_____  _            _____ _              _____     ___     ___     ___
    / ____|(_)          / ____|_)_           |____ \   / _ \   / _ \   / _ \
   ( (____  _ _ __ ___ | |     _| |_ _   _    ____) ) | | | | | | | | | | | |
    \____ \| | '_ ` _ \| |    | |  _| | | |  / ____/  | | | | | | | | | | | |
    _____) | | | | | | | |____| | |_| |_| | ( (_____  | |_| | | |_| | | |_| |
   |______/|_|_| |_| |_|\_____|_|\__|\__, |  \______|  \___/   \___/   \___/
                                     |___/

                 O------------------------------------------O
                 |        Sim City 2000 (PC version)        |
                 |            An FAQ/Walkthrough            |
                 |              By KeyBlade999              |
                 |                                          |
                 |           Total Data: 79.6 KB            |
                 |          Current Version: Final          |
                 |   Previous Update: 12:01 AM 9/30/2011    |
                 O------------------------------------------O


-1. Donations****************************SC2K_-1*****************************
While I do write all of my guides for free, it does take a lot of time and
effort to put them together. If you're feeling generous and want to show your
appreciation, I am gladly accepting donations. I don't know exactly what the
donations will be used for, but just know that you would definitely be helping
me make more quality FAQs! Even the smallest donation amounts are appreciated,
and are a great way to say how much you appreciate the work I do. If you do
decide you'd like to donate, please send the donations through PayPal at the
e-mail address listed below. Thank you so very much for considering this!!

                          keyblade999.faqs@gmail.com

0. Contents****************************SC2K_0********************************
                                          CTRL+F System Format:  **SC2K_##**
-1. Donations                           | SC2K_-1
0. Contents                             | SC2K_0
1. Intro                                | SC2K_1
2. Installing and Starting Up           | SC2K_2
3. The Main Menu                        | SC2K_3
4. Starting a New City                  | SC2K_4
  I- Beginning a New City               | SC2K_41
  II- What Can You Build?               | SC2K_42
  III- Building Strategies              | SC2K_43
  IV- Various Disasters and Problems    | SC2K_44
5. Editing and Using a New Map          | SC2K_5
6. Saving & Loading Cities              | SC2K_6
7. The Scenarioes                       | SC2K_7
8. The In-Game Menus                    | SC2K_8
9. The Cheat Codes                      | SC2K_9
10. Version History                     | SC2K_10
11. Legalities                          | SC2K_11



1. Intro****************************SC2K_1***********************************
Welcome to another FAQ of mine on what I believe is the best Sim City game
ever, even this long after its release: Sim City 2000. This will be my second
guide on a Sim City game, so I hope you enjoy.

2. Installing and Starting Up***********************************SC2K_2*******
To install, pop in the disk. Now, I am not exactly sure if the process will
differ from computer brand/year/etc. to computer brand/year/etc., so I will
simply detail the process I went through. After popping the disc, go to the
Control Panel and click on "Add/Remove Programs." In the window, click on
"Add New Programs", then on "CD or Floppy." It becomes pretty obvious from
there.

When the game is installed, you no longer need the disk; you can play without
it. When you start up the program, you may see a special movie, depending on
whether the disk is in or not, then you'll arrive at the main menu.

3. The Main Menu****************************SC2K_3***************************
When you start up the game, you'll arrive at the main menu.

 ___________________
|                   | LOAD SAVED CITY: Will load a saved game.
|  Load Saved City  | Details: Section 6
|___________________|
|                   | START NEW CITY: Begin a new city.
|  Start New City   | Details: Section 4.
|___________________|
|                   | EDIT NEW MAP: Customize the terrain of a map for your
|   Edit New Map    | own city.
|___________________| Details: Section 5.
|                   | LOAD SCENARIO: Begin one of the scenarioes.
|   Load Scenario   | Details: Section 7.
|___________________|
|                   | QUIT: Exit the program in entirety.
|       Quit        |
|___________________|


Each of the aspects (except "Quit") are explained in one the sections below.
Good luck!

4. Starting a New City****************************SC2K_4*********************

                  O---------------------------------------O
                  | I- Beginning a New City   **SC2K_41** |
                  O---------------------------------------O

To begin a new city, you'll have to either make a map for the city, then begin
it (section five) or simply click on "Start New City" from the main menu to get
an auto-generated map. You will then see a text box. There, you can select the
game difficulty and the corresponding cash for the start (Easy = $20,000;
Medium = $10,000; Hard = $10,000 from a bond). At that point, you can begin to
build.

At the start, you will need to place a power plant. The year in which you get
them differs slightly.

If you want, you can make a water system. This will allow you to make a denser
population. It is NOT required if you aren't aiming for a high population.

Finally, you will see the buttons on the toolbar. Click and hold a button to
get additional details. Example: You can find the power plants under the
lightning bolt symbol.

                  O---------------------------------------O
                  | II- What Can You Build?   **SC2K_42** |
                  O---------------------------------------O

When you begin a city, you will see a toolbar. You may think that these are
the only buildable objects. They are not; if you click and hold a tile, you
may get additional options, such as de-zone and power plants. Below, I will
list the objects and their details, including the approximate year the object
becomes available. I will also list the other buttons on the toolbar, in case
you want to know what they do.

MAJOR NOTICE: If needed, I will place the invention year of an object. However,
              it is merely approximate.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                BULLDOZER ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Clear/Demolish

Area Affected: 1 square tile
Cost         : $1 per tile demolished
Effect       : Clear whatever is in a tile, including water. If a building is
               there, the whole building is demolished and you are charged for
               each tile demolished.
Available    : Always.
Pros/Cons    : (+) Destroys unneeded stuff
               (-) Leaves rubble you need to destroy or build over.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Level Terrain

Area Affected: Varies somewhat; seems to be about nine tiles at a time.
Cost         : $25 per altitude change
Effect       : Levels altitude of mountains, valleys, and rivers. Click on the
               tile with the desired height, then drag to what needs to be
               altered.
Available    : Always.
Pros/Cons    : (+) Quick removal of mountains, valleys, and rivers.
               (-) May accidentally destroy buildings.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Raise Terrain

Area Affected: Varies
Cost         : $25 per altitude change
Effect       : Raises level of land. If on water, may eventually draw land
               out of the water.
Available    : Always.
Pros/Cons    : (+) Get rid of valleys and rivers.
               (-) May accidentally destroy buildings.
               (-) If you simply edit the map before making the city, you'll
                   save some money.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Lower Terrain

Area Affected: Varies
Cost         : $25 per altitude change
Effect       : Lowers the level of land, making it become water if lowered too
               much.
Available    : Always.
Pros/Cons    : (+) Get rid of mountains and hills.
               (-) May accidentally destroy buildings.
               (-) If you simply edit the map before making the city, you'll
                   save some money.
               (+/-) May give water.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

De-zone

Area Affected: 1 square tile (of undeveloped Residential, Industrial,
               Commercial, Airport, or Seaport zones)
Cost         : $1 per tile
Effect       : Gets rid of the zoning.
Available    : Always.
Pros/Cons    : (-) You can just put some other zone, road, small park, etc.
                   over the tile!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                              TREE & STREAM ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Trees

Area Affected: 1 square tile
Cost         : $3 per tile you affect ($3 per click, more cash per drag)
Effect       : Places trees on the ground; cannot do so where there is a
               building; can do on undeveloped zones.
Available    : Always.
Pros/Cons    : (+) Reduces pollution?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Water

Area Affected: 1 square tile
Cost         : $100 per tile
Effect       : Places water where you click
Available    : Always.
Pros/Cons    : (+) Promotes growth of Commercial zones?
               (+) Increases land value?
               (+) Increase water pumped via water pumps.
               (-) Buildings cannot be placed directly on water.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                  SIREN ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Dispatch Police/Fire

Area Affected: Wherever the disaster is!
Cost         : $0
Effect       : Aids in removing a disaster.
Available    : Always.
Pros/Cons    : (+) Speeds the removal of disasters.
               (-) Only one dispatch per station.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                LIGHTNING ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Power Lines

Area Affected: 1 square tile (and all tiles connected to this tile via power
               lines)
Cost         : $2 per tile on land; $10 per tile on water
Effect       : Provides power to buildings. However, power lines have to be
               connected to buildings/power lines that are connected in such
               a manner that the power plant can provide power. Those places
               without power will be marked with a flashing lightning icon on
               the view screen.
Available    : Always.
Pros/Cons    : (+) Provides power.
               (+) Goes over rails, roads, and water.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Coal Power Plant (found under Power Plant)

Area Affected: 16 square tiles (4x4)
Cost         : $4,000
Effect       : Powers buildings.
Available    : Always.
Pros/Cons    : (+) Provides power.
               (-) Makes large amounts of pollution.
               (-) Is destroyed after 50 years. You must then replace it (if
                   "No Disasters" is active, it is replaced automatically, if
                   you can pay for it).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hydroelectric Power Plant (found under Power Plant)

Area Affected: 1 square tile (a waterfall tile)
Cost         : $400
Effect       : Provides power, but must be on a waterfall tile.
Available    : Always.
Pros/Cons    : (+) Provides power.
               (+) No pollution.
               (+) Never needs replacing.
               (-) Must be on waterfall tile.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Oil Power Plant (found under Power Plants)

Area Affected: 16 square tiles (4x4)
Cost         : $6,600
Effect       : Provides power.
Available    : Always.
Pros/Cons    : (+) Provides power.
               (-) BARELY cleaner than coal (in other words, high polluting)
               (-) Is destroyed after 50 years. You must then replace it (if
                   "No Disasters" is active, it is replaced automatically, if
                   you can pay for it).


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Gas Power Plant (found under Power Plants)

Area Affected: 16 square tiles (4x4)
Cost         : $2,000
Effect       : Provides power.
Available    : ~ 1950.
Pros/Cons    : (+) Cleaner than coal or oil
               (-) Provides less power.
               (-) Is destroyed after 50 years. You must then replace it (if
                   "No Disasters" is active, it is replaced automatically, if
                   you can pay for it).


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Nuclear Power Plant (found under Power Plants)

Area Affected: 16 square tiles (4x4)
Cost         : $15,000
Effect       : Provides power.
Available    : ~ 1955.
Pros/Cons    : (+) Provides power.
               (-) Is destroyed after 50 years. You must then replace it (if
                   "No Disasters" is active, it is replaced automatically, if
                   you can pay for it).
               (-) May melt down.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Wind Turbine (found under Power Plants)

Area Affected: 1 square tile
Cost         : $100
Effect       : Provides power based on wind.
Available    : ~ 1980.
Pros/Cons    : (+) Provides power.
               (+) Never needs replacing.
               (-) Need large amounts to generate a decent amount of power.
               (-) The wind doesn't always blow, and that is the source of this
                   kind of power!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Solar Power Plant (found under Power Plants)

Area Affected: 16 square tiles (4x4)
Cost         : $1,300
Effect       : Provides power based on sunlight.
Available    : ~ 1990.
Pros/Cons    : (+) Provides power.
               (+) Relatively clean.
               (-) The Sun can't always shine, and that is the source of this
                   kind of power!
               (-) Is destroyed after 50 years. You must then replace it (if
                   "No Disasters" is active, it is replaced automatically, if
                   you can pay for it).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Microwave Power Plant (found under Power Plants)

Area Affected: 16 square tiles (4x4)
Cost         : $28,000
Effect       : Provides lots of power.
Available    : ~ 2020.
Pros/Cons    : (+) Powers many zones (it has more megawatts than lightning!)
               (+) Clean.
               (+) Reliable.
               (-) A beam could be mistargeted...
               (-) Is destroyed after 50 years. You must then replace it (if
                   "No Disasters" is active, it is replaced automatically, if
                   you can pay for it).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Fusion Power Plant (found under Power Plants)

Area Affected: 16 square tiles (4x4)
Cost         : $40,000
Effect       : Provides an insane amount of power.
Available    : ~ 2050.
Pros/Cons    : (+) Powers LOTS of zones (my arcology-filled city needed only
                   two!)
               (+) Pollutes little, if at all.
               (+) Reliable.
               (-) Is destroyed after 50 years. You must then replace it (if
                   "No Disasters" is active, it is replaced automatically, if
                   you can pay for it).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                              WATER FAUCET ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Water Pipes

Area Affected: 1 square tile (underground)
Cost         : $3 per tile
Effect       : Hooks buildings up to the water system. An efficient way is to
               place them under your aboveground transport system.
Available    : Always.
Pros/Cons    : (+) Hooks buildings up to the water system.
               (-) Gets in the way of subways.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Water Pumps

Area Affected: 1 square tile (and your whole city in the terms of water
               distribution)
Cost         : $100 per pump
Effect       : Draws water from the ground and nearby rivers, lakes, etc. If
               touching fresh water, it will service another 24 ~ 36 tiles for
               every tile of water touching it.
Available    : Always.
Pros/Cons    : (+) Provides water.
               (+) Effect is greater when near water...
               (-) ...but it must be FRESH WATER.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Water Towers

Area Affected: 4 square tiles (2x2) (can affect your whole city as well)
Cost         : $250
Effect       : Stores water, lessening the effects of a drought. Each will
               store up to 40,000 gallons (I think...).
Available    : Always.
Pros/Cons    : (+) Stores water, lessening the effects of droughts.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Water Treatment Plants

Area Affected: 4 square tiles (2x2) (can affect your city as a whole as well)
Cost         : $500
Effect       : Recycles used *shudder* water, lessening the effects of
               droughts.
Available    : ~ 1935.
Pros/Cons    : (+) Recycles water, lessening the effects of a drought.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Desalinization Plants

Area Affected: 9 square tiles (3x3) (can affect your city as a whole as well)
Cost         : $1,000
Effect       : Takes the salt out of sea water; pumps the same amount of water
               as six land-locked water pumps.
Available    : 
Pros/Cons    : (+) Desalinizes water.
               (+) Pumps its own water.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                 REWARDS ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Mayor's House

Area Affected: Four square tiles (2x2)
Cost         : $0
Effect       : ?????
Available    : Get 2,000 people.
Pros/Cons    : (+) Probably raises land values?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

City Hall

Area Affected: Nine square tiles (3x3)
Cost         : $0
Effect       : ?????
Available    : Get 10,000 people.
Pros/Cons    : (+) Probably raises land values?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Statue

Area Affected: One square tile
Cost         : $0
Effect       : ?????
Available    : Get 30,000 people.
Pros/Cons    : ?????

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Braun Llama Dome

Area Affected: 16 square tiles (4x4)
Cost         : $0
Effect       : ?????
Available    : Get 90,000 people.
Pros/Cons    : (+) Probably raises land values?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Plymouth Arco (found under Arcologies)

Area Affected: 16 square tiles (4x4)
Cost         : $100,000
Effect       : Houses many people in a small area.
Available    : Wait until the year 2000 and get 120,000 people.
Pros/Cons    : (+) Houses ~55,000 people (2nd of 4 in acros).
               (-) Pollutes some.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Forest Arco (found under Arcologies)

Area Affected: 16 square tiles (4x4)
Cost         : $120,000
Effect       : Houses lots of people in a small area.
Available    : Wait until the year 2050 and get 120,000 people.
Pros/Cons    : (+) Houses ~30,000 people (4th of 4 in arcos).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Darco (found under Arcologies)

Area Affected: 16 square tiles (4x4)
Cost         : $150,000
Effect       : Houses lots of people in a small area.
Available    : Wait until the year 2100 and get 120,000 people.
Pros/Cons    : (+) Houses ~45,000 people (3rd of 4 in arcos).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Launch Arcos (found under Arcologies)

Area Affected: 16 square tiles (4x4)
Cost         : $200,000
Effect       : Houses lots of people in a small area.
Available    : Wait until the year 2150 and get 120,000 people.
Pros/Cons    : (+) Houses ~60,000 people (1st of 4 in arcos)
               (-) You can only build a maximum of 349. Once you build #350...
                   you'll see.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                  ROAD ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Roads

Area Affected: 1 square tile
Cost         : $10 per tile
Effect       : Provides transport.
Available    : Always.
Pros/Cons    : (+) Provides transport.
               (+) Goes over water as a costlier bridge.
               (-) May pollute (somewhat) and cause traffic.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Highways

Area Affected: 4 square tiles (2x2)
Cost         : $100 per section
Effect       : Provides transport.
Available    : ~ 1930.
Pros/Cons    : (+) Provides quadruple (4x) the transport of roads.
               (+) Can go over water.
               (-) May pollute and cause traffic.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Tunnels

Area Affected: Varies
Cost         : $150 per tile
Effect       : Makes a tunnel through a mountain. The entrance tile must be
               sloped and stable.
Available    : Always.
Pros/Cons    : (+) Provides transport through mountains.
               (-) Cannot cross/go over/go under other tunnels.
               (-) May pollute and cause traffic.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Onramps

Area Affected: One square tile (intersection of highway and road)
Cost         : $25 per tile
Effect       : Connect a road to the highway.
Available    : ~ 1930.
Pros/Cons    : (+) Allows cars onto the highway.
               (-) Tricky to place.

NOTE: These are tricky to place. Below is a diagram of an example of how to
      place an onramp. In this example, you'll place it where X is. "H" is the
      highway and "R" is the road.

      HHHHHHHHHHHHHHHHHHHHHHHH
      HHHHHHHHHHHHHHHHHHHHHHHH
                          XRRRRRRRR

      Therefore, simply extend the road to the highway so it's parallel. The
      tile where you want the onramp should be empty. Place it there, beside
      the road and highway.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bus Depots

Area Affected: Four square tiles (2x2)
Cost         : $250 per depot
Effect       : Provides buses.
Available    : ~ 1920.
Pros/Cons    : (+) Reduces traffic.
               (-) Requires two depots.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                RAILROAD ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Rails

Area Affected: 1 square tile
Cost         : $25 per tile
Effect       : Provides transportation.
Available    : Always.
Pros/Cons    : (+) Provides non-polluting transport.
               (-) Needs rail depots.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Subways

Area Affected: 1 square tile (underground)
Cost         : $100 per tile
Effect       : Essentially provides underground rail transport.
Available    : ~ 1910.
Pros/Cons    : (+) Non-polluting transport.
               (-) Needs subway stations.
               (-) Water pipes will get in the way.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Rail Depots

Area Affected: Four square tiles (2x2)
Cost         : $500
Effect       : Allows people to get on/off trains.
Available    : Always.
Pros/Cons    : (+) Allows people to use trains...
               (-) ...and is therefore required. Must be placed next to rails.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sub Stations

Area Affected: One square tile
Cost         : $250
Effect       : Allows people to use subways.
Available    : ~ 1910.
Pros/Cons    : (+) Allows usage of subways.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Subway <--> Rail Junction

Area Affected: 1 square tile
Cost         : $250
Effect       : Connects rails to subways. Place on the space between the two.
Available    : ~ 1910.
Pros/Cons    : (+) Provides a continuous transport system.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                             AIRPLANE & BOAT ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Airports

Area Affected: Varies (must be 2x6 or greater)
Cost         : $250 per tile (minimum of $3,000)
Effect       : Allows air transport between cities.
Available    : Always.
Pros/Cons    : (+) Increases population.
               (-) Pollutes.
               (-) Planes/copters will crash into tall buildings, such as
                   arcologies.
               (-) All tiles must be powered for optimal growth.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Seaport

Area Affected: Varies (must be near water) (must be 1x3 or greater)
Cost         : $150 per tile (minimum of $450)
Effect       : Allows water transport between cities.
Available    : Always.
Pros/Cons    : (+) Increases population.
               (-) Pollutes?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                  HOUSE ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Light Residential

Area Affected: Varies (must be within 3 tiles of transport)
Cost         : $5 per tile
Effect       : Provides residences.
Available    : Always.
Pros/Cons    : (+) Lower crime.
               (-) Less max people living there.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dense Residential

Area Affected: Varies (must be within 3 tiles of transport)
Cost         : $10 per tile
Effect       : Provides residences.
Available    : Always.
Pros/Cons    : (+) More people living there.
               (-) More crime.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                             OFFICE BUILDING ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Light Commercial

Area Affected: Varies (must be within 3 tiles of transport)
Cost         : $5 per tile
Effect       : Provides places for business.
Available    : Always.
Pros/Cons    : (+) Less crime.
               (-) Less businesses.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dense Commercial

Area Affected: Varies (must be within 3 tiles of transport)
Cost         : $10 per tile
Effect       : Provides places for business.
Available    : Always.
Pros/Cons    : (+) More businesses.
               (-) More crime.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                 FACTORY ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Light Industrial

Area Affected: Varies (must be within 3 tiles of transport)
Cost         : $5 per tile
Effect       : Provides places to produce goods.
Available    : Always.
Pros/Cons    : (+) Less crime and pollution.
               (-) Less factories producing goods.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dense Industrial

Area Affected: Varies (must be within 3 tiles of transport)
Cost         : $10 per tile
Effect       : Provides places to produce goods.
Available    : Always.
Pros/Cons    : (+) More places producing goods.
               (-) More crime and pollution.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                             GRADUATION CAP ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

School

Area Affected: Nine square tiles (3x3)
Cost         : $250
Effect       : Increases level of education.
Available    : Always.
Pros/Cons    : (+) Increases level of education.
               (-) Maintenance costs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

College

Area Affected: 16 square tiles (4x4)
Cost         : $1,000
Effect       : Increases level of education.
Available    : Always.
Pros/Cons    : (+) Increases level of education.
               (-) Maintenance costs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Library

Area Affected: Four square tiles (2x2)
Cost         : $500
Effect       : Increases level of education.
Available    : Always.
Pros/Cons    : (+) Increases level of education.
               (-) Maintenance costs.

RANDOM TRIVIA: If you use the Query button and check a library and then click
"Ruminate", this will appear:


"Cities are not people. But, like people, cities have their own personalities -
there are a dozen Londons, a crows of different New Yorks.

A city is a collection of lives and buildings, and it has identity and
personality. Cities exist in location, and in time.

There are good cities - the ones that welcome you, that seem to care about you,
that seem you're pleased in them. There are indifferent cities - the ones that
honestly don't care if you're there or not; cities with their own agendas, the
ones that ignore people. There are cities gone bad, and there are places in
otherwise healthy cities as rotten and maggotty as windfall apples. There are
even cities that seems lost - some, lacking a centre, feel like they would be
happier being elsewhere, somewhere small, somewhere easier to understand.

Some cities spread, like cancers or B-movie slime monsters, devouring all in
their way, absorbing towns and villages, swallowing bouroughs and hamlets,
transmuting into boundless conurbations. Other cities shrink - one prosperous
area empty and fail: buildings empty, windows are boarded up, people leave,
and sometimes they cannot even tell you why.

Occasionally I idle time away by wondering what cities would be like, were they
people. Manhattan is, in my head, fast-talking, untrusting, well-dressed but
unshaven. London is huge and confused. Paris is elegant and attractive, older
than she looks. San Francisco is crazy, but harmless, and very friendly.

It's a foolish game: cities aren't people.

Cities exist in location, and they exist in time. Cities accumulate their
personalities as time goes by. Manhattan remembers when it was unfashionable
farmland. Athens remembers the days when there were those who considered
themselved Athenians. There are cities that remember being villages. Other
cities - currently bland, devoid of personality - are prepared to wait until
they have history. Few cities are proud: they know that it's all too often a
happy accident, a mere geographical fluke that they exist at all - a wide
harbour, a mountain pass, the confluence of two rivers.

At present, cities stay where they are.

For now, cities sleep.

But there are rumblings. Things change. And, what if, tomorrow cities wake, and
go walking? If Tokyo engulfed your town. If Vienna came striding over the hill
toward you. If the city you inhabit today just upped and left, and you woke
tomorrow wrapped in a thin blanket on an empty plain, where Detroit once stood,
or Sydney, or Moscow?

Don't ever take a city for granted.

After all, it is bigger than you are; it is older; and it has learned how to
wait...

							    -- Neil Gaiman"

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Museum

Area Affected: Nine square tiles (3x3)
Cost         : $500
Effect       : Raises education level.
Available    : Always.
Pros/Cons    : (+) Increases education level.
               (-) Maintenance costs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                              POLICE BADGE ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Police Station

Area Affected: Nine square tiles (3x3) (nearby area's crime rate)
Cost         : $500
Effect       : Reduces crime in the nearby area.
Available    : Always.
Pros/Cons    : (+) Reduces crime.
               (-) Maintenance costs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Fire Station

Area Affected: Nine square tiles (3x3) (nearby area's fire, if any)
Cost         : $500
Effect       : Quickens the extinguishing of a fire in the nearby area.
Available    : Always.
Pros/Cons    : (+) Makes nearby fires extinguish faster.
               (-) Maintenance costs.

NOTE: If "No Disasters" is active, these are not needed. Place one, however, as
      the citizens will complain.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hospital

Area Affected: Nine square tiles (3x3)
Cost         : $500
Effect       : Increases the health and life expectancy of citizens.
Available    : Always.
Pros/Cons    : (+) Raises your citizens' health and life expectancy.
               (-) Maintenance costs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Prison

Area Affected: 16 square tiles (4x4)
Cost         : $1,000
Effect       : Houses prisoners and SOMEWHAT lowers crime rate.
Available    : Always.
Pros/Cons    : (+) Houses prisoners and slightly lowers crime.
               (-) Maintenance costs.
               (-) Too few of these and prisoners escape, raising crime.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                BALLOONS ICON
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Small Park

Area Affected: 1 square tile
Cost         : $5
Effect       : Raises nearby land values.
Available    : Always.
Pros/Cons    : (+) Raises nearby land values.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Large Park

Area Affected: Nine square tiles (3x3)
Cost         : $25
Effect       : Raises nearby land values.
Available    : Always.
Pros/Cons    : (+) Raises nearby land values.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Zoo

Area Affected: 16 square tiles (4x4)
Cost         : $500
Effect       : Raises nearby land values.
Available    : Always.
Pros/Cons    : (+) Raises nearby land values.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Stadium

Area Affected: 16 square tiles (4x4)
Cost         : $1,000
Effect       : Raises nearby land values?
Available    : Always.
Pros/Cons    : (+) Raises nearby land values?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Marina

Area Affected: 16 squares tiles (4x4) (one tile touching water)
Cost         : $500
Effect       : Raises nearby land values?
Available    : Always.
Pros/Cons    : (+) Raises nearby land values?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                           ALL OF THE OTHER BUTTONS
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

"Signs" Button

Effect: Places a sign on an object, such as the Mayor's House. There is no cost
        for this.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Query" Button

Effect: Lists the details of an object. Up to 150 objects will give extra data
        (like police stations showing the number of arrests, or arcologies
        showing the number of residents, condition, and year built).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Rotate Counter-clockwise" Button

Effect: Rotates the view of the city counter-clockwise (to the right) ninety
        degrees.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Rotate Clockwise" Button

Effect: Rotates the view of the city clockwise (to the left) ninety degrees.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Zoom In" Button

Effect: Zooms in on the part of the city in the center of the screen. There are
        four Zoom levels in Windows's version; three everywhere else.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Zoom Out" Button

Effect: Zooms out on the part of the city in the center of the screen. There
        are four Zoom levels in Windows's version; three everywhere else.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Center" Button

Effect: Centers the map on a specific spot.

EASTER EGG: If you hit the helicopter with this, there will be a "Mayday!"
            heard and the copter will explode on the ground (no damage). A new
            helicopter will quickly pop up, though.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Map Window" Button

Effect: Shows the map window, which can detail the various stats of the city,
        like population density, rate of growth, traffic, fire power, and
        police power, and many more.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Graphs Window" Button

Effect: Shows the graphs window, which can look at the data of the city, such
        as city size and health %, over the past year, decade, or century.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Population Window" Button

Effect: Shows the work force, education level, and life expectancy of the
        population.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"City Industry Window" Button

Effect: Shows the distribution, tax rates, and demand for the various
        industries.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Neighbors Window" Button

Effect: The population of your city and the four cities neighboring you.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Budget Window" Button

Effect: Shows your yearly budget.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Show Buildings" Button

Effect: Choose whether to show buildings or not. If not, they are marked red,
        with the zones their color. Parks, roads, rails, and power lines are
        still displayed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Show Signs" Button

Effect: Choose whether to show the signs, such as those marking connections to
        another city.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Show Infrastructure" Button

Effect: Choose whether or not to show the transportation system, power lines,
        and water pumps.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Show Zones" Button

Effect: Choose whether or not to show the buildings on a zone.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Show Underground" Button

Effect: Show the underground view, where the water pipes and subways are.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Help" Button

Effect: Displays the help menu.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Demand Graph

Effect: This shows the demand for residential, commercial, and industrial zones
        with red, blue, and yellow bars respectively. The closer to the plus,
        the more demand for that zone; the closer to the minus, the less
        demand to that type of zone.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


                  O----------------------------------------O
                  | III- Building Strategies   **SC2K_43** |
                  O----------------------------------------O

If you feel like submitting your own method of building, feel free to do so.
E-mail the method and anything else you feel is needed to
keyblade999.faqs@gmail.com.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
HONEST METHOD (by KeyBlade999).       Approximate Max Population: 18,800,000.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

So, you feel like doing this honestly, huh? No cheats in the least? Okay, we'll
see what we can do.

You should begin by at least using the terrain editor to change your map. I
will usually make it flat with many trees and a little water. I'll let you do
your thing, though. At the start, I want you to build an Oil or Nuclear Plant,
depending on the year you've chosen. They should be at a distance from the
major population, to avoid the negative effects of pollution. Also, place a
Police Station near it. Make some clustered zones away from the plant and be
sure to give them protection. Make some schools. Make more zones as needed; it
will progress pretty boring from here.

When you've reached about 10,000 people, now is when you need to build some
Seaports and Airports, and begin developing your water system. You will need to
make a chunk of water for your seaports, so place the water pumps near these,
as well as some others in this type of pattern:

WWWWWW 		W=water
PPPPPP		P=pump
WWWWWW

You should place water towers as well. For the pipes, place them under roads.
At this point, change the power plant to a more efficient one, Microwave or
Fusion if possible.

At about 150,000 people, you'll need to focus almost solely on earning cash.
You probably already have arcologies, but they are too expensive. You will need
to build many more Residential zones, as well as Commercial and Industrial, and
keep the ratio of R:I or R:C at about 2:1. Now, start experimenting with the
tax rates. Try to get it as high as possible without having major amounts of
people leaving. When you get to such a point, begin building a more efficient
water system and get two Fusion plants. These two will serve your city for
however large it gets. Improve your health system and everything else; in other
words, build almost it all! Make connections to other cities via road, rail,
and highway.

Once you start reaching about half a million dollars, begin with the arcos. I
usually place mine like this:

TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT  T = transport
AAAAAAAAZZZZAAAAAAAAZZZZAAAAAAAAZZZZ  A = arcology
AAAAAAAAPPPZAAAAAAAAPPPZAAAAAAAAPPPZ  P = Police Station
AAAAAAAAPPPZAAAAAAAAPPPZAAAAAAAAPPPZ  p = Small park or water pump (you choose)
AAAAAAAAPPPpAAAAAAAAPPPpAAAAAAAAPPPp  Z = Residential, Commercial, or
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA      Industrial Zone
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT

Basically, you make two rows of acrologies. One is two arcologies with a police
station dividing them from the next two. Around the space near the police
station, you place zones and a small park or water pump. The row below it will
be entirely arcologies. From this point, you continue building.

When you get the Launch Arcos and are really raking in the dough, you'll need
to be careful. When you get 350 Launch Arcos, they will... you'll see. To
summarize, they will become destroyed. Save often, then be prepared to use a
Plymouth Arco. Once you run out of room, you'll have to start demolishing all
of the starting stuff you made and placing arcos there, if you want a higher
population. Really make your water level go to its maximum efficiency: every
zone will need to be watered to maximum population!

At this point, you pretty much keep demolishing and building as needed. Keep
the tax rate down once you reach about $200,000,000 so you can maximize your
city's growth. At the end, the city may not be much to look at, but you can
get quite a large number of people. I manage 18,800,000 +/- 50,000 at any
given time on one of my cities.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SUPERCHEAT METHOD (by KeyBlade999).      Approximate Max Population: Unknown.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This is one method I simply came up with in the middle of typing this, so I
don't know an exact/approximate population. It should work, in theory.

Firstly, you may or may not want to make use of the Debug Menu and other
cheats. You will then be using the above method as directed (unless you start
immediately with arcos). If you start immediately with arcos, just be sure to
make a very good water system and build schools, police, etc.

Okay, here's where it gets a bit weird. I do not necessarily want you to start
building arcos like some whacko. This would be a long process if you did. Start
by building one Launch Arco. Just one. Now, use the Magic Eraser trick (see
section nine for details) and make the arco have merely one square. Just one.
Now, make another arco and repeat... and repeat... and repeat... and repeat...
Be sure to do this with stations as well, to maximize efficiency.

Why would you do such a thing, destroying where your people live? The Magic
Eraser trick is a strange thing. Apparently, it seems that even if you erase
all but one tile of an arco, it can still hold its maximum population! You will
in theory be able to use 16,097 squares of land (you need power plants!) for
arcos. 349 will be Launch Arcos at maximum and the rest will be Plymouth Arcos.
According to my math, you can therefore have an approximate maximum population
of 887,080,000 people.

Again, all figures in this section were made out of various theories. I can
easily be incorrect on them, so be warned. However, I am very sure that this
can easily result in a population greater than anyone has ever seen!


             O--------------------------------------------------O
             | IV- Various Disasters and Problems   **SC2K_44** |
             O--------------------------------------------------O

O-------O
| Crime |
O-------O

Crime can result from a lack of police departments, lack of police funding, or
from too much pollution or too many arcologies. The last is not a joke. My
method actually leaves lots of crime and my police power is maxed. It will
help to use the map to find where crime is the densest and place police
stations there.


O-----------O
| Pollution |
O-----------O

This is caused by too dense Industrial, Seaport, Airport, Plymouth Arco, or,
amazingly, water pumps zones. If the zone in question is entirely isolated, it
may be okay to leave it. However, as the city expands and approaches, you'll
need to place some parks nearby, or destroy some of the troublemakers.


O---------O
| Traffic |
O---------O

This is caused by too dense a population sharing too little road. Expand the
road system or switch to a rail system.


O--------------O
| Unemployment |
O--------------O

This is caused by a lack of places to work. Place some Commercial or Industrial
Zones to fix it, depending on which has higher demand.


O-----------------O
| Water Shortages |
O-----------------O

You either lack or have an inefficient water system. It will help to make two
to five water towers and have many water pumps near water sources. If you have
landlocked water pumps, consider putting some water in/near the group.


O-------------------------O
| Brownouts and Blackouts |
O-------------------------O

This is caused by a lack of power plants or a lack of power lines connecting
places. It is best to simply start with the most powerful plants, such as
Microwave and Fusion. If neither are available, place some more plants or
power lines as needed. Remember, you only need 2 - 3 Fusions at max.


O-------O
| Fires |
O-------O

When a fire arises, simply put some fire dispatches nearby. If you have any
buildings near it, pause the game and then dispatch.


O-------O
| Flood |
O-------O

This is only in cities with water whatsoever. It is activatable via cheat, too.

There is an easy way to prevent it: raise the land one level around the water.
If you do that, you'll never have to worry. As for seaports... I can't say.
You can also use a cheat to stop a flood.


O----------------O
| Airplane Crash |
O----------------O

This will only occur when having an airport, or using the Disasters menu.

This will occur when an airplane hits an tall building (ie. acrology). There
is only a slight chance of damage coming from fire. Otherwise, it is usually
okay. These will happen still with No Disasters on, but there is no chance of
a fire.


O-----------O
| Tornadoes |
O-----------O

These will occur randomly, unless No Disasters in on. Like with regular
tornadoes, they will suck up and destroy the property they come across, even
going over water (yes, it is possible). There is a very slight chance of fire.
They will not last long, usually dissipating about halfway across town, or on
the edge of the screen. You'll just have to rebuild.


O-------------O
| Earthquakes |
O-------------O

Welcome to L.A. These will occur randomly, and can cause more destruction based
on the size of your city. The city will shake for a while, collapsing buildings
and causing fires. All you can do is put them out, or use No Disasters.


O----------O
| Monsters |
O----------O

These are among the weirdest disasters ever. Not only do they look odd, but
what they do can be odd. They can cause fires, build forests or wind turbines,
or place water. The latter three are unlikely, so this is typically a threat.
There is no prevention aside from No Disasters, so follow its movements and
use many fire dispatches.


O------------O
| Hurricanes |
O------------O

Welcome to a different LA - Louisiana. These will not occur randomly if you
have no coastline. Otherwise, they'll happen randomly. You can always trigger
them via Disasters.

Like usual, there will be lots of flooding and strong winds. You'll be pretty
overwhelmed as it can easily knock out your stations, reducing your city's
defense. The only major prevention is the dikes for floods; see above. To
prevent all, use No Disasters.


O---------O
| Rioters |
O---------O

Riots will occur randomly, but most often when your citizens dislike your city
living conditions, such as droughts. They will actually be seen as a mob, going
through your city, destroying things but rarely leaving roads. Dispatch your
police and fire as needed.


 >>>>> The following are only activatable via cheat code or debug menu. <<<<<

O-----------O
| Meltdowns |
O-----------O

Firstly, these can only occur while you have a nuclear power plant. Even then,
you have let it to exceed its 50-year life, get overwhelmed with power needs,
or use the debug option.

When you do, the plant will explode, sending fire and radioactive waste all
over the place. It is will be denser closer to the plant, though. There will
large fires and you'll have to get rid of them. After this, you still have to
deal with the radioactive waste. You cannot destroy it and it pollutes. The
only way to get rid of it is to wait a LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONG
time. How long? About 150,000 years. I'm not joking. I am quite serious here.
If you want to get rid of it immediately, make sure you are gaining a SLIGHT
amount of money every year, turn on Auto-Budget, turn off the Subscriptions
and Extras newspapers, set the speed to African Swallow, and minimize the
window. The speed will vary from computer to computer. Mine will do a century
about every ten seconds like this, so I'd have to wait a continuous four and
one-half hours for it to begin to disappear. Good luck dealing with this one...


O-----------O
| Microwave |
O-----------O

These will only occur if you have a microwave power plant. After that, it will
occur randomly, or you can use the debug menu.

It is caused by a mis-aimed beam of energy at your power plant. You'll easily
notice some fire near the plant. If you're quick and lucky, you might be able
to stop the fire. If not, just keep trying as it spreads.


O-----------O
| Volcanoes |
O-----------O

These will NEVER occur, unless you play the Portland scenario or use the debug
menu. Why? Imagine the number of p-ed off players!

When this happens, a mountain will rise somewhere is your city, as if you were
using the Raise Terrain feature. Toxic clouds and fires will also appear, going
to the city. As it occurs, you can't do much. The flames are too large. You'll
have to have many fire stations before successfully dealing with this without
destroying a large amount of the city. When you are done, you'll still have to
deal with the mountain. You can leave it, but the space is large. You'll need
to raise a LOT of money to level it, though.


O-------------O
| Fire Storms |
O-------------O

These are quite similar to fires, except they begin from a fast-spreading 8x8
patch of land. Surround the area with water and dispatch firemen to quicken the
extinguishing of the fire.


O------------O
| Mass Riots |
O------------O

These are similar to riots, except they begin as several groups. Control them
as you would.


O--------------O
| Major Floods |
O--------------O

These are barely dissimilar to normal floods. In fact, the normal protection of
using dikes works. If you are protected from a flood, you won't have to worry
about these!


O--------------O
| Toxic Spills |
O--------------O

These occur randomly or with the debug menu, but are more likely with higher
pollution. When it happens, you'll see a toxic cloud, emptying any building
that it touches. I have seen that police dispatches seem to work in dispersing
the cloud.

5. Editing and Using a New Map****************************SC2K_5*************
From the main menu, click on "Edit New Map." You come up on the image of how
your city will look and a toolbar like this:

 ________________
|________________|
|  ____________  |
| |            | |
| |   Coast    | |	The Coast button.
| |____________| |
| |            | |
| |   River    | |	The River button.
| |____________| |
|                |
|  __   __   __  |
| |  | |  | |  | |
| |  | |  | |  | |
| |  | |  | |  | |
| |  | |  | |  | |	The Mountain, Tree, and Water sliders (from left to right).
| |  | |  | |  | |
| |  | |  | |  | |
| |__| |__| |__| |
| |__| |__| |__| |
|  ____________  |
| |            | |
| |    Make    | |	The Make button.
| |____________| |
|                |
|  ____   ____   |
| |    | |    |  |
| |    | |    |  |
| |____| |____|  |
| |    | |    |  |
| |    | |    |  |
| |____| |____|  |
| |    | |    |  |	The Raise/Lower/Stretch/Level Terrain, Raise/Lower Sea
| |    | |    |  |	Level, and Place Water/Stream/Tree/Forest buttons.
| |____| |____|  |
| |    | |    |  |
| |    | |    |  |
| |____| |____|  |
| |    | |    |  |
| |    | |    |  |
| |____| |____|  |
|                |
|  ____   ____   |
| |    | |    |  |
| |    | |    |  |
| |____| |____|  |
| |    | |    |  |	The Zoom In/Out, Rotate Counter-clockwise/Clockwise, Center,
| |    | |    |  |	and Help buttons.
| |____| |____|  |
| |    | |    |  |
| |    | |    |  |
| |____| |____|  |
|  ____________  |
| |            | |
| |    Done    | |	The Done button.
| |____________| |
|________________|

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Coast" Button

Effect: When depressed, you'll have a coastline along one side of the area.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"River" Button

Effect: When depressed, you'll end up having a river on the land.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Mountain, Tree, and Water Sliders

Effect: The higher you slide each of them, the greater the effect each will
        have. If it is high for mountains, you'll have more mountains; if it is
        low, you may actually get flat land with pits. If it is high for trees,
        you'll have dense forest; if not, you will have few/no trees. If it is
        high for water, you may get an island or just water; if not, there will
        not be much water, if any.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Make" Button

Effect: Make a map based on the above details of mountains, trees, water, coast
        or no coast, and river or no river.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Raise Terrain" Button

Area Affected: Varies
Effect       : Raises level of land. If on water, may eventually draw land
               out of the water.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Lower Terrain" Button

Area Affected: Varies
Effect       : Lowers the level of land, making it become water if lowered too
               much.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Stretch Terrain" Button

Area Affected: Varies
Effect       : Let's you grab the land and move it up/down.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Level Terrain" Button

Area Affected: Varies somewhat; seems to be about nine tiles at a time.
Effect       : Levels altitude of mountains, valleys, and rivers. Click on the
               tile with the desired height, then drag to what needs to be
               altered.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Raise Sea Level" Button

Effect: Raises the water level one tile.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Lower Sea Level" Button

Effect: Lowers the water level one tile.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Place Water" Button

Area Affected: 1 square tile
Effect       : Places water where you click.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Place Stream" Button

Area Affected: Varies
Effect       : Places little ponds which, when you drag the mouse, can become
               rivers, streams, lakes, etc.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Place Trees" Button

Area Affected: 1 square tile
Effect       : Places trees on the ground.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Place Forests" Button

Area Affected: Varies
Effect       : Places many trees on several tiles.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Zoom In" Button

Effect: Zooms in on the part of the city in the center of the screen. There are
        four Zoom levels in Windows's version; three everywhere else.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Zoom Out" Button

Effect: Zooms out on the part of the city in the center of the screen. There
        are four Zoom levels in Windows's version; three everywhere else.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Rotate Counter-clockwise" Button

Effect: Rotates the view of the city counter-clockwise (to the right) ninety
        degrees.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Rotate Clockwise" Button

Effect: Rotates the view of the city clockwise (to the left) ninety degrees.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Center" Button

Effect: Centers the map on a specific spot.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Help" Button

Effect: Displays the help menu.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Done" Button

Effect: Begin your new city using this map.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6. Saving & Loading Cities****************************SC2K_6*****************
To save a new city, you'll hit Save (CTRL+S) or Save As... In the pop-up menu,
write a name to title this file. It can be different from the city name you
gave it at the beginning of the file.

If you are saving a city that you loaded, simply hit Save (CTRL+S). If you wish
to save it as is, but as a separate file under a (possibly) different name, hit
Save As...

If you wish to load a non-scenario city, go to the main menu and click on "Load
Saved City" or, in the game, hit Load City (CTRL+L). To select a scenario (it
can be defined as loading it) hit the scenario button in either menu or, in
mid-game, hit CTRL+Z.

7. The Scenarioes****************************SC2K_7**************************
I shall not actually need to describe how to win these scenarioes. Why? Each
of these has a problem to be solved which I mentioned in section four,
subsection four. I will merely list them below.


O---------O
| Atlanta |
O---------O

Problem to solve: Monster attack.
Win Conditions  : Get 72,000 residents.
Time Limit      : 5 years.


O-----------O
| Barcelona |
O-----------O

Problem to solve: Nuclear explosion (similar to meltdown).
Win Conditions  : Get 130,000 residents WITHOUT USING ARCOS.
Time Limit      : 5 years.


O------------O
| Charleston |
O------------O

Problem to solve: Hurricane and resulting floods.
Win Conditions  : Get 45,000 residents.
Time Limit      : 5 years.


O---------O
| Chicago |
O---------O

Problem to solve: High pollution.
Win Conditions  : Get the industry population to 44,000.
Time Limit      : 10 years.


O-----------O
| Davenport |
O-----------O

Problem to solve: Major flooding.
Win Conditions  : Get the population to 118,000.
Time Limit      : 5 years.


O------------O
| Dullsville |
O------------O

Problem to solve: Provide entertainment (eg. stadiums, marinas).
Win Conditions  : Have 20,000 people and $5,000+ at the end.
Time Limit      : 10 years.


O-------O
| Flint |
O-------O

Problem to solve: Reduce the unemployment.
Win Conditions  : Get the industry population to 21,000.
Time Limit      : 5 years.


O-----------O
| Hollywood |
O-----------O

Problem to solve: Monster attack.
Win Conditions  : Get 100,000 people.
Time Limit      : 5 years.


O-----------O
| Homestead |
O-----------O

Problem to solve: Hurricane and resulting floods.
Win Conditions  : Get 65,000 people.
Time Limit      : 5 years.


O-----------O
| Las Vegas |
O-----------O

Problem to solve: High crime.
Win Conditions  : Have crime <5% in the Graphs window.
Time Limit      : 5 years.


O--------O
| Malibu |
O--------O

Problem to solve: Fire storm.
Win Conditions  : Get 27,500 people.
Time Limit      : 5 years.


O-----------O
| Manhattan |
O-----------O

Problem to solve: Nuclear meltdown.
Win Conditions  : Get 130,000 people.
Time Limit      : 10 years.


O---------O
| Oakland |
O---------O

Problem to solve: Fire storm.
Win Conditions  : Get 50,000 people.
Time Limit      : 5 years.


O-------O
| Paris |
O-------O

Problem to solve: Fire storm.
Win Conditions  : Get 169,000 people without arcos.
Time Limit      : 5 years.


O----------O
| Portland |
O----------O

Problem to solve: Volcano and resulting fires.
Win Conditions  : Get 115,000 people.
Time Limit      : 5 years.


O---------------O
| San Francisco |
O---------------O

Problem to solve: Earthquake and resulting fires.
Win Conditions  : Get 60,000 people.
Time Limit      : 5 years.


O----------------O
| Silicon Valley |
O----------------O

Problem to solve: Microwave laser and resulting fires.
Win Conditions  : Get 48,000 people.
Time Limit      : 5 years.


O------------------O
| Washington, D.C. |
O------------------O

Problem to solve: Mass riots and any resulting fires.
Win Conditions  : Get 135,000 people.
Time Limit      : 5 years.

8. The In-Game Menus****************************SC2K_8***********************

>>>>>>>>>
File Menu
>>>>>>>>>

Load City (shortcut: CTRL+L)
-- Loads a previously-saved city.

New City (shortcut: CTRL+N)
-- Begins a new city on a randomly made map.

Edit New Map (shortcut: CTRL+E)
-- Edits a map for a city, then lets you begin building on that map.

Load Tile Set
-- ?????

Save City (shortcut: CTRL+S)
-- Saves your city. If a new city, lets you name the city's file name. If it is
   already saved, it will overwrite that file.

Save City As...
-- Saves your city. If a new city, lets you name the city's file name. If it is
   already saved, you can save it as a separate file, in a different location,
   and/or under a new file name.

Exit (shortcut: CTRL+X (ALT+F4 works as well))
-- Prompts you to exit the program. If in the middle of a city, you will be
   asked to save.


>>>>>>>>>>
Speed Menu
>>>>>>>>>>

Pause (shortcut: CTRL+P)
-- Completely pauses the game's progress. It may just progress super-slowly,
   like in the original Sim City for the SNES that I wrote an FAQ for, but I
   am not sure.

Turtle (shortcut: CTRL+1)
-- Makes the game run at a very slow pace.

Llama (shortcut: CTRL+2)
-- Makes the game run at a moderately-fast pace.

Cheetah (shortcut: CTRL+3)
-- Makes the game run at a fast pace.

African Swallow (shortcut: CTRL+4)
-- Makes the game run at a speed that is limited only by your computer's
   processing power. It typically will go exceedingly fast in this day and
   time, so turn off "Subscriptions" and "Extra!!!", and turn on "Auto-Budget"
   and "No Disasters" before using this.


>>>>>>>>>>>>
Options Menu
>>>>>>>>>>>>

Auto-Budget
-- Automatically spends your money for the budget at the end of the year based
   on the percentaages in place before end of year. If you end up in debt, this
   will not be activated at any time.

Auto-Goto
-- Automatically goes to the site of a disaster. If unactive, you can hit the
   button in the lower-right corner.

Sound Effects
-- Turns on the sound effects, such as those of bulldozing or explosions.

Music
-- Turns on music.


>>>>>>>>>>>>>>
Disasters Menu
>>>>>>>>>>>>>>

Fire
-- Makes a fire appear.

Flood
-- Causes a flood.

Air Crash
-- Causes a plane to crash. You can only do this if you have an airport.

Tornado
-- Makes a tornado appear.

Earthquake
-- Causes an earthquake.

Monster
-- Causes a monster to appear.

Hurricane
-- Causes a hurricane as well as the resulting floods.

Rioters
-- Causes a riot.

No Disasters
-- Stops most disasters from happening. Exceptions include those from
   scenarioes and those user-activated.


>>>>>>>>>>>>
Windows Menu
>>>>>>>>>>>>

Budget (shortcut: CTRL+B)
-- Shows the budget menu. From there, you choose the general taxes for most
   areas. Using the book icon, you can set specifics for each option or, in the
   bonds area, issue or repay a bond and see your bond rating. The speech
   bubble will have the person representing each area give details and advice
   on their department.

Ordinances (shortcut: CTRL+O)
-- Here, you can enact or repeal ordinances. These will have an effect(s) based
   on which it is. They can be user-activated, or, in some cases, the game will
   enact them. Below is each and what is affected:

   <> 1% Sales Tax:
      Brings in some cash, but negatively affects the commercial population.

   <> 1% Income Tax:
      Brings in some cash, but negatively affects the residential population.

   <> Legalized Gambling:
      Brings in some cash, but raises crime levels.

   <> Parking Fines:
      Reduces traffic and brings in a small amount of cash, but negatively
      affects the commercial population.

   <> Pro-Reading Campaign:
      Raises the citizens' EQ, but costs money.

   <> Anti-Drug Campaign:
      Reduces crime, but costs money.

   <> CPR Training:
      Increases citizen life expectancy, but costs money.

   <> Neighborhood Watch:
      Reduces crime, but costs money.

   <> Volunteer Fire Department:
      Helps out the fire departments, but costs money.

   <> Public Smoking Ban:
      Increases citizen life expectancy, but costs money.

   <> Free Clinics:
      Increases citizen life expectancy, but costs money.

   <> Junior Sports:
      Increases life expectancy, reduces crime, and costs little.

   <> Tourist Advertising:
      Increases the tourism industry, but costs money.

   <> Business Advertising:
      Increases industry, but costs money.

   <> City Beautification:
      Increases residential population and land value, but costs money.

   <> Annual Carnival:
      Increases commercial growth and tourism industry, but costs money.

   <> Energy Conservation:
      Helps to allow power plants to make more power at a monetary cost.

   <> Nuclear-Free Zone:
      If active, residential population grows, but you cannot build nuclear
      power plants. If inactive, industry grows and you can build nuclear
      power plants. It costs nothing whatsoever.

   <> Homeless Shelters:
      Reduces unemployment and increases land value, but costs money.

   <> Pollution Controls:
      Reduces pollution and raises the life expectancy, but costs money and
      negatively affects industries that cause pollution.

Population (shortcut: CTRL+C)
-- Here, you can see how the ages of the city are distributed (population),
   their life expectancy (health), and educational quotient (EQ) (education).
   The blue brackets show the employable members of the city (the work force)
   and the average data for each.

Industry (shortcut: CTRL+I)
-- Here, you can see how each of the eleven industries is distributed (ratios),
   set each individual tax rate (1% - 20%)(tax rates), and the demand for each
   (demand).

Graphs (shortcut: CTRL+G)
-- Here, you can look at sixteen different aspects of the city or nation on a
   scale of one, ten, or one hundred years. You can set which to see all on a
   constantly-updated line graph.

Neighbors (shortcut: CTRL+H)
-- Here, you can the population of your city and those of the four neighboring
   cities, as well as their names. It will also show the population of the
   entire nation.

Map (shortcut: CTRL+M)
-- Here, you can see the many aspects of the city, such as crime rate, police
   power, locations of structures, population density, etc. You can even use
   the box near the bottom of the pop-up window to project the data onto the
   city.


>>>>>>>>>>>>>>
Newspaper Menu
>>>>>>>>>>>>>>

Here, you will be able to pick from one of the newspapers available and when
to get them, if ever. If you want to read one, just click on the one you wish
to read.

Subscription:
-- Choose whether to get a newspaper of choice twice a year, on April and
   August.

Extra!!!:
-- Choose whether to get a newspaper when something major, such as an invention
   or reward, occurs.

Chronicle, Courier, Herald, Times, Journal, Picayune:
-- The six papers available to you as your city grows larger.


>>>>>>>>>>
Debug Menu
>>>>>>>>>>

You are ONLY able to access this by typing in the code "priscilla" during the
game. It will appear on the toolbar and, for some odd reason, you'll have to
navigate from the first debug to another, then to the stuff.

Show Version Info:
-- Shows the version info.

More Money:
-- Gives you $500,000.

Add All Gifts:
-- Gives you every invention and reward, regardless of your progress.

Add All Inventions:
-- ...Brings up help menu?

Meltdown/Microwave/Volcano/Fire Storm/Mass Riots/Major Flood/Toxic Spill:
-- Disasters. See the appropriate section for details.

Graph Kludge:
-- ?????


>>>>>>>>>
Help Menu
>>>>>>>>>

Brings up the help menu.

9. The Cheat Codes****************************SC2K_9*************************
During normal gameplay, type in these codes on the keyboard for the described
effect. These are compatible with Windows's version of Sim City 2000; as for
others, I don't know.

Code  : cass
Effect: Get $250; may cause disasters without "No Disasters" on.


Code  : fund
Effect: Get a $10,000 bond with 25% interest (just get your own, you'll pay
        this back anyways!).


Code  : gilamrtin
Effect: Prompts a request from the military for a base. However, it may glitch
        and you still may not be able to get it.


Code  : imacheat
Effect: Get $500,000, all inventions, and all gifts!


Code  : joke
Effect: Just try it; it has no game-altering effects whatsoever.


Code  : moses
Effect: Stop a flood.


Code  : mrsoleary
Effect: Begins a fire storm. If you know your history, it's based on the theory
        that Mrs. Oleary's cow started the great Chicago fire of the 1800s.


Code  : noah
Effect: Cause a major flood.


Code  : priscilla
Effect: Opens the debug menu on the toolbar. It has these selections:
        - Show Version Info: Obvious.
        - More Money: Get $500,000.
        - Add All Gifts: ALL OF THEM. REGARDLESS OF PROGRESS. EVEN GIVES THE
                         INVENTIONS.
        - Add All Inventions: ...Brings up help menu?
        - Meltdown/Microwave/Volcano/Fire Storm/Mass Riots/Major Flood/Toxic
          Spill: Disasters. See the appropriate section for details.
        - Graph Kludge: ?????


The below are various tricks. They may not be codes, but come quite close.

----- The Magic Eraser -----
Using this trick, you can actually erase tiles with stuff on them. How would
this be useful? Well, say you have some arcos. You can erase these down to
being just one tile, and it'll still have the usual population inside. If you
repeatedly use this, you can easily extend your population's limits up into the
hundreds of millions (untested theory; see section 4, subsection 3 for details)
or farther! However, note this: power plants affected will lose power
production, so leave them be.

First, you need to begin to use the Trees action. Hold down the Shift key on
the keyboard and drag the mouse as if placing trees and voila! You have begun
to erase various things. Repeat as desired.

----- The Best Water System With One Water Pump! -----
Using this, you'll trick the game into thinking that the city has a full water
supply, despite having one pump (and lots of other stuff non-water related).
However, you cannot have any other water pumps.

All you need to do make an empty 3x3 space (that's what I do. I don't think it
is required). Place a water pump into the center of this space and power it.
Now, do not connect it to the water system in any way. Therefore, remove all of
the pipes underneath/near the pump. And there you go!

10. Version History****************************SC2K_10***********************
v0.10 - Completed the Contents, Intro, Legal, Installion, Main Menu, and parts
        one and two of section four today.  11:58 PM 1/3/2011
v0.20 - Been a bit busy with school lately. Just lack section nine, the menus.
        I hope to submit this by Monday.  1:37 AM 1/8/2011
Final - Finished it all tonight. I'll likely be delayed on the submission,
        though: there are massive storms nearby.  1:13 AM 1/9/2011
      - Changed Legal and intro ASCII.  12:01 AM 9/30/2011

11. Legalities****************************SC2K_11****************************
This FAQ may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any website or otherwise distributed
publicly without advance written permission. Use of this guide on any other
website or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

 2011-2012 Daniel Chaviers (AKA KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this
e-mail: keyblade999.faqs@gmail.com, or PM me on the GameFAQs message boards.

O-----------------------------------O    O------------------------------------O
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++                                                                        +++
+++                    This is the end of KeyBlade999's                    +++
+++              Sim City 2000 (PC version) FAQ/Walkthrough.               +++
+++                                                                        +++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


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