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    FAQ/Strategy Guide by VinnyVideo

    Version: 1.1 | Updated: 03/18/09 | Printable Version | Search Guide | Bookmark Guide

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    SimCity 3000: VinnyVideo's Official FAQ/Walkthrough
    Table of Contents
    [INTR] Introduction
    [STRT] Getting Started
    [TOWN] Starter Towns and Scenario Cities
    [NOTE] Notes on Various Matters
    [REWB] Reward Buildings List
    [CCAG] Cheats, Codes, and Glitches
    [VERS] Version History
    [COPY] Copyright/Contact Information
    Navigation tip: Use the Find feature (Ctrl-F) to find what you're looking for.
    For example, search for [COPY] to jump to the Copyright/Contact Information
    Introduction                                                   [INTR]
    Greetings and good cheer! This is my third FAQ/Walkthrough. I submitted my F1
    ROC 2 walkthrough just yesterday, and now there's already another VinnyVideo
    walkthrough! However, I've been working on this for about eight months, so that
    explains why these are appearing in such close succession. More guides will be
    coming in the months to come, including The Legend of Zelda: Twilight Princess,
    The Legend of Zelda: Ocarina of Time (Master Quest), and Donkey Kong 64.
    SimCity is my favorite PC game. Although it does have a few glitches and
    irritations, playing it is really fun (especially if you enter a secret code or
    two). While it was released back in 1999, the graphics still look pretty good -
    as good as you need for SimCity. Also, anything much more advanced would
    probably be too slow for most computers. Anyway, enough rambling. Off to the
    Getting Started                                                [STRT]
    Or: Building a City That's Bigger Than Buffalo: VinnyVideo's Official Guide to
    SimCity 3000
    Constructing a city in SimCity 3000 is plenty of fun, but it can also be pretty
    tough. Here's one effective way to begin a city. I should note that in SimCity
    3000, dollars are called simoleons and are denoted by a special symbol.
    However, I just use the good old $ sign in this guide.
    Step 1: Consult useful literature
    First refer to the manual that appears on a .PDF file on the SimCity 3000 CD.
    This will help some with the basics. You might want to print it out for future
    Step 2: A Starter Town, or start from scratch?
    Pick one of the Starter Towns if you want a head start on your SimCitying. Most
    of the city infrastructure will already be in place, so you can just sit back
    and watch your city grow (at least at first). More information about Starter
    Towns appears in a special section. If you begin a city from scratch, you can
    create your own landform. If you want to have a lot of space to develop
    sprawling suburbia or a massive metropolis, keep the "water" and "hill" sliders
    low. If you want to have higher initial land values, move the sliders to the
    right. You can also determine which sides of your city are bordered by ocean.
    Also, don't forget the middle; you can have a river, lake, or mountain if you'd
    Step 3: Give your town a name!
    Every city needs a name. That's obvious. You'll also want to give your mayor a
    name (probably your own name). Lastly, decide on the difficulty level. On the
    Easy setting, you have $50,000 to work with, which will still disappear
    surprisingly quickly. The Medium setting supplies $20,000 to your treasury.
    You'll find this total uncomfortably low if you're building from scratch. The
    Hard level starts you off with a $10,000 loan - nearly impossible to succeed
    with if you're not using a Starter Town or cheat codes.
    Step 4: Plan ahead
    Most mayors now want to start building (and spending). But first, formulate a
    plan for everything, especially transportation. At some point in your mayoral
    career, you'll want to build at least one road connection AND at least one rail
    connection to each neighboring city. At first, though, one road connection to a
    neighboring town should be enough. Think about where you'll put these
    connections, even though you don't need to build them yet. Especially
    important: Decide how you're going to get cars and trains across any rivers
    your town has. Think about where you want any seaports and airports in the
    future. Also keep in mind that dense commercial areas are best near your
    central district - that's where land values are the highest. Dense residential
    areas are also good in the middle of town - maybe along a river and near the
    dense commercial zones. Locate industrial zones near the city limits to help
    contain the pollution. Plus, industrial zones develop best where land values
    are low. Since land values are low at first, it's probably best to focus most
    of your development near the edge of the map for now. As a rule of thumb, the
    number of residential zones in your city should equal the combined number of
    commercial and industrial zones. As your city grows, demand for commercial
    space increases more than for industrial, while the need for homes remains
    fairly steady.
    Step 5: Start building!
    If you use a Starter Town, much of the necessary infrastructure will already be
    in place. However, even if you used a Starter Town, review this list to make
    sure you have everything you need. I will assume you are on the "Easy"
    difficulty level. If you're playing on a harder setting, you'll have to be even
    more cautious in your spending.
    Set the game speed to "stopped" for now. First, if you start your town in 1950
    or 2000, enact the Tire Recycling and Farmers' Market ordinances. Second, build
    a "Main Street" that connects your city to a neighbor. Near that connection
    point, construct a power plant - either coal or oil. If you start in a later
    year, you'll have more power plant options to choose from. Next, zone a 5x5
    space near the power plant for your landfill. Don't forget to build a water
    system. You could try a desalinization plant (in 1950 or 2000) if you have
    access to salt water, but I recommend that you design a system of water pumps
    similar to the system seen in the "Metropolis" scenario. Construct one space of
    surface water, and surround the space with water pumps. Build only three water
    pumps now, but remember to keep adding them as your city grows. To reduce water
    pollution (and the need for expensive water treatment plants later on), situate
    your pumps far from industrial areas and plant some trees around the pumps.
    Make sure that your pumps have power. Finally, place some pipes under your
    city. Connect the pipes to your pumps or desalinization facility, and space
    your pipes about 13 spaces apart (This is the most economical way of watering
    your town). For financial reasons, only build pipes near the areas you plan on
    zoning immediately.
    Now you can start zoning! If you have an island city (like that seen in the Sim
    Isle and Island City scenarios), make sure to build an airport and/or a
    seaport. Otherwise, worry about those later. Near your power plant, zone a few
    industrial zones. Build a few power lines down "Main Street" - maybe 30 spaces.
    You can save money by placing a power line every second space. At this point
    build a small light commercial zone - probably just 6-15 spaces. Lastly, build
    a generous light residential area. Zone a 6x15 residential area, and surround
    it with a road.
    Now turn on the simulator on the fastest speed and let it go for one month.
    Nothing will happen this first month. Use the "Query" feature to make sure the
    zones have power and water. Click on "Budget" and raise taxes to 8% or 9%.
    (You'll need to lower them later, though, and keep commercial taxes a notch or
    two lower). Also reduce funding by a notch or two to every sector (education,
    police, etc.) except for roads. Now simulate to March 1. You should see a lot
    of development. Check the RCI (residential-commercial-industrial) bar graph at
    the bottom of the screen. For example, if the residential graph is high, you
    need more of that zone. If it's flat or low, you don't need to zone any more of
    that for now. Also check the unemployment rate sometimes. If the unemployment
    rate is high, you probably need more commercial and industrial zones.
    Simulate until April 1. If you're lucky, you might have as many as 400 people
    or so. Build a school. I like to use schools to separate commercial and
    residential zones. Add more zones - especially residential zones.
    Simulate until May 1. Crime could be a problem now. Build a police station and
    a fire station, and more zones. Check the crime and fire maps occasionally to
    see if you need to build more police and fire stations to cover an uncovered
    area. Keep in mind that you can increase the range of police and fire stations
    by increasing their budgets.
    Keep adding zones. At the end of the year, check the budget. You'll probably
    end up losing a bit of money, but make sure that your city becomes profitable
    at the end of the second or third year. Your original funds should cushion you
    from these early losses.
    As your city gets a little bigger, you'll have to add colleges, libraries,
    museums, more schools, and other buildings. Check "Notes on Various Matters"
    for tips. Keep an eye on the budget graph and what your advisors are saying.
    Starter Towns and Scenario Cities                              [TOWN]
    Starter Towns
    Check my SimCity 3000 Text Dump if you want to see more detailed information
    regarding the historical inspirations for each of the Starter Towns.
    ---Capitol City---
    Based on the original design for Annapolis, Maryland, Capitol City boasts a
    good dense residential zone, an oil power plant, and an attractive river, but
    little else.
    The Indian circular design here looks quite neat, but it's very difficult to
    work with, especially if you want the city to grow.
    ---Checkerboard City---
    This has a lot of helpful infrastructure: parks, residential/commercial/
    industrial zones, schools, a nice seaport, and two coal-powered electrical
    plants. It's based on the layout of Savannah, Georgia.
    ---Clocktown Center---
    Not the Clocktown of The Legend of Zelda: Majora's Mask, this city is a very
    scaled-down version of the basic design of Moscow. Using this Starter Town is
    better than not having anything, but it's not the best one you can choose.
    ---Railroad Town---
    This is one of the best Starter Towns. The extensive railroad system is great
    for industry, and the seaport and dense residential area are also helpful. The
    two oil power plants let you develop without having to worry about building
    power plants for a while. Keep in mind that you'll need to add a lot of light
    residential space early on, and the widely spread-out design can lead to
    traffic problems along the main road.
    The best thing about this modern yet quirky town, based on Frank Lloyd Wright's
    "Broadacre City" design, is the clean electrical system. The dense residential
    areas aren't bad, either.
    This small valley town has a decent railroad and a sizable industrial area, but
    keep in mind that the mountains limit growth. Also, it's based on a model by
    N. A. Miliutin for the ideal Soviet city.
    This town looks like one of the hundreds of towns in America that have sprung
    up along interstates. The various residential areas are laid out in the most
    fashionable designs of their respective decades of origin. The biggest
    advantage here is the long section of highway, which you'll want to extend to
    at least one of your neighbors. The two oil power plants help keep the juice
    flowing during the initial surge of development. You might want to build some
    denser commercial around the museum and college. Challenges include the
    difficulty in providing police and fire coverage to the residential zones,
    maintaining growth after the existing zones become built up, and dealing with
    traffic on the large highway and major arterials.
    ---Tower Town---
    Tower Town features weird vertical (as opposed to diagonal) roads, which look
    neat but hinder development of larger buildings. Unless you really like this
    design, I recommend using a Starter Town that has more zones and a power plant.
    Tower Town is based on an old design for numerous Illinois towns.
    Transitville, based loosely around Boston's general plan, comes equipped with a
    subway system, a big plus as your city grows. The oil-powered power plant is
    also an asset. I feel this is the second-best Starter Town, behind Railroad
    Town and ahead of Suburbia and Riverfront.
    Scenario Cities
    ---Big Mountain City---
    An attractive town nestled in the heart of the mountains. The best things about
    it are the dense residential zones, windmills, and the airport. You may want to
    imitate this city's industrial district located at the edge of town.
    A small town with many farms. Don't extend pipes to the farm area, or they'll
    all disappear and transform into yucky-looking light industrial zones.
    ---Island City---
    Island City has a massive seaport and airport, along with good dense
    residential areas. Unfortunately, the mountain and the limited land area (it is
    an island, after all) prevent any significant growth. Increasing fire coverage
    is imperative, and you might want to build some more police stations.
    A very tricky situation - low revenue and low funds.
    Now here's a big city. You'll have a very hard time getting bigger than
    Metropolis - or getting a fatter treasury. However, there are too many empty
    schools and prisons, too few parks, and no airport.
    ---Mount Rodentia---
    A physically small town, although there's room to grow. There's not much to say
    about this one.
    A nice town with very low pollution. The huge financial reserves help, too.
    ---Santa Andrea---
    A nice town that's in desperate need of educational expansion. This well-
    organized town needs more residential space.
    ---Sim Isle---
    Similar to Island Town. This town is totally full; you'll have to level the
    mountain or tear something down if you want to build anything new. The large
    ports are a plus.
    A sample city for experimentation. You could really use any city for practice.
    Notes on Various Matters                                       [NOTE]
    When your city is new, you won't have enough revenue to spend much on services,
    so you'll have to set funding for police, education, and other services below
    the recommended figures. Increase these gradually as your city gets bigger.
    Remember that the more money a service gets, the more effective it will be. For
    example, a well-funded fire department will have a much wider range than one
    that is underfunded. In a large city, you'll want your expenditures to exceed
    the suggested numbers - except maybe for police, where allocating too much can
    cause police oppression. Building more stations with lower budgets will
    increase coverage without resulting in accusations of police oppression.
    Lastly, NEVER touch the "Roads" slider. Increasing funds will not improve
    service; decreasing funds will cause many potholes and other defects to form,
    forcing you to spend even more money to fix them.
    Traffic is a difficult problem to deal with. However, there are some things you
    can do. First, build bus stops. Usually you want to place bus stops in
    residential zones and near popular destinations, like your stadium or library.
    Trains should also factor into your transit plan. Build a few train station
    along your railroads, especially near residential and industrial areas. Once
    your city has approximately 300,000 people, you need to begin constructing the
    expensive but valuable subway system. Try to use it to connect residential
    zones with places people want to go. If you're not sure whether a bus stop,
    train station, or subway station will have much demand, try this: Save your
    game. Place the stop where you want it. Set game speed to fast. Use the Query
    feature in two or three months and check the "Passengers" number. If it's, say,
    120, re-load the game and build it. If the number is 600, re-load and build
    both that stop and another stop not too far away. If only 7 people are using
    the station, re-load and place one somewhere else. You can use this trick for a
    few other things, too. One more thing: If traffic is "Congested" along the road
    that connects your city to another town, build another road connection or a
    rail connection to that town.
    When you begin your town, a 5x4 space of landfill should be sufficient. As you
    city grows, you'll probably need to expand the size of your landfill. At some
    point in the game (probably once revenues hit $10,000 per year), you should add
    an incinerator. For a while you won't need to expand your landfill space.
    Starting in 1970, you should start adding Recycling Centers, although you'll
    need quite a few if your city is big. Check the Garbage pie graph annually. If
    you're recycling less than 45% of your garbage, you probably need to add more
    Recycling Centers. Later on, Waste-to-Energy incinerators also appear. You
    can't bulldoze an active landfill, but the garbage will decompose over a period
    of many years if you reduce the amount of garbage coming in or if you start
    disposing of it in other ways.
    Once your population is approximately 35,000, crime will probably be one of
    your biggest problems. It's time to build a jail, preferably in an industrial
    area. I like to build jails near the unpopular trio of the landfill, power
    plant, and incinerator. Periodically check the status of your jail. If a jail's
    population ever exceeds 300, you probably need to build a new jail. But before
    doing so, check the crime map. If there are large zones that don't have police
    protection, either build a new police station or increase police funding to
    expand its range. Also enact the Neighborhood Watch ordinance, if it's
    available in your year. If all areas of town are covered by police, crime will
    drop, and prison populations will shrink accordingly. In fact, unless you
    legalize gambling, you'll probably never need to build more than two or maybe
    three prisons if you maintain good police coverage. Remember that each prison
    costs $78 per month to fund, so you definitely don't want to have more jails
    than necessary.
    You need to construct an airport once your population grows to about 100,000 -
    maybe sooner if you don't build many road or rail connections to neighbors.
    Airports won't develop unless they have power, water, and nearby
    transportation. They also need to be big - at least 4x6. If the City Planner
    Advisor says "Airport Expansion Needed," be ready to build more airport space.
    If the "On-Time Flights" statistic drops below 98%, you definitely need to
    expand your existing airport or build another one. You can reduce the need for
    airport expansion by building sufficient road and rail connections to other
    cities. Airports generate a lot of air pollution in the form of noise, so keep
    them far away from residential zones. You may want to build a buffer of Large
    Parks to reduce the air pollution around the airport.
    ---To Spread or Not to Spread?---
    When your city is just getting off the ground, you'll need to decide whether
    you want to build in a tight cluster or in a more spread-out manner. If you
    choose the first option, make sure to at least position your power plant (if it
    pollutes a lot), industrial zones, and garbage facilities a reasonable distance
    from residential (and commercial) areas. Try to keep traffic under control as
    well. If you choose the latter method, keep in mind that you'll initially be
    spending more on roads, water pipes, and electrical lines.
    ---The Population Cap---
    Are you having a hard time making your city bigger? Is R-C-I demand high? Are
    there plenty of undeveloped zones? Are there no glaring problems with your city
    (like high pollution or crime)? If you answered yes to most or all of these
    questions, you've probably reached your Population Cap. Try adding a few parks
    and reward buildings to increase your Population Cap. You'll probably get a
    surge of new residents. Expanding your airport or seaport will also boost the
    Population Cap.
    ---The Innermost Fears and Psychoses of Water Mains---
    Here's a problem you might not know about. Raising or lowering a tile of
    terrain destroys the underground subways and water pipes. So whenever you
    change the landscape, just check and make sure you didn't destroy any pipes or
    subway lines.
    If a disaster occurs, make sure to put out any fires that start, and remember
    to bulldoze anything that has been damaged during the disaster (unless you want
    your charred empty buildings to remain charred empty buildings forever).
    There's very little you can do to prevent disasters, although maintaining
    adequate fire coverage helps reduce fire damage, and enacting the Earthquake
    Resistance ordinance can reduce the damage of earthquakes. The ticker on the
    bottom will often give you a hint when a disaster is about to occur. In SimCity
    3000, nobody actually dies during disasters, although the population will drop
    if residential buildings are destroyed. Remember that reducing unemployment and
    prison overcrowding will help prevent riots from occurring. Keep in mind that
    the Police and Fire Manual Dispatch options are only useful in riots and large
    fires, respectively.
    ---Ordinances: Good, Bad, and Expensive---
    Those are the three kinds of ordinances. A small number of ordinances are
    unquestionably good - notably Tire Recycling and Farmer's Market. Other good
    ordinances include Neighborhood Watch and Landfill Gas Recovery. If revenues
    are favorable, consider Youth Sports and Crossing Guards. The Earthquake
    Resistance ordinance doesn't just please bureaucracy; it makes larger buildings
    appear in your city. A lot of ordinances are intended to attract clean
    industry, such as Conservation Corps and Public Access Cable. However, they are
    invariably very expensive. Many others are simply useless, like the Paperwork
    Reduction Act and Youth Curfew.  While most ordinances cost money, Legalized
    Gambling and Parking Tickets earn big money but create their own problems
    (crime and discontent).
    Every part of town has an "aura" rating, which can be checked on the Aura Map.
    "Vibe" and "image" might be good synonyms for those who don't know what this
    word actually means. Several factors help and hurt aura. Landmarks and parks
    are good for aura; crime and pollution aren't. A high aura (blue on the map)
    boosts land values and helps attract clean industry. Interesting, the casino
    helps aura if you keep crime in check.
    ---Developing Farms---
    It's tough to get farms to appear in your town. Here are some conditions that
    stimulate farm development: Low pollution, large (8x8 tiles or bigger) pieces
    of light industrial area, electricity, NO water access, low land values, and
    road access on one or two sides. Farms are usually most likely to develop when
    they're near the edge of the map.
    ---Cleaning Up with Clean Industries---
    Every mayor covets non-polluting industries, like the Industrial Lab. However,
    it's tough to get clean industries to develop. When your city is young, clean
    industries will be few and far between, but they'll slowly start developing
    after a few decades. Having a high education quotient helps a lot, and you can
    also enact ordinances that stimulate clean industry. Of course, entering the
    "NERDZ ROOL" cheat code makes all your future industrial development much
    ---Neighbor Deals: Neighborly or Foolish?---
    If you connect water pipes or power lines to a neighboring city (or cities),
    you may eventually be offered a chance to sell water or power to them (or buy
    water or electricity from them). Additionally, you'll get offers to buy or sell
    garbage if you build a road connection to one of your neighbors. Garbage deals
    come flowing in from all neighboring cities if you construct a seaport. If you
    build the Fusion Power Plant, it's a sensible thing to sell your electricity.
    Buying electricity makes sense if you temporarily don't have the cash to build
    a new power plant when brownouts are occurring. Water deals tend to be flaky;
    the other mayors will often say you terminated your deal without their consent
    and demand a penalty, for no apparent reason. I'm not a big fan of buying or
    selling garbage or water. However, letting other cities use your landfill is a
    good way to earn quick cash when your city is young. But try to end the deal
    whenever the other city wants to increase the garbage flow (something that
    happens occasionally).
    ---Building the Easy Way---
    If you want to have an easy time with your city, begin a new game and enter the
    first seven codes (see the Cheats section). First build a north/south highway
    and an east/west highway. You might want to level some of the ground to make a
    smoother road (and to help facilitate easier development alongside it).
    Construct four ramps (interchanges) at their intersection. Put a road under the
    highway and connect it to the interstate using some ramps. Along this road
    build your fusion power plant, three recycling centers, and a waste-to-energy
    incinerator. Then use the "Create Surface Water" option to create one square
    tile of water. Then surround it with water pumps, and surround the outside of
    that with trees (to reduce pollution). Build a water treatment plant. Now build
    a "downtown" area. This should be near your river and/or highway interchange.
    Zone a large dense commercial area and build a City Courthouse and City Hall.
    Additionally, add a Stadium. Add the Stock Exchange and University once you
    have some residents. Normally, all that would have cost more than $300,000!
    Isn't that "I AM WEAK" code great?
    ---Miscellaneous Stuff---
    * Save often! Frequent saving helps protect you from natural disasters, random
    sharp dips in population, and your own mis-clicks. Save your game at the start
    of every year and before making a significant expenditure of money.
    * Remember that a certain degree of randomness applies in SimCity 3000. You can
    save your game, run the simulator for a month, and the population may go down
    by 1,000 people. Then, if you reload your game from where you saved, you can
    run the game for another month and the population might go up.
    * Borrow money only as a last resort. Loans are best in small but growing towns
    where demand is high but cash flow is low, especially when you need a new power
    * Never get a loan to build a water or electric connection to a neighboring
    city, even if an advisor suggests doing so.
    * Having water available to a location reduces flammability.
    * The advisors often provide useful advice, but remember that people like this
    (as in real life) tend to be self-serving; the advisors usually want more money
    for their department than they really need.
    * Residential and commercial zones near power lines will have slightly reduced
    property values. However, remember that you can build zones over power lines
    and thus do away with them=, since zones carry power the same as electrical
    * Remember that SimCriminals tend to stay away from nice places. Areas with
    high pollution and other slummy spots are where the crooks go.
    * SimCity 3000 is a very complex, processor-intensive game. If your game runs
    slowly, there are three things you can do:
    1. Stick with smaller city sizes, although this will reduce the amount of
    ground you have to work with.
    2. Get a newer, faster computer or upgrade your existing one.
    3. Defragment your computer's hard drive. The third option is often
    surprisingly effective.
    * Maybe if more people played this game, there wouldn't be such a federal
    budget deficit, and maybe people wouldn't owe tens of thousands on their credit
    * Water Tower Advertising and Bridge Tolls are the two ordinances cut from
    prototypes of the game.
    * You probably know this, but there aren't "real-time events" in this game,
    such as the Great Depression, World War II, Vietnam, etc.
    * In real life, it wouldn't be essential to build a power plant in 1900, and
    small towns of 500 people would not become crime-ridden slums just because a
    police station hadn't been built yet.
    Rewards Buildings List                                         [REWB]
    Here's a list of Rewards buildings, along with the conditions necessary to
    obtain them:
    Mayor's House (pop. 5,000)
    Lighthouse (pop. 15,000)
    City Hall (pop. 20,000)
    County Courthouse (pop. 25,000)
    Historic Statue (pop. 35,000)
    Military Base (pop. 80,000)
    Theme Park (pop. 80,000)
    Medical Institute (pop. 80,000, Year 2000 or later)
    Defense Contractor (Military Base in city)
    Performing Arts Center (pop. 100,000)
    Country Club (pop. 125,000)
    Stock Exchange (pop. 200,000)
    Geyser Park (35 or more park tiles)
    University (Education quotient higher than 105)
    Science Center (EQ higher than 135, Year 2000 or later)
    Spaceport (At least 50 airport Tiles, Year 2050 or later)
    I've heard that European versions of the game also include a Christmas Park and
    a Haunted House, but I've never gotten them and they're not mentioned in my
    game's internal operating files (the ones I used to create the text dump). Feel
    free to write in if you know more about this.
    Cheats, Codes, and Glitches                                    [CCAG]
    As you've probably discovered, getting a city started isn't very easy. However,
    you can make it a lot easier by entering a few secret codes. Assuming you're
    using a Windows keyboard, hold down Shift, Ctrl, and Alt, and then press C. A
    bar appears at the top, where you can enter the codes. Also remember that
    you'll have to re-enter each code every time you load a city. These codes are
    case-insensitive; it doesn't matter whether or not they're capitalized.
    I AM WEAK: Lets you do almost anything for free! You can build almost anything
    and change the landscape without paying a simoleon. Just remember that you
    still have to pay annually for the maintenance of things like roads, schools,
    and police stations. And bulldozing will still cost money.
    GARBAGE IN, GARBAGE OUT: Enables you to use garbage disposal facilities that
    haven't been invented yet! If you're starting a city in 1900 or 1950, make sure
    to use this code to construct a Waste-To-Energy incinerator and some recycling
    centers. Better yet, if you use the "I AM WEAK" code, you won't have to pay
    anything to build them.
    POWER TO THE MASSES: Gives you the ability to build any kind of power plant you
    want, no matter the year. Use this code to get one of those great fusion
    plants. With "I AM WEAK," you won't even have to pay up! Once you have a fusion
    plant, build power line connections to all your neighbors so you can charge
    them to use your electricity. You'll have more than enough to go around.
    WATER IN THE DESERT: Lets you build water-related facilities that don't exist
    in your year. This code isn't quite as useful, but it's a wise idea to
    construct a water treatment plant or two early on.
    NERDZ ROOL: Here's a nice code. When you enter this, all your industrial zones
    will develop into clean industries. When used in conjunction with "POWER TO THE
    MASSES" code's fusion plant, you can cut pollution down to 1 or 2 on the graph.
    TRAFFIC LIGHTS: Reduces traffic.
    PAY TRIBUTE TO YOUR KING: This lets you use all of the Rewards and
    Opportunities buildings, even though most of them only appear after you meet
    certain population landmarks. Some of them, like the Medical Research
    Institute, are very useful.
    LET'S MAKE A DEAL: This gives you the opportunity to select from a number of
    business deals.  Just remember that while these deals usually give you money,
    they often hurt aura and cause pollution problems.
    CALL COUSIN VINNIE: When you enter this, a shady-looking petitioner named
    Vinnie (not related to the author) shows up, asking if you want him to give
    you a lot of money. If you accept, your treasury will receive an extra
    $100,000! Otherwise...
    ZYXWVU: You'll have a chance to enter this code if you say no to Vinnie's
    solicitation to engage in money laundering. You'll then be able to build a
    special castle.
    I LOVE RED TAPE: Weird. This sets the game date back to January 1, 1900. I
    don't know why you would want to do that.
    SALT OFF: Turns all your ocean water into fresh water.
    SALT ON: The reverse of "salt off."
    TERRAIN ONE UP: Raises your map by one meter. It destroys all buildings and
    everything else.
    pretty much does the same thing as the last code.
    UFO SWARM: Makes the UFO disaster appear, but this time there will be more
    flying saucers than normal.
    THE BIRDS: Makes a lot of birds appear.
    LOAD TERRAIN <filename>: Lets you use a grayscale bitmap image as your city. It
    overwrites any existing things in your city.
    FORCE <advisor> TO SAY <text>: This code causes the specified advisor to say
    the given text. Replace <advisor> with the advisor's first name. For example,
    use Moe for the Transportation Advisor or Mortimer for the Financial Advisor.
    Valid names are Mortimer, Moe, Constance, Karen, Maria, Randall, Gus, and
    There are a number of other codes that make the bottom line say silly (sillier
    than usual) messages. Again you have to use the Shift-Ctrl-Alt-C cheat box.
    ADVISERS: Mayor Under Investigation For Possible Embezzlement
    BAT: Da Da Da Da Da Da Da Da Da BAT-Man!
    BROCCOLI: Sorry. Money Doesn't Grow On Broccoli
    EASTER EGG: Duo Ragazzi's Easter Egg Palace: Old World Charm In A Post Modern
    ELECTRONIC ARTS: Not Just Sports Games Anymore
    ERTS: Investment Tip: Buy Low, Sell High
    FUND: FUND Not A Cheat Code, Do Not Type MOREMONEY, It Is Not A Cheat Code
    HELLO: Greetings, Mayor, Your Sims Salute You
    HELP: Dozens Of Hidden News Tickers, Study Reveals; Sims Encouraged To Collect
    Them All And Amaze Friends
    LLAMA: The Llama Is A Quadruped
    MAXIS: Did You Know That MAXIS Spelled Backwards Is SIX AM?
    MAYOR: Mayor <your name> Brings <your city's name> To News Ticker Highlights
    MOREMONEY:MOREMONEY Not Cheat Code, Research Concludes
    MONEY: Money Does NOT Grow On Trees, Study Concludes
    PORNTIPSGUZZARDO: Aha! We Have A Real Pro Here. Try BROCCOLI
    SC3K: Mayor Suspected Of Attempting Embezzlement; Ends In Failure
    SCURK: If You Build It, They Will Come
    SIM: If You Lived Here, You'd Be A Sim
    SIMCITY: Keep Trying, And Maybe You'll Figure It Out
    TICKET: <your city's name> PICAYUNE: The Finest In Scrolling Entertainment
    WILL WRIGHT: What Will He Think Of Next?
    1234: Secret Number Combination Causes Announcement In News Ticker
    SIMON SAYS <text>: <text>
    Here are two more tricks:
    ---Choose Your Own Buildings---
    Open the Power Plants dialog box and close it using the "X" button. Open
    Rewards and close it. Open Garbage and close it. The Landmarks Dialog will now
    contain every building that can appear in the game. This also removes the 10-
    landmark limit that normally applies in SimCity 3000.
    ---The Free Water Glitch---
    Start a new game and build only one building. Run a pipe from that building to
    a neighbor. Make a connection and wait for them to offer you a water deal.
    Accept the deal, regardless of what the price is. Wait until the end of the
    month. Bring up the cheat box and enter "TERRAIN ONE UP." All buildings will
    disappear, and your deal will seem to be terminated. Build a new water
    connection at the same spot you originally made the connection. When you
    rebuild the connection at that same exact tile, you'll still get water, but
    since the deal has been terminated, you won't be charged for the water supply!
    Version History                                                [VERS]
    I've worked on this guide quite sporadically.
    0.1    Got started. (4/16/07)
    0.4    Did a lot of work through late April and May.
    0.6    Stopped working for a while. (6/3/07)
    0.7    Added cheats. (6/22/07)
    0.8    Revived work on my guide. (12/3/07)
    0.9    Cleaned things up. (12/4/07)
    0.95   Added contact information and organized the guide in a suitable ASCII/
    plain text format. (12/5/07)
    1.0    Added more information on aura and traffic. (12/10/07) (35 KB)
           Submitted guide to GameFAQs and Neoseeker.com. (12/11/07)
    1.1    Fixed a few errors and improved formatting. (7/10/08, 3/3/09) (41 KB)
    Copyright/Contact Information                                  [COPY]
    (c) 2007-2009 Vinny Hamilton. All rights reserved.
    All trademarks mentioned in this guide are copyrights of their respective
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    You can't post this guide on your Web site and then say you wrote the guide
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    If you don't comply with these guidelines, your hard drive will be reformatted
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    Heed this warning.
    If you have any questions or comments about this guide, send an e-mail to
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    follow these rules:
    Do include "SimCity 3000" in the subject line.
    Do send polite suggestions for ways to make this walkthrough better.
    Do send information about any glitches, tricks, or codes you find.
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    Do make a reasonable effort to use decent spelling, grammar, usage,
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