SIM CITY 3000 Unlimited -----------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Michael Detwiler Copyright 2002
Final Version
Last Update:  6/9/02
E-Mail- Mike0101@att.net
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Contents

Intro
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


*Intro*
    
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
                                                            
      wwwwwwwwwww        
      wwwwwwwwwww
      wwwwwwwwwww
           p
                      H	
   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 
pipes.

+ If you start in 1900 use a landfill, incinerators not 
available. 

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 
anyway:

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 
areas.

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 
water.

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 
oppression.

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, 
though

Small Park
Large Park
Fountain
Pond
Playground
Marina
Zoo
Sports Park

Landmarks

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)
                                          (spaceport)
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.

Disasters
---------

Like any real city your city can have disasters. Here they are 
and how to control them.

Fire

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.

Tornado

Nothing you can do to stop it. Many times it will miss your city, though.

Earthquake

Over in a matter of seconds. Causes fires so follow the 
procedure for putting out fires.

Riot

A walking talking fire starter. First dispatch police to break 
up the riot then the fire dept. to put out the fires they cause.

UFO

Little aliens come in their UFO's and zap up stuff (especially 
landmarks) no way to stop them.

Whirlpool

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 
worse!

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 
them.
  _____________________________
 /  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

Taxes

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.

Ordinances

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) 

Loans 

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

Gigamall-                                        
Pros: $300 a month
Cons: Stifles Commerce

Casino-                                         
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 
      park.
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)

*Utilities*

- 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 
  rating.

- 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.

*Environment*

- 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.

*Transportation*

- 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*

  Same.

*Finances*

- 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
     historical?

 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
 fission.

-To Maxis, for creating this game. 

-The following people sent me questions in the FAQ secton:
 -ib_2000@aquanet.co.il
 -Myself