this part might sound strange and counterproductive, but you need
    to go around the map and demolish every single building that has a 
    monthly expense.  Spare nothing save for Police Stations.  
    Here is a list of what you need to demolish:
    Fire Stations
    Bus Stations
    Rail Stations
    Get used to this, because you'll be doing it in every single mission.
    What's the point?  The point is that without all these monthly 
    expenses, your job is a lot easier.
    While it seems counter-productive, the fact is that small population
    cities will grow without any of these fancy monthly fee buildings.  
    Another factor is that these missions have a lot of no-fee Civic and
    Rewards buildings that raise Quality of Life and Land Value, anyways.
    Coupling these factors, the buildings you're demolishing are a 
    hindrance, rather than a help.
    I recommend leaving police stations as they are probably the best 
    value monthly expense building.  A few won't hurt, and they will
    help to bring people in.  While people don't mind living without 
    schools, I find populations do tend to slow down if there is a lot
    of crime.
    After destroying all of these buildings, you should have a positive 
    monthly income.  Building up to 120k from 80k should be a breeze.  
    There is a nice spot towards the bottom left side, with a bunch of 
    gift and prestige buildings.  Build up a block of heavy residential 
    there.  Then build another block somewhere.
    When you're building new areas, you may want to add a few Civic 
    buildings.  This is alright, even though we went to great trouble to 
    destroy all those other ones.  We needed to, for financial reasons.
    However, Civic buildings boosts immigration into a zone, and that
    population then generates new taxes.  Just don't over build.  Use a
    few schools, hospitals, and police stations, as needed.
    You should be able to complete this map in 
    less than 1 year game time.
    Landmark Rewards:
    1. Sphinx (Egypt)
    2. Great Pyramids (Egypt)
    3. Pharos of Alexandria (Egypt)
    |Russeria|				(8.02)
    City Name:  Standstillistan
    Winning Conditions: 
    	Reach a population of 170,000 people.
    	Build 10 Police Stations.
    Beginning Stats
    Population:     118,854
    Starting Funds: 30,000
    Monthly Income: -5939
    What a mess.  The road system is a disaster.  Take a look at this,
    because this is exactly what you do not want to do when you build
    your own cities.
    First thing, as always, is to go destroy any monthly expense 
    buildings, except police stations.
    If you want, clean up the road system.  At the least, I recommend 
    deleting the rail system.  A rail system only really becomes useful
    with a higher population.
    This is a map that looks more difficult than it is.  First, you have 
    a substantial population already, and that means you have a large 
    tax base.  Second, there are a ton of monthly expense utilities on 
    the map.  After you delete all the utilities and rails, you should 
    have an income of $4000 a month.  
    With such a high monthly income, building up to 170k population from 
    118k population will be a breeze.  Just build in spots on the 
    map that have lots of civic buildings or gift buildings.  You 
    shouldn't have to build any civic buildings, just residential.
    After that, just build a row of police stations.  Then you're done! 
    A very easy mission, tbqh.
    Landmark Rewards:
    30. St. Basil's Cathedral (Russia)
    31. Hagia Sofia (Turkey)
    32. Helsinki Cathedral (Finland)
    |Australis|				(8.03)
    City Name:  Big Treat
    Winning Conditions: 
    	Reach a population of 200,000 people.
    	Demolish the Nuclear Power Plants.
    Beginning Stats
    Population:     75,251
    Starting Funds: 30,000
    Monthly Income: -3935
    Debt: -3935
    And I thought Standstillistan was a mess.  It looks like a monster 
    tore through this place...
    Anyways, this one is not too difficult.  After destroying monthly 
    expense buildings, the city should bring in an income of a few 
    After the usual pre-build preparations, you should reconnect the 
    various parts of the city, by bulldozing rubble and reconnecting 
    rails/roads.  You may also need to reconnect power to various areas.  
    I did this with light housing, though power lines work just as well.
    Then it's just a matter of building heavy density housing.  You have 
    plenty of room to do this, either by bulldozing the gravel or the 
    water.  Personally I prefer the water, as it allows perfect 
    rectangles, instead of having to fit everything into the zig zag 
    pattern of the gravel, roads, and buildings in the main city.  
    The main city does have some gifts that would be good to build 
    around.  Or you can do a mix of both, filling in choice spots in the 
    city, then moving on to the ocean.  
    This is as straightforward a mission as you get, so just build up 
    residential, along with a few Civic buildings to boost growth.  
    At about 140k or so, you might see a small spike in industrial 
    demand.  Just build a 3 x 6 set of industrial, near the top corner 
    industrial block.
    Using the ocean area for building, it took nearly 3/4 of the ocean 
    area to reach 230k population.
    After you reach 200k population, destroy the two nuclear power 
    plants.  I wasn't sure, so I built a fission plant to support the 
    power grid, before doing so.
    Landmark Rewards:
    12. Sydney Opera House (Australia)
    13. Melbourne Cricket Gnd. (Australia)
    |North Amiland|				(8.04)
    City Name:  Nocknee Hills
    Winning Conditions: 
    	Reach a population of over 120,000
    Beginning Stats
    Population:     53,000
    Starting Funds: 16,409
    Monthly Income: -3436
    Another map with lots of rubble.
    First things first: Demolish all the monthly expenditure buildings, 
    then demolish railways and stations.
    This is a rough map, so you're going to have to make yourself some
    room by destroying green areas to build in.  Then fill them with 
    residential.  Add some Civic buildings or Park & Recreation
    amenities, to boost population growth.
    Just keep adding residential every month as profits come in.  Spend
    all of the profit, as you have no other expenses to worry about.
    At 80k population, industrial demand will rise.  Ignore it and keep 
    building residential.  Your residential population will continue to 
    grow, even though your citizens are demanding industrial.
    You should reach 120k population in a few years.
    Landmark Rewards:
    22. Grand Central Station (USA)
    23. LA Landmark (USA)
    24. Statue of Liberty (USA)
    25. Coit Tower (USA)
    26. Gateway Arch (USA)
    27. Lincoln Memorial (USA)
    28. United States Capitol (USA)
    29. White House (USA)
    |Euroland|				(8.05)
    City Name:  San Sadinero
    Winning Conditions: 
    	Reach a population of 270,000 people.
    	Raise $250,000 in funds.
    Beginning Stats
    Population:     115,156
    Starting Funds: 70,000
    Monthly Income: -6549
    Yikes!  What a wasteland.
    This is another mission that looks scarier than it actually is.
    (Although, it is possibly the most tedious of the missions, due
     to its hefty win conditions and the amount of demolition needed)
    There is a sizable monthly debt, so first thing is to destroy all 
    the monthly expenditure buildings except for police stations.
    Then, destroy the entire rail system, which is poorly laid out and
    duplicates itself needlessly.
    Then, I advise destroying all unnecessary roads.  The city is big, 
    but well laid out, so removing roads should be an easy task.  
    If you skipped the mechanics section, you basically want to remove 
    any cross roads and side roads.  A line of zone only needs to be 
    connected to a road on one side of itself.  Anything else is waste.
    So, for example:
    This is four residential (r) and 2 roads (| & ----).  The second road
    (----) is waste and provides nothing to the zone block.  Since you 
    have to pay monthly upkeep for roads, that's lost money.  Demolish 
    it, so it looks like this:
    It's not as pretty, but the citizens are just as happy and it's 
    less costly.  For reference, Commercial needs to be within 3 of a
    road, Residential within 4, and Industrial within 5.  Those numbers
    include the square touching the road.
    After all this demolition is finished, the city should have a small 
    monthly profit and approximately 45k in reserves.  There are three 
    spots that are prime building areas.  All of them are the gravel 
    spots, so just bulldoze the gravel and lay out long track housing 
    blocks.  Don't worry about industry or commerce.  Just build 
    residential, with Civic, Park & Recreation, and Rewards buildings as 
    needed to encourage growth.
    That's it.  Build, build, build.  Remember to add water pumps as 
    needed.  In 5 to 7 years, you should have 270k people and 250k cash.
    Landmark Rewards:
    14. Eiffel Tower (France)
    15. Notre Dame (France)
    16. Parthenon (Greece)
    17. Stockholm Palace (Sweden)
    18. brandenburg Gate (Germany)
    19. Neuschwanstein Castle (Germany) 
    20. Palacio Real (Spain)
    21. Paris Opera (France)
    |Asiazone|				(8.06)
    City Name:  Hairisabad
    Winning Conditions: 
    	Reach a population of 130,000 people.
    	Restore power to all zones.
    Special Fail Condition: Over 20% of zones destroyed.
    Beginning Stats
    Population:     16,247
    Starting Funds: 60,000
    Monthly Income: -5544
    This one throws you a twist, a fail condition if you destroy 20% of 
    the buildings on the map.  That's alright because we'll just destroy 
    the monthly expenditure buildings, as usual.  Also destroy any 
    superfluous rail stations, as they also have a monthly fee.  
    When you're demolishing, don't be cautious.  This is a money tight 
    map, so be ruthless:  Destroy every single monthly expense building 
    except for police stations, unless they are useless police stations 
    in the middle of nowhere.  
    This map has another twist.  Instead of giving a bunch of power 
    plants and little residential, it has lots of residential and only 
    one power plant.  If you waste all your money on residential, you'll 
    find that your power plant won't be able to handle the load and 
    you'll get brown outs.  This causes citizens to abandon your city,
    causing you to run out of money.
    So, after destroying all the monthly expense buildings and some rail 
    stations, build two nuclear plants somewhere.  Then make sure all 
    the areas are connected to the power grid, using power lines if you 
    have to.  I find a good way is to build the plants in the bottom 
    corner, then run a line from the industrial block NW to the 
    residential block near the left corner.  Then run a single line up 
    to the Police station, in the bottom middle of the map.
    Once you reconnect all the zones with power, you can just sit back 
    and watch the map's existing residential zones grow to 80 or 90k.  
    Your money is pretty tight, so just let it build up in the meantime.
    Don't waste any money on anything as you'll need every dollar.
    At this point you'll need to build another plant.  Build a nuclear 
    plant somewhere, then wait for the city to grow some more.  
    You should also be seeing some population growth slowdown at about 90k 
    population because the pre-existing residential zones will fill up.
    Go around the map and fill in the spots where you destroyed monthly 
    expense buildings with residential.  There are plenty, so this should 
    be enough to get you to 130k.
    You'll likely need to build another power plant near 130k population.
    If you get to 130k and don't get the Clear screen, you either need 
    to build that last power plant or you have zones that have no 
    power.  The intro wasn't kidding when it said all zones must be 
    powered.  That includes things like that little park on that tiny 
    island.  Make sure you run a power line out there to power up the 
    light poles or whatever else is electrical in a park in the middle 
    of an island.  Or you could just destroy the thing, if you have no 
    care for aesthetics...
    That's that!  You should be able to finish this one in 3 or 4 years 
    game time.
    Landmark Rewards:
    4. Taj Mahal (India)
    5. Himeji Castle (Japan)
    6. National Museum (Taiwan)
    7. Daibutsu (Japan)
    8. Mt. Fuji (Japan)
    9. Kokkai (Japan)
    10. Atomic Dome (Japan)
    11. Rama IX Royal Park (Thailand)
    |Sudamer|				(8.07)
    City Name:  Oopseeville
    Winning Conditions: 
    	Reach a population of 300,000 people.
    Beginning Stats
    Population:     35,000
    Starting Funds: 73,147
    Monthly Income: -4199
    No messing around in this scenario.  The place is a mess, with a 
    very wasteful road and rail system.  There are also numerous 
    redundant monthly expense buildings.
    First things first:  crush all the expense buildings you don't 
    really need.  First demolish all fire departments, universities, 
    libraries, and any redundant schools and hospitals.  Then destroy 
    the rail system.  Finally, if you want to take time, clean up any 
    unneeded roads.  Doing all this will give you a 1k + budget, with 
    which you can start building up the city to 300k population.
    Note that the recommendation is to keep some schools and hospitals.
    Because of the long term nature of this map, you want to keep the 
    city's Aura, Quality of Life, and Land value up.  Besides, you'll 
    have a monthly profit anyways, from destroying all those other 
    One problem is that there is very little space that isn't hogged up
    by very inefficient zoning and roadway.  There's only one solution...
    You have to make yourself some space by smashing things.
    Just pick one area (I chose the left corner) and build from there, 
    smashing any already existing zoning in your way.  I built up 
    towards the top, stacking the blocks flat, one on top of another, 
    like 4-line tetris blocks.  
    One tactic for large population is to build track housing blocks: 
    long blocks of high land quality residential, with a small commercial 
    block as a capstone.
    In this block, intermix all the needed monthly expense and a few 
    QoL/LV buildings, such as parks.  In particular, I recommend double 
    zoos every other block, as that really brings in the population.  If
    you want to go more frugal, try Large Parks or Stadiums.  
    The basic layout is a 9 wide, long block, flanked by roads.  Place a 
    small amount of commercial at the end.  In the middle is a single 
    line of greenery.  Refer to section 6.03 for a visual example.
    Just keep building as many of these track housing blocks as you can
    a month.  It should take several hours of real time.
    You may also want to build an airport, to increase commercial 
    demand, possibly increasing its size after you reach 200 or 250k 
    people.  This will increase commercial demand and make industrial
    demand a little less important (negating some traffic concerns, 
    making the commercial block capstone more effective and reducing
    your need to do anything other than make these track housing blocks).
    You will also need to build recycling buildings, to keep the 
    garbage level of your city down.  Citizens hate garbage, which leads
    to pollution and lowered QoL, which leads to slowing or stoppage of 
    population growth.
    Don't forgot to build a lot of extra pump stations, as your city 
    will need water to grow once it reaches high levels.
    Landmark Rewards: 
    41. Moai (Chile)
    42. United Nations (UN)
    43. Bowser Castle (Nintendo)
    |Ukingani|				(8.08)
    City Name: Rowdy falls
    Winning Conditions: 
    	Reach a population of 180,000 people.
    	Build 2 Waste-to-Energy plants.
    Beginning Stats
    Population:     48,394
    Starting Funds: 50,000
    Monthly Income: -6985
    Looks like it's anarchy in the U.K...
    This mission doesn't mess around.  It has very tough financial 
    First, destroy all monthly expense buildings, ALL of them, except for 
    police stations that aren't redundant or useless.  Demolish the rail
    system.  Even after this, you'll be losing a few thousand a month.
    You can gain a little more if you clean up the roadways by 
    demolishing unnecessary roads.  You can squeak by without doing so,
    Choose a residential area with lots of good prestige buildings and 
    gifts.  Build heavy residential.
    Do this until out of room in the current spot, then move to another.  
    Don't waste money demolishing to make room, as there is plenty of
    space to build and it will just lower your taxbase.  Do this until 
    down to about 21k money.  Let residential build up until you aren't 
    losing money.
    If residential growth stops, you might not have enough water pumps.  
    Build some near the other water pumps.
    If you need to, don't worry about knocking down a few commercial 
    buildings.  Residential demand will stay high.  This is good practice
    where commercial zoning is hogging up valuable space near Civic,
    Reward, or Park & Recreation buildings.
    After you achieve a positive monthly income, just keep building in 
    good spots with already built gifts and prestige buildings.  Do this 
    'til 180k population, remembering to build population growth 
    influencing buildings, like schools, hospitals, universities, and 
    Then just save up for two converters and build them.  
    Congratulate yourself on saving every city, then get ready to 
    build your own city, if you haven't yet!
    Landmark Rewards:
    33. Tower of London (UK)
    34. Westminster Abbey (UK)
    35. Big Ben (UK)
    36. Trafalgar Square (UK)
    37. Anglican Cathedral (UK)
    38. Liver Building (UK)
    39. Metropolitan Cath. (UK)
    40. St Paul's Cathedral (UK)
    \ 9.0 Museum & Landmark Passwords \
    |Standard Collection|			(9.01)
    The Standard Collection lists buildings and objects that can be built
    using the panels found at the top of the build sheet.
    The list is in order, as shown in the completed Standard Collection.
    Headers are given, to show where each building is found.
    Zoning headers also list building size.
    Parks & Recreation 
    1. Water Fountain 
    2. Pond
    3. Small Park
    4. Large Park 
    5. Marina 
    Residential 1x1
    6. The Brick Pad 
    7. White Cottage 
    8. Pitched Roof Cottage 
    9. Kennedy House 
    10. DePalma House 
    11. French Country Manor 
    12. Lombardi Manor 
    13. Pond Estate 
    14. East Coast Brown 
    Residential 2x2
    15. Kevin Way Row Houses 
    16. Townhomes 
    17. Tenements 
    18. Bayberry Manor 
    19. Stratton Manor 
    20. Hamptons Apartments 
    21. Berkshire Apartments 
    22. Wilshire Apartments 
    23. Mid City Apartments 
    Residential 3x3
    24. Beddington Manor 
    25. Suburban Townhomes 
    26. Bayside Highrise 
    27. Pulitzer Apartments 
    28. Lexington Apartments 
    29. The Italian Villa 
    Commercial 1x1
    30. UK Design Studio 
    31. London Tailors 
    32. UK Trading 
    33. UK Business District 
    34. Lucky 9 Gas Stations 
    35. Six-Petaled Pavilion 
    36. Harajuku Fashions 
    37. Taiwan Variety Store 
    38. Exotic Imports 
    Commercial 2x2
    39. Meats 'R Us 
    40. Ted's Tire Shop 
    41. Frankfurt Financial
    42. Riverside Trading 
    43. Berkely Castle 
    44. Certifiably Good 
    45. Hamburg Jewelers 
    46. Tokyo Hi Tech 
    47. Paradiso Multiplex 
    Commercial 3x3
    48. Ye Olde Shoppes 
    49. Multimart 
    50. Singapore Variety
    51. Grimaldi Center 
    52. Plump Tower 
    53. Chertsey House 
    Industrial 1x1
    54. Foreman's Shack
    55. Gibson's Tool Shack 
    56. Smog-o-Matic 
    57. Factory Water Tank 
    58. Utility Researchers 
    59. Oil Recycling Plant 
    60. Auto Parts Warehouse 
    61. Eco-Impact Station 
    62. Muck Factory 
    Industrial 2x2
    63. The Cog Factory 
    64. Paper Mill 
    65. Chemical Tank 
    66. Industrial Lab 
    67. Cloth Dyeing Plant 
    68. Chemical Plant 
    69. Jack's Lumber Mill 
    70. Happy Hooves Feedery 
    71. Iron Man Ironworks 
    Industrial 3x3
    72. Building Supplies 
    73. Petrol Plant 
    74. Building Materials 
    75. Heavy Metal Machines 
    76. Rising Sun Autos 
    77. Stonecutter's Guild 
    78. Waterfront
    79. Portside HQ 
    80. River Dike 
    81. Loading Crane 
    82. Freight Storage 
    83. Loading Docks 
    84. Ground Control 
    85. Control Tower 
    86. Airport Terminal 
    87. Airport Hangar 
    88. Bus Terminal 
    89. Train Station 
    90. Police Station 
    91. City Jail 
    92. Fire Station 
    93. Hospital 
    94. School 
    95. University 
    96. Library 
    97. Playground 
    98. Zoo 
    99. Stadium 
    100. Coal Power Plant 
    101. Oil Power Plant 
    102. Gas Power Plant 
    103. Nuclear Power Plant 
    104. Wind Mill 
    105. Solar Power Plant 
    106. Microwave Array 
    107. Fusion Power Plant 
    Water & Waste
    108. Pump Station 
    109. Water Tower 
    110. Water Purifier 
    111. Desalinization Plant
    112. Incinerator 
    113. Recycling Center 
    114. Energy Converter 
    115. Mayor's Manor 
    116. City Courthouse 
    117. Medical Research Lab 
    118. Center for the Arts 
    119. Post Office 
    120. Museum 
    121. Disaster Research 
    122. Defense Force 
    123. Casino Row 
    |Landmark Collection & Landmark Passwords|	(9.02)
    Landmarks 1 through 43 can be unlocked by finishing the various 
    Save the City missions.  Landmarks 44 through 56 are only unlocked 
    by passwords.  Landmarks 1 through 43 are also unlockable with
    The list is in order, as shown in the completed Landmark Collection.
    Passwords are given in CAPS to make reading easier, however they must
    be entered in >lowercase< letters.
    1. Sphinx (Egypt)
    password: HAYKAL 
    2. Great Pyramids (Egypt)
    password: MAHFOUZ 
    3. Pharos of Alexandria (Egypt)
    password: ZEWAIL 
    4. Taj Mahal (India)
    password: TAGORE 
    5. Himeji Castle (Japan)
    password: HOKUSAI 
    6. National Museum (Taiwan)
    password: YUANTLEE
    7. Daibutsu (Japan)
    password: MISHIMA
    8. Mt. Fuji (Japan)
    password: HIROSHIGE
    9. Kokkai (Japan)
    password: SOSEKI
    10. Atomic Dome (Japan)
    password: KAWABATA
    11. Rama IX Royal Park (Thailand)
    password: PHU
    12. Sydney Opera House (Australia)
    password: BRADMAN
    13. Melbourne Cricket Gnd. (Australia)
    password: DAMEMELBA
    14. Eiffel Tower (France)
    password: CAMUS
    15. Notre Dame (France)
    password: HUGO
    16. Parthenon (Greece)
    password: CALLAS
    17. Stockholm Palace (Sweden)
    password: BERGMAN
    18. Brandenburg Gate (Germany)
    password: GROPIUS
    19. Neuschwanstein Castle (Germany)
    password: BEETHOVEN
    20. Palacio Real (Spain)
    password: CERVANTES
    21. Paris Opera (France)
    password: DAUMIER
    22. Grand Central Station (USA)
    password: F.SCOTT
    23. LA Landmark (USA)
    password: HEMINGWAY
    24. Statue of Liberty (USA)
    password: POllACK
    25. Coit Tower (USA)
    password: KEROUAC
    26. Gateway Arch (USA)
    password: TWAIN
    27. Lincoln Memorial (USA)
    password: MELVILLE
    28. United States Capitol (USA)
    password: POE
    29. White House (USA)
    password: STEINBECK
    30. St. Basilís Cathedral (Russia)
    password: TOLSTOY 
    31. Hagia Sofia (Turkey)
    password: ATATURK
    32. Helsinki Cathedral (Finland)
    password: KIVI
    33. Tower of London (UK)
    password: MAUGHAM
    34. Westminster Abbey (UK)
    password: GREENE 
    35. Big Ben (UK)
    password: ORWELL
    36. Trafalgar Square (UK)
    password: JOYCE
    37. Anglican Cathedral (UK)
    password: KIPLING
    38. Metropolitan Cath. (UK)
    password: AUSTEN
    39. Liver Building (UK)
    password: DICKENS
    40. St. Paulís Cathedral (UK)
    password: DEFOE
    41. Moai (Chile)
    password: ALLENDE
    42. United Nations (UN)
    password: AMNESTY
    43. Bowser Castle (Nintendo)
    password: HANAFUDA
    44. Shuri Castle (Japan)
    password: BASHO
    45. Edo Castle (Japan)
    password: SHONAGON
    46. Conciergerie (France)
    password: RODIN
    47. Reichstag (Germany)
    password: GOETHE
    48. Holstentor (Germany)
    password: DURER
    49. St. Stephenís Cathedral (Austria)
    password: MOZART
    50. Sagrada Familia (Spain)
    password: DALI
    51. Jefferson Memorial (USA)
    password: THOMPSON
    52. Palace of Fine Arts (USA)
    password: BUNCHE
    53. Washington Monument (USA)
    password: CAPOTE
    54. Independence Hall (USA)
    password: MLKINGJR
    55. Smithsonian Castle (USA)
    password: PAULING
    56. Arc de Triomphe (France)
    password: GAUGIN
    \ 10.0 Credits \
    GameFAQs: For being awesome.
    Maxis & Will Wright: For making Sim City.
    EA: For making Sim City DS a reality.
    Nintendo: For the best handheld system of all time.
    Sim City DS, GameFAQs message board members...
    	food_sleep_game: Added Standard Collection item #72.
    			 Corrected listing info for items #53 & #72.
    	kiyoshi67: Pointed out that the diagram in section 6.03 had 
    		   an error.
    		   Added Standard Collection items #78 & #79.
    	jammie: Added info that Lester also requests residential 
    		taxes be lowered.
    	HaphazardJoy: Corrected Arthur's garbage deal information.
    	Alejandro Diaz:  Added deals for Candy, Granny Agnes, and 
    			 Lester in section 5.0.
    	buubuu001:  Added the information and text for the Gabon
    		    Gorilla Action Event in section 4.12.
    	Noah Zemel: Notified that Officer Bob asks for Power Plants.
    \ 11.0 Contact Information \
    Send any suggestions, corrections, additions, requests, insults, 
    spam email, or big cash endorsements to: 
    \ 12. Legal Junk \
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    Copyright 2007 - Javier Jimenez