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    FAQ by Psxmasta

    Version: Final | Updated: 07/09/02 | Search Guide | Bookmark Guide

    SIM CITY 3000 Unlimited -----------------------------------------------------------------
    Michael Detwiler Copyright 2002
    Final Version
    Last Update:  6/9/02
    E-Mail- Mike0101@att.net
    What's New?
    Part 1  Starting a City
    1.1 Customizing Terrain
    1.2 Starting to Build
    Part 2 Information on Various Structures
    2.1 Landscape
    2.2 Zoning
    2.3 Transportation
    2.4 Utilities
    2.5 Civic/ Special Buildings
    Part 3 When Disasters Strike...
    Part 4 Adjust and Review
    4.1 Making Money
    4.2 Land Value
    4.3 Ordinances
    Part 5 FAQ Section
    Part 6 Goodbye
    6.1 Credits
    If you are new to any Sim City games by Maxis Sim City 3000 can 
    be overwhelming . There are so many little details to this game.  
    If you have any experience with Sim City 2000 or Sim City 
    Classic you will still notice tons of new stuff like garbage 
    disposal (believe me that's a biggie), new disasters and new 
    ways to stop them, better scenarios, a much improved query 
    tool, and a  LOT more. Another thing, if you're just buying 
    this game to cause disasters and blow up stuff don't bother.
    *What's New?*
    Version 1.0- The whole FAQ.
    Version 1.5- The "What's New" Section,
                 Ordinance Section (4.3)
    Version 1.6- Straightened up the FAQ and maps.
    Version 1.7- Fixed line breaks and checked the spelling 
                 (horray!). Seriously, I can't spell worth crap.
    Version 1.8- Added the FAQ section (Part 5)
                 Added a few minor corrections.
    Final Version- I know its been a while and this FAQ is far from 
                   perfect, but this is the final version. The only
                   change is an email change.
     / Part 1  Starting Your City  /
         One big question everyone asks when starting a new game is 
         "where to start". Well if you're brand new to Sim City 
         then start with a starter town or use the tutorial. They 
         are very helpful to starters of the game. Otherwise, 
         that's why I'm here. Select start new city from the 
         opening menu. Now you must make some decisions for the 
         format of your city. Your first choice is to select easy, 
         medium, or hard. If your new to the game select easy. 
         You then must choose a start date. Pick from 2000 (easy) 
         1950 (medium) 1900 (hard). Why this order? Much like real 
         life things must be invented before they can be used. Next 
         choose large for city size. If you choose anything else 
         youíll run out of room and wish your city was bigger. At 
         the bottom you have two more choices. If your really brave
         mark disasters and definitely mark auto-budget. Now youíre 
         ready to choose youíre terrain.
    1.1 Customizing Terrain
         When beginning a new city choosing a good terrain is very 
         important. The less mountains and trees you have the 
         easier it will be. As for water, well youíll have to 
         decide. Building bridges is a lot harder than in previous 
         installments. You canít just drag the road across water 
         and expect a bridge to be built. The terrain on both sides 
         has to be perfect  elevation and there canít be any 
         buildings around, so for your first city keep the water 
         low except for a river and a pond or two. As for when you 
         pick the physical features NEVER make your city and island. 
         This will cut off all neighbor deals except for the garbage 
         ones which really stink : (  Make the middle a river. 
         Now youíre ready to start building.
    1.2 Starting to Build
         Youíre done with that, so now what? The answer is to start 
         building. How? Iíll give you an example
    R = road
    r = residential   (light)
    c = commercial  (light)
    i = industrial  (light)
    O = oil power plant
    F = fire station
    P = police station
    w = body of water
    p = pumping station * 
    I = incinerator + 
    H = hospital
    S = school
    L = power lines
       R  R  R  R  R  R  R  R  R O
    S  R rrrrrrrR ccccR iiiiiiiR 
       R rrrrrrrR ccccR iiiiiiiR 
       R rrrrrrrR ccccR iiiiiiiR       
       R rrrrrrrR ccccR iiiiiiiR F
       R  R  R  R  R  R  R  R  R P
                         R   L
                         R   L
                         R   L
                         R I I I
                         R I I I 
                         R I I I
    * If you have mostly salt water use a desalination plant. If 
    you're starting before they are invented use a water tower 
    (they don't have to be near water) and remember to build water 
    + If you start in 1900 use a landfill, incinerators not 
    If you don't quite understand this map I will better explain it 
    later in the FAQ.
     /  Part 2 Information on Various Structures  /
    2.1 Landscape
    Okay, these aren't really structures but they are listed here 
    Plant Trees-  $3
    Planting trees can only have a good effect on your city. 
    (1) They raise land value (2) lower pollution and 
    (3) shuts up critics who keep saying your city is an industrial 
    wasteland. So by all means go ahead and plant trees. 
    They really raise land value if placed around parks.
    Create Water- $150 a square (on clear terrain)
    Creating water is good if you have mostly salt water in your 
    city because unless it is connected to a body of salt water it 
    is always fresh water. This will save you countless $$ because 
    pumping stations cost less and last longer than desalination 
    plants, and you don't need as much of them as water towers.
    Lower Terrain- $25 a square (on clear terrain)
    Lowers the terrain by one. If you lower it enough you will 
    reach sea level.
    Raise Terrain- $25 a square (on clear terrain)
    Raises the terrain by one. If you raise it enough you will 
    create a mountain which raises land value.
    Level Terrain- N/A
    Levels the terrain. Comes in handy for hilly terrain because 
    you can't build on it which wastes a lot of land.
    Bulldoze- N/A
    The larger the object you bulldoze the more it costs. Available 
    under all sub-menus.
    2.2  Zoning
    Industrial- Light $10 Medium $20 Dense $50
    This is where the majority of your sims work. Always make sure 
    that there is equal industrial and residential zone. It is a 
    good idea to place industrial zones on the edges of your map 
    so half your pollution goes to your neighbor. Land value in 
    industrial zones is usually very low so don't worry about that. 
    Just remember: if you start a city in 1900 you will have 
    heavily polluting industries than if you start in 2000. If you 
    see a lot of smokestacks in the year 2000 try enacting some 
    ordinances to get some clean industries. Industrial zones 
    develop no further than five tiles from a road.
    Residential- Light $10 Medium $20 Dense $50
    This is where your sims live. Make sure it is far away from 
    industrial areas to keep land value high. Also, when putting a 
    certain object near residential zones use the NIMBY (not in my 
    backyard) rule. So if your placing a jail somewhere in your 
    city, place it away from residential zones. You don't want a 
    jail in your backyard, do you? I didn't think so. (I'll talk 
    about raising land value later in this FAQ) Look again at the 
    map in section 1.2. See now why I have things the way I do? 
    Residential zones develop no further than two tiles away from 
    the road.
    Commercial- Light $10 Medium $20 Dense $50
    This is where the rest if your sims work. If you're looking for 
    skyscrapers in your city here's where they are. Commercial 
    zones are best placed when separating industrial and 
    residential zones. In a young city you don't need many of them, 
    but as commerce increases you might have more of these than 
    industrial zones. 
    Landfill- $50
    Well, landfills are a cheap way of getting rid of garbage but 
    once you put them in you will wish you didn't. They cause 
    pollution, take up space, lower land value, and are a pain to 
    get rid of. That's why unless you're starting in 1900 build an 
    incinerator. They pollute a lot more but as long as you put 
    then out in the middle of nowhere they're fine. If you are 
    thinking of putting one in they need road access.
    Seaport- $250
    Cheaper than airports, these help boost commerce in a young city. 
    To develop they must be on a coast and be 6x2 tiles. Make sure 
    that they are on a waterway that is flowing out of your city or 
    else they will do nothing. These also allow you to have garbage 
    deals with your neighbors.
    Airport- $500
    These really boost commerce but produce a lot of pollution. 
    They must be 3x5 to develop. If you put them out in the middle 
    of nowhere put subways and or bus stops and trains besides just 
    roads. This will help cut down on heavy traffic. Be sure to put 
    them away from residential areas.
    Dezone- $2
    Erases a zoned area. The area must be clear to do this 
    (bulldoze any thing on top). I really don't use this very often 
    because you can zone right over zones. Useful for getting rid 
    of empty landfills.
    2.3 Transportation
    This is how your sims get around. You must have a good 
    transportation system, but it is almost impossible to have a 
    large city with no major traffic problems. It seems like the 
    more you build, the more people complain.
    Road- $10
    The basic way of getting around. They are the easiest for you...
    well in the beginning. There's no doubt you need roads, but 
    don't rely on them. Rely on other forms of mass transit. All 
    the sims do is grumble about roads. And if you are like me and 
    live in Ohio you know what it feels like.
    Highway- $600 (4x4)
    Just roads that are really expensive and are double. I build 
    these in my city but no one hardly ever drives on them. Also, 
    they are very hard to put up. You not only need the highway but 
    the onramp to the highway.
    Onramp- $75
    Connects a road to a high way.
    Here is an example of how to build highways and onramps:
    H = Highway
    R = Road
    O = Onramp
    HR = Highway/road crossing
                 R  R  R  R   R  R
                 R  O  O  O      R
          H  H  HR  H  H  H  H  HR  H  H  H  H  H  H  H  H  H
          H  H  HR  H  H  H  H  HR  H  H  H  H  H  H  H  H  H
                 R       O  O  O R
                 R  R  R  R  R   R  R  R  R
    Bus stop- $150
    For those sims who don't have cars but still like roads there 
    are bus stops. Place them directly next to roads. Just 
    visualize your city and think of where the bus stops would be. 
    Great when placed next to airports and seaports.
    Rail- $10
    My most favorite way of mass transit. Run rails throughout your 
    city connecting them to rail stations. Most efficient when one 
    train station is in residential areas and one is in industrial 
    Train Station- $250
    Connect them to rails so people can get on the train (duh).
    Subway- $150
    Most expensive form of mass transit. Good for space deprived 
    cities. Basically the same as rails only underground.
    Subway Stations- $500
    Connect to subway so people can get on subway train (duh).
    Subway to Rail Connection- $500
    A cross between a subway station and a train station. If you 
    try to build a rail bridge over water but no matter how hard 
    you try it won't let you, build a rail up to the body of water 
    then put a subway to rail connection and build subway under 
    2.4 Utilities
    Power Lines- $5
    These carry power from the power plants to your sims. Unlike 
    the other Sim City games you don't have to build a million of 
    them. It seems that roads conduct electricity in Sim City 3000.
    ***Power Plants***
    During the coarse of the game you will go through many, many 
    power plants. Here they are:
    Coal Power- Cost-  $5,000   
                Max. power output- 6,000 MW-h  
                Pollution- Hazardous 
                Max. Age- 62 yrs.
    Coal power is a good source of energy if you start in 1900 and 
    are on a tight budget. They produce a fair amount of power, put 
    be sure they are far away from civilization because they 
    pollute A LOT.
    Oil Power- Cost- $8,500
               Max. power output- 7,000 MW-h
               Pollution- Very High to Hazardous
               Max. Age- 65 yrs.
    When I start a new game I always use a oil power plant. They 
    give more power than coal, pollute less, and last longer. They 
    are also more expensive but are well worth the cost.
    Gas Power- Cost- $4,500
               Max. power output- 3,000 MW-h
               Pollution- Very High
               Max. Age- 73 yrs.
    I never use gas. It is significantly cleaner than coal, 
    but when you can buy a coal plant for just $500 more which 
    gives off double the power why in tar nation would you use gas? 
    Becomes available in 1955.
    Nuclear power- !MELTDOWN DANGER!
                   Cost- $20,000
                   Max. power output- 16,000 MW-h
                   Pollution- Low
                   Max. Age- 66 yrs.
    NEVER EVER use nuclear power plants unless you have the 
    disasters off. What have we learned from the one in Chernobyl? 
    Three Mile Island?? Whenever they blow (overuse, over maximum 
    age, destroyed by disaster) they let off radiation which never 
    goes away. Available in 1965.
    Wind Power- Cost- $250
                Max. power output- 200 MW-h
                Pollution- None
                Max. Age- 132 yrs. 
    Until microwave plants are available, I use wind. You need many 
    of them to power a city and they only reach top power output on 
    tall hills but they're not to bad. They don't pollute and last 
    a long time. Available in 1980.
    Solar Power- Cost- $15,000 
                 Max. power output- 5,000 MW-h
                 Pollution- None
                 Max. Age- 110 yrs.
    Solar power is clean, lasts a long time, and is a major rip-off. 
    Coal produces more power and is cheaper. The only real advantage 
    is the pollution. None what-so-ever.
    Microwave- Cost- $30,000
               Max. power output- 14,000 MW-h
               Pollution- None
               Max. Age- 75 yrs
    The best power source until 2050 when fusion power is invented. 
    It doesn't give off any pollution, produces almost as much power 
    as a nuclear plant, and lives to a ripe old age. It is a bit 
    expensive but it's worth it.
    Fusion- Cost- $50,000
            Max. power output- 50,000 MW-h
            Pollution- Low
            Max. Age- 60
    Fusion is the best power plant in the game. Don't worry it's 
    not nuclear fission* like the nuclear power plant, 
    so there is no risk of a meltdown. It gives off a lot of power, 
    hardly any pollution, but its max age is short and you need to 
    replace it often.
    *Vedogamer2@AOL.com corrected my mistake in saying it was nuclear 
    fusion, instead of nuclear fission. 
    Water Pipes- $5
    These carry water from the water structure to your sims. They 
    give off water seven tiles in every direction.
    Water Structures
    Pumping Station- Cost- $300                                  
                     Cubic Centimeters per Month- 1,500
                     Max. Age- 110 yrs.
    The best way of getting water to your sims. If you have mostly 
    fresh water setup the pumping stations along the coast. Once 
    you make more money you can create your own water to use the 
    pumping stations to their full potential:
    W = water you created
    P = pumping station
    L = land
    L L L L L L L L L L L L L L L L L L L L L L L L L
    L W P W P W P W P W P W P W P W P W P W P W P W L
    L W P W P W P W P W P W P W P W P W P W P W P W L
    L W P W P W P W P W P W P W P W P W P W P W P W L
    L W P W P W P W P W P W P W P W P W P W P W P W L
    L W P W P W P W P W P W P W P W P W P W P W P W L
    L W P W P W P W P W P W P W P W P W P W P W P W L
    L L L L L L L L L L L L L L L L L L L L L L L L L
    Water Tower- Cost- $150
                 Cubic Centimeters per Month- 600
                 Max. Age- 130 yrs.
    Water towers take up a lot of unnecessary room and pump less 
    than pumping stations. On the upside they don't need to be near 
    a body of water.
    Water Treatment Plant- Cost- $15,000
                           Cubic Centimeters per Month- 60,000
                           Max. Age- 70 yrs.
    If you have high water pollution put some of these in. They will 
    clean up your water.
    Desalination- Cost- $1,500
                  Cubic Centimeters per Month- 5,000
                  Max. Age- 100 yrs.
    If you have mostly salt water in your city and can't afford to 
    put your own water in use a desalination plant. It turns salt 
    water to fresh water.
    *Garbage Disposal*
    Recycling- Cost- $5,000
               Max. Age- 75 yrs.
    In my best city I was able to eliminate 38% of my garbage by 
    recycling. It can be a major $$$ saver. To check and see how 
    much garbage you are eliminating go to view data and see. Also, 
    make sure your recycling system is adequate by clicking on it 
    with the query tool. Becomes available in 1970.
    Incinerator- Cost- $7,500
                 Tons a Month- 4,500
                 Max. Age- 80 yrs.
                 Pollution- Hazardous
    I prefer these over landfills even though they pollute a lot 
    more. If you accept a garbage deal definitely get one of these.
    Waste-to-Energy Incinerator- Cost- $25,000
    Tons a Month- 5,250 
    Max. Power Output- 5,000 MW-h
    Max. Age- 62 yrs.
    Pollution- Very High
    Greatest way of garbage disposal, and not a bad power source 
    either. Definitely worth the cost. Produces as much power as a 
    solar power plant.
    2.5 Civic/ Special Buildings
    Police Station- $500
    These are very important for the safety of your sims. Without 
    these riots will break out and there will be noting to stop 
    them. Each one covers a certain amount of land so you will need 
    more than one. Go to the data maps under view data to see where 
    you need more police stations. Also, make sure the funding is 
    high, but not to high because then you will have police 
    Jail- $2500
          Number of Cells: 300
    Jails are where your criminals go after they are caught. 
    Without them the criminals will go back out on the streets and 
    your crime rate will skyrocket. Keep an eye on how many 
    criminals are in each one to see they don't get over crowded. 
    Don't build them close to residential zones.
    Fire Station- $500
    Fire stations are where the fire department lives and works 
    along with the Dalmatians. Without them you won't be able to 
    put out fires. If you disable disasters you won't need any.
    Health and Education
    All health and education buildings get a grade, A-F.
    Hospital- $500
    This is where sick sims come to get better. Hospitals also 
    boost commerce because if your neighbors have poor healthcare 
    they will come to your city if you have good healthcare. Every 
    hospital can only hold so many people.
    School- $500
    Young sims attend school here. It raises their I.Q. Like 
    hospitals they only carry a limited capacity so you will need 
    many schools. These are best placed near residential zones.
    College- $3000
    Just like schools, only they are for older people. They also 
    promote high-tech industries.
    Library- $1000
    Keeps aging adults I.Q. sharp. Great in residential areas.
    Museum- $1500
    Kind of like a library only on a bigger scale.
    Parks and Recreation
    ...can be found in the land value section. I'll list them here, 
    Small Park
    Large Park
    Sports Park
    Free! Great Right? Not! They do nothing and you only pay to rip 
    them down! 
    Rewards and Opportunities
    Sometimes a petitioner may come to your city. They offer you 
    stuff to put in your city.
    Some are Good For your city  (winter wonderland park)
    Some are bad, but pay money (toxic waste conversion plant)
                                            (gigamall, Casino)
    More info in the land value section.
     /  Part 3 When Disasters Strike.../ 
    *Go to Disaster*
    Centers the screen to your disaster if you have one.
    *Activate Warning Siren*
    Alerts sims if there is a disaster. Can save lives if it is put 
    on early enough.
    Like any real city your city can have disasters. Here they are 
    and how to control them.
    Easiest disaster to stop. As soon as it starts dispatch 
    firefighters to the area and surround it too. If you don't have 
    a fire department bulldoze everything around it and hope it 
    doesn't spread.
    Nothing you can do to stop it. Many times it will miss your city, though.
    Over in a matter of seconds. Causes fires so follow the 
    procedure for putting out fires.
    A walking talking fire starter. First dispatch police to break 
    up the riot then the fire dept. to put out the fires they cause.
    Little aliens come in their UFO's and zap up stuff (especially 
    landmarks) no way to stop them.
    Not a very dangerous disaster because it won't cost you anything 
    (hardly). It only wrecks seaports which rebuild automatically 
    and marinas.
    Space Junk
    Satellites that crash into your city. They cause huge divots in 
    the land and catch things on fire.
    Toxic Cloud
    Happens where ever you have high pollution. The toxic rain 
    comes down on your city and melts it. If you live on the 
    boarder of Canada near the big cities of the east then you've 
    had some experience already (acid rain), only this is 100 times 
    Plague of Locusts
    This disaster only happens when you have farms. They will eat 
    all the vegetation, including trees.  Dispatch the crop dusters 
    to the farms in which they are heading. Don't spray the poison 
    on the locusts themselves, but on the crops so you can poison 
     /  Part 4  Adjust and Review /
    4.1 Making Money
    Well, having all the stuff I mentioned above is nice but you 
    can't have it without money. This section will help you make 
    money and maintain a balanced budget.
    The Budget
    Always keep your residential, industrial, and commercial tax at 
    7%. Any more people will move away. Any less you won't make any 
    $$$. So keep it there and don't change it.
    If you need money enact money making ordinances. If you have 
    money enact ones to make your city a better place. (More in 
    ordinance section) 
    Never take out a loan unless following my directions, And if 
    you do never make it more than a total of $50,000. Any more and 
    you will be so deep in debt that you will be voted out of office. 
    (you have to pay 150% on all loans :(  
    Neighbor Deals
    Oh, the neighbor deals. Some are good if your city is young 
    (import garbage). Some are good if you have money 
    (export garbage, import power/water) some are bad no matter 
    what (export water). Some are good if you want $35,000,000 in 
    just around 200 years (export power). Want to know how I did it? 
    (1) Take out a loan for $50,000. (2) Buy as many oil power 
    plants as you can and place them on the corner of your map. 
    (3) When you neighbors offer you a power deal accept it. 
    Right now you should be deep in the red, but don't worry. 
    Soon you'll be rollin' in the dough. When ever your neighbors 
    want to renegotiate build more power plants. Once your oil ones 
    get old build microwave and then fusion. In around 200-300 years 
    you should have around $35,000,000 without cheating.
    Business Deals
    Here they are along with the pros and cons:
    Toxic Waste Conversion Plant-  
    Pros: $400 a month
    Cons: Pollution
    Maximum Security Prison-       
    Pros: $250 a month
    Cons: Crime Magnet
    Pros: $300 a month
    Cons: Stifles Commerce
    Pros: $350 a month
    Cons: Attracts Crime
          Must have legalized gambling ordinance (crime)
    City Departments
    Never lower the funding for these. Only raise them when you get 
    richer. Exception- Leave the police budget where it is. You 
    don't want police oppression in your city.              
    4.2  Land Value
    The land value of your city depends on the type of buildings 
    that will develop in your zones. The higher the land value, 
    the higher the buildings.
    Things that increase land value:
    Small park- $100
    Large park- $1000
    Fountain-   Uses up water, better then small park.
    Pond- Uses up water, better than fountain, comparable to large 
    Playground- Best when next to schools
    Marina- Must be in water, Usually too far away to make 
            significant difference in land value.
    Zoo- expensive, really raises land value
    Sports park- comparable to zoo
    Police & Fire Stations- Give sims sense of protection
    Hospital, school, library, college, museum- raises I.Q.
    Rewards & Opportunities- any that don't pollute or raise traffic.
    Things That do Nothing
    Fusion, wind, solar, and microwave power- clean, an eyesore
    Water structures- sure to have water, but an eyesore 
    Transit stops- cuts down on traffic, many people near your house
    Highways- cuts down on traffic, noisy
    Things that lower land value
    Industrial Zones- While being low in land value, they bring 
                      down surrounding land value, too.
    Landfill- Pollutes, stinks
    Airport- Heavy polluter
    Seaport- pollutes
    Power Lines- eyesore
    Any power plant not listed that does nothing- pollutes, 
                                         nuclear- risk of meltdown
    Any garbage disposal- pollutes, recycling centers don't but 
                          still stink
    *all of the above are best placed in industrial areas, 
     which must be placed far away from residential areas.
     4.3 Ordinances
     Well, here it is the complete ordinance section (new in version 1.5)
    - Water Conservation  *Costs money*
      The sims are forced to used less water. If you have any money
      I would just build a pumping station.
    - Power Conservation  *Costs money*
      Saves power. If I were you and were low on cash I would put
      in some wind power plants.
    - Stairwell Lighting  *Costs money*
      Saves power in the sim's home's stairwells. Just like above.
    - Mandatory Water Meters  *Costs money*
      This is an ordinance that if you enact it you will lose money
      two ways. (1) You have to pay for it and (2) you will lose 
      money because these are for people who are getting ripped off 
      ontheir water bill so you lose their money. If you don't enact
      it you will loose popularity.
    *Health, Education, And Aura*
    - Community CPR training *Costs money*
      This trains you sims to perform CPR. It will cut down on the 
      number of hospitals you have to build.
    - Free Clinics *Costs money*
      For people who are down on their luck, free clinics provide a
      place for them to see a doctor. It will raise your health 
    - Junior Sports *Costs money*
      This will cut down on crime. Instead of blowing up buildings,
      (joke) the youth of your city will be playing sports.
    - Nuclear Free Zone *Costs money*
      This bans nuclear power plants from your city. While the common
      person really doesn't fret about the threat of a meltdown the
      snotty people just think it is dreadful. Enact this ordinance
      to keep them happy.
    - Pro Reading *Costs money*
      Raises the IQ of your younger sims.
    - Public Smoking Ban *Costs money*
      This ordinance is good for your city because it raises 
      the health levels (secondhand smoke harms people). Of coarse 
      smokers willcomplain.
    *Public Safety*
    - Mandatory Smoke Detectors *Costs money*
      You won't have to put in as many fire stations.
    - Neighborhood Watch *Costs money*
      Cuts down crime and you won't have to build as many 
      police stations.
    - Crossing Guards *Costs money*
      Raises health levels.
    - Youth Curfew *Costs money*
      Makes a time limit for how late teens can stay out. 
      Cuts down on crime but teens will complain.
    - Leaf Burning Ban *Free*
      Enact this ordinance! It's free and it makes free air.
    - Landfill Gas Recovery *Costs money*
      Cuts down on landfill pollution.
    - Backyard Composting *Costs money*
      Cuts down on garbage.
    - Paper Reduction Act *Costs money*
      Cuts down on garbage.
    - Trash Presort *Costs money*
      Recycling. Cuts down on garbage.
    - Lawn Chemical Ban *Costs money*
      Less land pollution.
    - Clean Air *Costs money*
      Read name.
    - Industrial Waste Disposal *Makes money*
      Industrial companies must pay to dump their wastes.
    - Mandatory Car Smogging *Costs Money*
      Less air pollution.
    - Tire Recycling *Costs money*
      Read name.
    *City Planner*
    - Industrial Pollutant Impact Fee *Makes money*
      High-polluting industries must pay a fee or pack up and go. 
      Attracts clean industries.
    - Electronic Tax Incentive *Costs money*
      Attracts high-density commercial business.
    - Farmers Market *Free*
      Free. Enough said.
    - Conservation Corps *Costs money*
      Keeps you city beautiful.
    - Electronics Job Fair *Costs money*
      Same as Electronic Tax Incentive.
    - Public Access Cable *Costs money*
      Same as above.
    - Clean Industry Association *Costs money*
      Same as above, only with industrial zones.
    - Biotech Tax Incentives *Costs money*
      If you haven't caught on yet you're dense.
    - Parking Fines *Makes money*
      Read the title and use some common sense :)
    - Carpool Incentive *Costs money*
      Cuts down on traffic and pollution.
    - Alternate Day Driving *Costs money*
      Same as above.
    - Shuttle Service *Costs money*
    - Legalized Gambling *Makes big money*
      Allows you to build a casino, and even if 
      you don't you still make money. Raises 
      crime, though.
     /  Part 5 FAQs       /
    /___________________ /
     Q.  I have a Waste-to-Energy incinerator and even though I have
         neighbor deals coming when I query it it says that its 
         usage is zero. Why is this so?
     A.  Before you do anything first check to see if you read the 
         contract wrong. Do this by clicking adjust and review and
         neighbor deals. Make sure it says "Gives you garbage"
         when you click on that city. If it does then you just 
         built an extra incinerator. For example, if you are taking
         in 5,250 tons a month (the capacity of one incinerator) +
         2,000 tons a month for your town and you have a total of
         three Waste-to-Energy incinerators then the third will 
         not be used. So the computer does not distribute the 
         garbage evenly.
     Q.  When you query a building what does it mean if you make it
     A.  It simply restricts you from ripping it down. Not very
         useful if you ask me.
     Q.  Even though I have road connections, water connections, and
         power connections with my neighbors they are not offering
         me deals. What should I do?
     A.  Having power lines, pipes, or roads connected to your 
         neighbor is not enough. For power make sure you have 
         plenty of extra power, extra water for the water deals,
         and extra space for the garbage.
     Q.  I'm completely out of money but I don't want to start a 
         new city because this one is off to a good start. What
         should I do? Also, I haven't been offered a money making
         building either.
     A.  You'll have to take out a loan. Don't take a lot of little
         loans and keep building like you usually would, instead 
         just build power plants and a connection. Even though you
         will be deep in debt your neighbors should ask for a deal
         and you will (slowly) be saved.
     Q.  In my city I had railroad for mass transit. Recently 
         I have been running out of room and replaced the 
         railroad with subway tracks. Ever since I have been 
         getting complaints of poor mass transit in my city 
         even though I have copied the path of the railroad 
         exactly. I've even checked the path several times to make
         sure it was flawless. Why is this?
     A.  I don't know why but it seems the sims like railroads
         better. Once when I was doing a cramped island city
         I did just that and the same thing happened. I don't know
         why. If you don't believe me try it for yourself. 
     /  Part 6 Goodbye     /
    Well this has been my first FAQ. I want to 
    improve it so please send me your questions 
    and comments or tips for the game. You will 
    be given full credit. After all, what is an 
    FAQ without some FAQ's?
    *6.1 Credits*
    -To CjayC at gamefaqs for publishing this FAQ.
    -To Vedogamer2@AOL.com, for correcting my mistake with nuclar
    -To Maxis, for creating this game. 
    -The following people sent me questions in the FAQ secton:

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