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    FAQ/Walkthrough by Warfreak

    Version: 0.6 | Updated: 07/03/08 | Search Guide | Bookmark Guide

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    Author: Warfreak
    Version: 0.6
    Date Started: 31/10/07
    
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    Table of Contents
    [1] Introduction, Rigged for Life
        [1.01] Introduction
        [1.02] Version History
    [2] Transportation
        [2.01] One Way Roads
        [2.02] Avenues
        [2.03] Ground Level Highways
        [2.04] Monorail
        [2.05] Grand Railroad Station
        [2.06] Elevated Rail
        [2.07] Public Parking Garage
        [2.08] Toll Booths
        [2.09] Ferry Terminals
    [3] Graphs and Data
        [3.01] Congestion v Volume Maps
        [3.02] Traffic Volume
    [4] Taxes
        [4.01] Agriculture
    [5] MySims
        [5.01] Microphone
        [5.02] U-Drive-It
        [5.03] MySims Transport
    [6] Purely Pointless
        [6.01] Signs and Labels
        [6.02] Building Style Control
        [6.03] Disasters
        [6.04] Transportation Map
    [7] Not So Pointless
        [7.01] Route Query
    [8] Strategies
        [8.01] Movement
        [8.02] Region Play
        [8.03] Utilities
        [8.04] Civics
    [9] Closeup
        [9.01] Power
        [9.02] Water
        [9.03] Garbage
        [9.04] Education
        [9.05] Healthcare
        [9.06] Rewards
        [9.07] Ordinances
        [9.08] Transit
    [10] City Building
        [10.01] Small Town
        [10.02] Medium Village
        [10.03] Large Suburb
        [10.04] Massive Metropolis
    
    [A] Contact Information
    [B] Webmaster Information
    [C] Credits
    [D] Sites FAQ is on
    [E] Copyright
    ------------------------------------------------------------------------------
    [1.01] Introduction
    
    Well, given the lack of guides on Rush Hour, I've decided to make one on the
    new features in Rush Hour, despite the game being released 3 years ago. It
    doesn't matter, I love this game. Anyway, lets start the guide on the features
    new to Rush Hour. 
    
    As a note to those who haven't already, go to Simtropolis and download the
    latest NAM (Network Addon Mod). Why? Because it makes your Sims that much
    smarter in terms of pathfinding. They won't use cars all the time when the
    local subway system is faster. And for those who also haven't already, please
    read thy451's guide. It is a must read as it will help you understand the
    concepts. And forgive the obsession with the Subway, the best public 
    transportation system on earth. 
    
    ------------------------------------------------------------------------------
    [1.02] Version History
    
    Version 0.1 [31/10/07]
    Finished my Sims 2 Pets Guide, starting a pet project. It should finish in 
    about 2 to 5 updates. And I need to get the ASCII up there. Chapter 2 is done
    and that is the biggest area. The other chapters are relatively moot and
    easier to finish. 2 to 5 updates is certainly doable. 
    
    Version 0.2 [1/11/07]
    ASCII art added. The guide is basically complete. I hope this helps for those
    playing Rush Hour and gives some tips on the new content. 
    
    Version 0.3 [30/6/08]
    Felt like it needed an update. Moved it into an FAQ instead of an in-depth 
    guide.
    
    Version 0.4 [1/7/08]
    Update, finishing this as an FAQ. 6 parts of Chapter 9 and Chapter 10 need to
    be finished for completion. 
    
    Version 0.5 [2/7/08]
    Chapter 9 Complete. Now Chapter 10 needs to be finished. 
    
    Version 0.6 [3/7/08]
    Completed Guide. I hope this helps people. 
    
    ------------------------------------------------------------------------------
    [2.01] One Way Roads
    
    Well, these roads do as they imply. They are one way roads, where traffic
    flows in one way, the way you decide it flow. Because it only travels in one
    direction, the road's capacity is doubled. It will make it far easier on
    intersections as there is no need for turning, and given the amount of turns
    and intersections in my city, there is a need for these. However, these do
    bring a problem. By foring traffic to flow in one direction, you should have
    a second one way road, in the other direction, to force traffic in another
    direction. 
    
    Needless to say, the zoning for these areas should be commercial, given the
    desirability of the area, there will be a lot of traffic. In terms of 
    commercial zoning, more traffic means more customers, a bonus for the 
    Commercial Zones, which would thrive. The reason why it is not as good for
    Residential Zones, and some might disagree over its impact, is that traffic
    noise will be hell. Also, there will be problems over pollution. Given that
    if you have placed the roads properly, there will be a large number of cars
    given that the roads are forcing the flowing of a large number of cars. This
    large volume will produce large amounts of pollution, and this isn't too
    good for any zone. 
    
    My opinion is that these shouldn't be used too often. I normally use a 
    large public transportation system to ease traffic. However, if you are a 
    keen motorist, you probably will need these in the heart of your traffic
    flows to ensure that traffic flows, and not create traffic jams. Let me show
    you an example of how these should be used. 
    
    |->->->->->->->->->|
    |CCCCCCCCCCCCCCCCCC|
    |CCCCCCCCCCCCCCCCCC|
    |CCCCCCCCCCCCCCCCCC|
    |CCCCCCCCCCCCCCCCCC|
    |CCCCCCCCCCCCCCCCCC|
    |CCCCCCCCCCCCCCCCCC|
    |<-<-<-<-<-<-<-<-<-|
    
    Let the little arrows point show the one way roads and their direction. You
    can see that for every one way road, there should be another one nearby in
    the other direction. 
    
    ------------------------------------------------------------------------------
    [2.02] Avenues
    
    These are the most wonderful additions to Rush Hour. Although you can build 2
    roads next to each other, the avenue has benefits over dual roads. First of
    all, traffic flows in one direction. Let me provide you an example of the 
    two examples, one of dual roads, the other of an avenue. 
    
    Dual Roads
    
    ===========================
    ->->->->->->->->->->->->->-
    <-<-<-<-<-<-<-<-<-<-<-<-<-<
    ===========================
    ->->->->->->->->->->->->->-
    <-<-<-<-<-<-<-<-<-<-<-<-<-<
    ===========================
    
    Avenues
    
    ===========================
    ->->->->->->->->->->->->->-
    ->->->->->->->->->->->->->-
    =.=.=.=.=.=.=.=.=.=.=.=.=.=
    <-<-<-<-<-<-<-<-<-<-<-<-<-<
    <-<-<-<-<-<-<-<-<-<-<-<-<-<
    ===========================
    
    The key is that the arrows point in a direction indicate the traffic direction
    and the lane direction on the roads and the avenue.
    
    As you can see, the avenue is far superior to dual roads. The traffic flows in
    two lanes, rather than one, unlike the dual roads where it is still one
    lane. As such, there is a higher speed limit on the avenue, making it faster
    and better for relieving your conjested roads. Roads simply cannot cope with
    the amount of traffic, while the avenue can handle is so much better.
    
    Where should you place these. Obviously, in your highly conjested areas. Of
    course, you will need to demolish some buildings if your city has no room for
    improvement, like mine. However, when you are planning new residential zones,
    especially the high density zones, you will need avenues to replace the roads,
    and the streets if you use auto streets, because high density will produce a 
    lot of traffic, even if you have public transport. 
    
    However, don't be too liberal with avenues. They do cost a fair amount to 
    maintain if you have a lot, but, the amount of happiness your Sims will
    gain, and the improvements on commute time will be paid for in taxes. Let me
    show you a method to plan your residential areas, well, this is how I now
    plan them anyway. 
    
    ===============================
    =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC=
    =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC=
    =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC=   Key
    =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR=   = means Road 
    =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR=   + means Avenue
    =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR=   C means Commercial Zoning
    +++++++++++++++++++++++++++++++   R means Residential Zoning
    +++++++++++++++++++++++++++++++
    =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR=
    =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR=
    =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR=
    =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC=
    =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC=
    =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC=
    ===============================
    
    Well, this doesn't include anything such as police, education, and such, nor
    does it include public transport. However, the main theory behind this is that
    the residential lots face the road. By doing so, all traffic from the 
    residential zones flow onto the avenue. By doing so, this will relieve the
    conjestion from the roads. Also, the reason for the Commercial Zones is that
    is will provide close jobs, that will relieve pressure on the avenue as it
    will be conjested as the area becomes High Density and more cars come along.
    Anyway, this is a basic plan. You can use it, not use it, take some ideas, or
    laugh at it. If you do use it, place public transport and the other anemities
    needed to make it a better place. 
    
    While I am at it, public transportation is best with a little mod off
    Simtropolis. It is a mod, the name escapes me, where you can place a bus/
    subway station on a road, avenue and street. This makes it easier as it does
    save space and allows for two transportation system in one, with little
    maintenance cost. With this mod, I spend about §3000 in maintenance of the
    stations and subway, making about §8000 in fares. Who says public transport
    sucks?
    
    ------------------------------------------------------------------------------
    [2.03] Ground Level Highways
    
    I am not a big fan of Ground Level Highways. I will admit this straight off
    the bat. However, I am not a fan of Highways altogether. The only impressive
    thing about Highways is that its massive commercial buster effect. Anyway,
    let me talk about Ground Level Highways.
    
    The Ground Level Highways are most cost effective, therefore, cheaper to 
    build and maintain than their Elevated counterparts. However, unlike the 
    Elevated Highway, the Ground Level Highway cannot build roads or streets
    unleath it. This is a problem as the Ground Highway requires you to build
    overpasses to allow traffic to cross over the Highway. This serves as its
    own problem as it is expensive to maintain a lot of overpasses. 
    
    Well, the beneficial part of overpasses is that they also serve as entry
    points of the highway. This is important as it also acts as a U turn for
    the highway. That is, traffic can entry through the Side Onramps, which
    allow traffic to join the Highway on a parallel road, and reverse their
    direction on the overpass. Like the elevated Highway, there are three
    lanes. Unlike the avenue, there are problems with Highway use altogether
    that I find problematic and don't like. 
    
    The first and first, is intersections. Whereas on roads and avenues, the
    intersections can act as turning points as well as U turn areas. The
    Highway has no way for that to work without the use of T junctions and
    the Cloverleaf, both consume large amounts of space. The Cloverleaf is
    the worst by far. It sucks up large amounts of valuable real estate that
    can be better used to build up your economy. It is also expensive to 
    maintain. The second intersection is the T junction. This, unlike the
    Cloverleaf which combines 2 Highways, combines 1 with another, meeting
    at a perpendicular junction. This also sucks up large amounts of space as 
    well. 
    
    The second problem are the lanes. There are 3 lanes, as usual, but there
    is no real method to change from one direction to another. The use of
    overpasses need to be common because that is the only method to change
    lanes from side on ramps. This is a problem not common with the elevated
    Highway system as you can have roads underneath the highway to another
    Side ramp. 
    
    Therefore, the only use I can find for Highways is the Commercial buster
    of 100,000. For more information, consult thy451's guide available freely
    on GameFAQs. Other than that, it is a waste of space that can be easily
    fixed with clever use of roads, avenues and a public transport system. 
    
    However, sooner or later in the game, your Avenues are not going to be able
    to keep up with all the extra residents who want to use their car instead of
    public transport. This means that you are going to have to replace the Avenue
    with Highways. The problem is, both Highways need some onramps and offramps 
    that require you to do some demolishing. I really don't like demolishing,
    since there are jobs and people living there.
    
    ------------------------------------------------------------------------------
    [2.04] Monorail
    
    The monorail is a fast moving public transport system that you can use in your
    city. Indeed, the monorail is a fast system, look at the speed of the 
    monorail unit. I have use these systems before, and there are some pros and 
    cons that I wish to discuss with you.
    
    Lets start with the benefits first. The first benefit is the speed. The units
    are fast, reducing the commute time of those who use the monorail. This will
    be great for your city as lower commute time increases the desirability of an
    area, making you more in taxes. 
    
    Another benefit is that doesn't interfere with your road system. Don't get 
    too carried away. You cannot actually build on the roads, you can pass over
    them with your monorail. This is great, because, unlike trains, this will
    not hold up your impatient Sim drivers below.
    
    The third, and most pointless benefit is because it looks much better than its
    Elevated Rail counterpart. Again, pointless point. 
    
    However, there are several disadvantages of a monorail system. The first is
    that the rails are inflexible. Unlike the Subway, where you can have the
    rails bend in any way, shape and form, the monorail is rather like the train
    system. You need to have a curve to turn the monorail, taking up valuable 
    space below. Of course, you can place this over a road, but it will need
    slightly more space than that. 
    
    The second arises from the first. Because the system is inflexible, there
    will not be many stops. Again, unlike the Subway system, where you can
    have a stop anywhere, you can only have a stop, logically one would 
    assume, on monorail tracks only. To have full coverage of a city, even on
    the smallest map, your monorail system will be in criss crosses everywhere
    to provide full coverage. And for those who ask, my monorail city was a 
    failure. It didn't provide the fast commute I was hoping for. 
    
    The third disadvantage is that it still consumes land. Although roads can be
    built beneath it, just as a crossing mind you, most of the monorail will
    consume the land beneath it. Nothing can be built beneath it, making it 
    rather annoying, and a waste of space. No Zoning, no buildings, nothing. For
    the last time, let me compare this with the Subway. Although the Subway system
    has a very high initial setup cost, it doesn't not waste as much space, only
    land for the stations. 
    
    Therefore, my final verdict? Fail. I won't use it, but that doesn't mean that
    you shouldn't, or try at least. If you want an above ground rail, use the
    Elevated Rail instead. Much better than the monorail. 
    
    ------------------------------------------------------------------------------
    [2.05] Grand Railroad Station
    
    Well, the Grand Railroad Station is actually a reward. It is model on 
    Grand Central Station of New York. Anyway, if you are a railroad user, which
    I am not, you can place this in the heart of your Commercial district. This
    is for the reason that it will increase the desirability of the nearby 
    Commercial zones as well as serve as a railway station. This railway station
    has the capacity of several train stations, so it would be wise to place it
    in the heart of Downtown. Again, I prefer to use Subway, better and faster.
    
    ------------------------------------------------------------------------------
    [2.06] Elevated Rail
    
    I would give the same comment as the monorail, rather pointless. However,
    unlike the monorail, there is a standout difference. The Elevated Rail is the
    overhead extension of the Subway system. Through the construction of a Subway-
    Elevated Rail Transfer, you can link the two systems into one rapid transit
    system. 
    
    Still, the problem of Elevated Rail remains. It drains up the valuable space
    above the ground as well as not being able to provide full coverage without
    the backup of the subway system. Still, if you do use the monorail, I suggest
    that the Elevated Rail system replace it for several reason.
    
    In case of inflexibility, there is the option to revert to the Subway system
    to provide full coverage of your city, in lieu of the hapless monorail system.
    This is an added benefit, as if the Subway costs get to expensive, in more
    open areas, with room to spare such as large distances, the Elevated Rail
    System, still connected to the Subway system, will be able to appear, without
    the need to build transfer points. 
    
    Besides the cost savings, if you decide, for some reason or another, to use
    the Elevated Rail, you can have the option to service areas that are too 
    steep or hard, such as mountains, in which Elevated Rail cannot service. 
    Again, this is more on a supporting system of the Subway. 
    
    However, I belive that Subways, and to a smaller extent, Buses, play the
    most important role in public transportation. The Elevated Rail plays the
    role of a cheaper, more open form of the Subway. However, when your city
    does develop, the large open spaces will disappear and soon, your Elevated
    Rail will perform a full retreat underground. Therefore, stick with the
    Subway and the Buses, they are the main players, with the Elevated Rail
    playing a support role if need be. For the love of God, don't use the
    monorail. It is hopeless. With a capital H, but you get the idea. 
    
    ------------------------------------------------------------------------------
    [2.07] Public Parking Garage
    
    These, for me, don't have much purpose in the game. The supposed use of the
    parking garage is that it provides a place for Sim, who like to drive, a place
    to park their little cars, and then board a form of public transport. These
    should be placed in the residential areas for the following reasons.
    
    The commute time will be quicker, hopefully. This is because most Sims will
    drive up to the garages and park there, and ride public transport. With more
    cars off the streets, your Sims who remain driving will have an easier
    commute while the Sims who parked will hopefully have a faster commute.
    
    Also, Sims only have a car. They don't have two cars, one in a residential 
    area and another in a Commercial car park. Therefore, RESIDENTIAL AREAS ONLY.
    
    Let me explain the theory begin the parking garage. You can build less 
    public transport stations in residential areas with the parking garage as 
    your Sim can drive to the garage, walk to the station, and catch public 
    transport. This public transport will then serve all areas in the commercial
    and industrial areas where they work. Therefore, less stations in the
    residential area, more in commercial. Once there and out of the station, they
    walk to their workplace. 
    
    However, there is a good argument against. If you have a decent public 
    transport system, you will be able to service all areas, residential, 
    commercial and industrial, therefore, the need for these garages is moot. 
    Also, if there a large demand for the garage, this will place a lot of strain
    on your public transport system, pushing it into overcapacity, and that will
    lead to slower commute times, instead of faster commute times. 
    
    Again, however, a reason for is that you can force your Sims to use public
    transport to go to other citys, if they have jobs, and make money off them.
    With the addition of the Network Addon Mod, the usefulness of these Garages
    is near none. Again, it all depends on your public transportation network, 
    because afterall, you might just find a use for these little critters. 
    
    ------------------------------------------------------------------------------
    [2.08] Toll Booths
    
    If you really want to make money off your roads, you can now do so. If you 
    have a conjested road, playing a toll booth will force your Sims to pay for
    use of the road. A few of these can force Sims to pay for entry to one
    location. 
    
    You can place tolls on streets, roads, avenues and straight segments of
    highways. Of course, say if there was only one travel route to an area with a
    lot of jobs. By placing a toll there, you force all Sims travelling by car
    to pay you money to get to their end location. And what is to stop you from
    placing more than one? The more the merrier. You can have 10 tolls on a 
    straight segment of highway from A to B, making you tons in profits. However,
    is it too good to be true? 
    
    Point one, the tolls do nothing to relieve the conjestion on the roads. All
    it does it force Sims to find another, toll-free route to work, creating 
    conjestion on other roads. Certainly not relieving the conjestion.
    
    The second point is that the tolls actually increase the commute time. These
    are not your cashless scanners, these are ones where you stop, dig out some
    coins and pay the person in the booth. This, therefore, increases the 
    commute time. Not good. 
    
    The third point is that your Sim do not like paying tolls. No one will want
    to pay for something that was previously free do they? This will cause for
    a drop in your mayor rating, which can make the difference between that
    elusive reward that you've got your eyes on. 
    
    A final point, which is minor, is that there will be no road access to
    the zones that face the toll booth. These serve as buildings, therefore,
    zones will have the no car zot over it. Use these areas to place parks. 
    
    My opinion? Don't use tolls. There are many other methods to raise money
    rather than tolls. If you do so, you enjoy the money you make, which will make
    you, in a way, dependent on toll money. Much like fares from mass transit, it
    can move up and down, in an unpredictable manner and therefore, an 
    unreliable source of money. You make more from taxes if you play it right.
    
    ------------------------------------------------------------------------------
    [2.09] Ferry Terminals
    
    Well, this is mainly for those with islands on the map, or water. These come
    in two flavours. Passenger Ferries and Car & Passenger Ferries. This is done
    to an alternative to a bridge. Bridges are relatively expensive and this is a
    cheaper alternative to cross the water. 
    
    You place the terminals on the edge of the water, rotating it and mucking
    around until you get the terminal right. This has to be done for both your
    entry and exit point. These need to be connected to a road to passengers and
    cars can access the terminals.
    
    The passenger ferry only takes pedestrians while the car ferry can transport
    both pedestrians and cars. The two ferries cannot dock at each other's docks,
    they can only dock on their own type. If you are on the same body of water
    as another city, you can make travel to other cities with ferry terminals on
    both sides. 
    
    However, the problem with ferries is their speed. You commute is likely to
    suffer until you build the bridges or you pay for the public transport such
    as buses (with the bridges of course) and the subway, which can bypass water,
    making it fun. Therefore, ferries, for me anyway, are a no go. Seriously, do
    not rely on the ferries if you want quick commute. In fact, don't rely on
    them at all, build mass transit such as Subways and proper use of roads,
    avenues, and in the rare case, the Highway. 
    
    ------------------------------------------------------------------------------
    [3.01] Congestion v Volume Maps
    
    One of the most useful additions to Rush Hour without a doubt, if you want
    to manage your city properly. The first part of the map is the conjestion
    map.
    
    The conjestion map will show you the conjestion of your city's infrastructure,
    or to be more accurate, transportation infrastructure. It will show you the
    road, street, avenue or highway in several different shades of blue. The 
    first will be white. This means it is hardly conjested and is handling rather
    well. From the white onwards, the shades of blue will progressively get
    darker. Light blue means it is ok, handling rather well. However, if you get
    full blue, as in a nice, dark shade of blue, it means the road is heavily
    conjested and it would be wise for you to upgrade the road. This map basically
    gives you a general idea the areas that will need improvement, and where the
    traffic actually flows.
    
    The second is that you can change from conjestion to volume. Volume shows you
    the actual amount of traffic that flows on any specific piece of transport
    infrastructure. Unlike the conjestion map, the volume graph can, as well as 
    show you the amount of cars on the roads, it will show the amount of people
    using public transport, such as monorail, subway, rail, etc, as well as the
    volume of freight trucks around the cities, ferries and pedestrians. This
    shows you where the most cars are, better if you want to make a successful
    tollroad. 
    
    There are two parts to the volume map. These is the morning commute and the
    evening commute. You must realise that Sims don't always travel the same
    way to and from work. This will show the effectiveness of your one way 
    roads if you have any as this will have a significant impact on volume. Again,
    like the conjestion graph, there are 5 shades of volume. Green means that 
    there is little traffic, while yellow means a fair amount. Red basically
    means that you need some serious improvement. 
    
    If it is red for a road system, it can be easily replaced by avenues. However,
    if the avenue is red, that will cause you some problems as only the Highway
    can outdo the avenue, and placing a brand new highway in downtown can cause
    some serious problems. Therefore, you are going to have to relieve those red
    areas with public transport, either buses or subway, depending on your
    preference. 
    
    Let me remind you that you can also check the volume of your public transport
    system. This will show you the areas that you can remove to save some money
    because no one is using it, and show you the areas that you need to back up
    with more infrastructure. Do not forget that you should be careful with using
    buses to relieve your conjested road system. The problem is, because you are
    using buses, a road vehicle, it will add to conjestion. It should remove the
    volume of cars, but will still conjest the roads as it will increase the 
    volume of buses. In case you don't understand, by using buses, you will be
    increasing conjestion on the roads because buses are still road vehicles. 
    
    The reason I have titled it Conjestion v Volume is because there is a 
    difference between volume and conjestion. Conjestion means how much the 
    road is over capacity. Volume shows the amount of users of a specific 
    transport infrastructure system. For example, you can have a Highway that
    is not conjested, ie, white, whereas the volume is high. This is because
    the highway can handle large amounts of traffic. The other extreme is a 
    street. It can be heavily conjested, ie, a deep shade of blue, while its 
    volume is relatively low. This is because it is far overcapacity, because
    the street cannot handle large amounts of traffic, where the volume might not
    actually be that large. This is easily demonstrated by the fact that a 
    Highway can hold 4 times the traffic of a road which in turn, holds 10 times
    more traffic than a street. Check thy451 guide for more about the capacity of
    roads, streets and highways. 
    
    Therefore, remember the difference. Conjestion is how much a road is over
    its base capacity and volume is the amount of users of a specific transport
    mode, be it cars, buses, freight trucks to rail. 
    
    ------------------------------------------------------------------------------
    [3.02] Traffic Volume
    
    The new form of graph data available to you as mayor. This basically shows
    you the composition of all traffic used. But with this graph, you must
    remember that some Sims may "double dip" so to speak. This is because they
    may walk towards a subway system to get to work, making that Sim's travel
    show up twice. This is easily demonstrated in a large city. You can use the
    graph and add up all the traffic volumes, and that will easily exceed your
    population. Therefore, this double dipping system is true to an extent. 
    
    Anyway, if you have public transport, as Mayor, your concern is to have a 
    large volume of public transport travel over cars. You do not want cars to
    dominate traffic for several reasons. 
    
    1. It will jack up pollution faster than a fighter jet at top speed. Even with
       the Automobile Emissions Reduction Act, pollution will be terrible.
    2. It will not be good for commute time. The more cars on the road, the more
       people who will block the flow of traffic.
    3. It isn't a difficult task to have a road system compared to a efficient
       public transport system.
    
    Ergo, you should use the traffic volume to see where your city is heading. And
    try to keep cars as low as possible, since you don't want commute time up
    to your neck.
    
    Why am I so towards a shorter commute? Well, commute time will be a big
    factor in desiribility, and that means taxes. Shorter commute will lead to
    more Sims wanting to desire to be there, leading to §§§ Sims, making you
    more money. This is the reason for short commute. And mass transit can provide
    this. Proof of this is my Metropolis, which is a city on the LARGEST POSSIBLE
    MAP. Guess the Commute Time. 60 minutes. The maximum possible is 150. So it
    isn't too bad, but could be better. 
    
    ------------------------------------------------------------------------------
    [4.01] Agriculture
    
    Whereas in SimCity 4, agriculture was there for the farmers market, to 
    pollute your water and to look pretty, in Rush Hour, they are a tad more 
    useful, providing some money to your city's coffers. Don't get carried away
    with this however. They do not provide a lot of money. In fact, I have built
    some cities, where it is just farmland, no residents, no shops, no anything
    except for farms. The taxes are enough to maintain the wind turbines and
    the roads with a little profit of §100 at most. Therefore, do not rely on
    farms for taxes. 
    
    You are better off rezoning your light density industrial land to medium or
    high, as you make more in taxes from dirty, manufacturing and high tech. Of
    course, you will rely on high tech in the end if you want a sprawling 
    metropolis. How your Sims get their manufactured goods from firms that wheel
    and deal in Tiberium beats me. Actually, it does make sense, because Tiberium
    is basically a crystal that sucks in minerals. Guess Kane isn't all that 
    crazy after all, nuking GDI's orbital command. Anyway, Agriculture taxes isn't
    too great, and is really, a last resort for you. 
    
    ------------------------------------------------------------------------------
    [5.01] Microphone
    
    MySims, which has become a game on Wii and DS, has been expended in Rush
    Hour. The first big improvement is your Microphone tool. Really, it is vox
    popping a random Sim on the street. Anyway, there are two colours from your
    Sims thought bubbles, red and green. Red obviously means you're doing a crap 
    job here in their opinion whilst green means you're doing fine. 
    
    The icons they use are symbolic of what they think. The scales for example,
    means law and justice, the little snake on the staff (I seriously cannot 
    remember the name of that thing), represents health, cars means traffic and
    commute time whilst the graduation hat means education. Sometimes, you might
    get the sun, which probably means pollution, but can be pointless.
    
    To use the microphone tool, click on the MySims panel and click on the 
    Microphone tool. Zoom down to street level, and click on a random Sim with the
    Microphone tool. If you are allowed to vox pop them, you will see the mike
    change colour. Click on them to see their opinion. Everytime I try, they seem
    to disappear. Guess they don't like me interrupting their morning walk but
    they interrupt me with pointless banter, and yes, I'm talking to you Bob
    Newbie. 
    
    ------------------------------------------------------------------------------
    [5.02] U-Drive-It
    
    One of the most highlighted features of the Rush Hour expansion pack. A basic
    summary of u-Drive-It is that you get control of a random vehicle and drive
    it around your city. Actually, it has many, many uses. There are missions that
    you can drive around with, test out your city's roads and earn some nifty
    rewards. Part 1, the vehicles that you can drive, sail or fly. 
    
    The first lot of vehicles are cars that you can drive around the city, on your
    road network. Below I will list the cars available and the buildings that are
    needed to unlock them. These cars are available for use anytime you want with
    your catalog, provided that the buildings required still exist. 
    
    * Car = Police Car            * Unlocked By = Police Station
    * Car = Police Van            * Unlocked By = Deluxe Police Station
    * Car = Fire Truck            * Unlocked By = Fire Station
    * Car = School Bus            * Unlocked By = Elementary School
    * Car = Garbage Truck         * Unlocked By = Landfill or Waste to Energy 
                                                  Plant
    * Car = Ambulance             * Unlocked By = Hospital
    * Car = Mayor Limousine       * Unlocked By = Mayor's House
    * Car = City Bus              * Unlocked By = Bus Station
    * Car = Army Tank             * Unlocked By = Army Base Business Deal
    * Car = Army Truck            * Unlocked By = Army Base Business Deal
    * Car = Hearse                * Unlocked By = Cementery
    * Car = Taxi Cab              * Unlocked By = Small Landing Strip
    * Car = News Van              * Unlocked By = TV Station
    * Car = Toxic Waste Truck     * Unlocked By = Toxic Waste Dump Business Deal
    * Car = Ice Cream Truck       * Unlocked By = 2 Elementary Schools
    * Car = § MySim Car           * Unlocked By = § Wealth MySim
    * Car = §§ MySim Car          * Unlocked By = §§ Wealth MySim
    * Car = §§§ MySim Car         * Unlocked By = §§§ Wealth MySim
    
    The second batch of vehicles are the trains. These trains can only be driven
    provided that you have the rails that they run on. It is actually quite fun
    to drive these.
    
    * Train = Passenger Train     * Unlocked By = 2 Stations and 20 Tiles of Rail
    * Train = Steam Train         * Unlocked By = 2 Stations and 20 Tiles of Rail
    * Train = Freight Train       * Unlocked By = 1 Freight Station and 20 Tiles 
                                                  of Rail
    * Train = Monorail            * Unlocked By = 2 Monorail Stations and 20 Tiles
                                                  of Monorail Track
    
    The third lot of vehicles are airplanes. Yes, you can actually fly planes as 
    Mayor, including UFOs and Military Fighters. Nothing much when your Police
    Chief asks you to use a Fighter Jet to demolish a lot downtown, nothing much
    at all. 
    
    * Plane = Medical Helicopter  * Unlocked By = Hospital
    * Plane = Attack Jet          * Unlocked By = Area 5.1
    * Plane = Attack Helicopter   * Unlocked By = Army Base (Air Force Base)
    * Plane = News Helicopter     * Unlocked By = TV Station
    * Plane = Police Helicopter   * Unlocked By = Deluxe Police Station
    * Plane = Fire Plane          * Unlocked By = Fire Department Landing Strip
    * Plane = Sky Writing Plane   * Unlocked By = Small Landing Strip
    * Plane = Crop Dusting Plane  * Unlocked By = Small Landing Strip
    * Plane = Sky Diving Plant    * Unlocked By = Small Landing Strip
    
    NB: The last three planes are only available from a Landing Strip, not an
        Airport. Therefore, if you want these planes, you will need the landing
        strip.
    
    The final batch of vehicles need some water to play on. Yes, these vehicles
    are boats. They are relatively fun to muck around with, smashing a fishing
    boat into an ocean liner, nothing much.
    
    * Boat = Ferry Boat           * Unlocked By = Car Ferry
    * Boat = Speed Boat           * Unlocked By = Marina
    * Boat = Fishing Boat         * Unlocked By = Marina
    * Boat = Motor Boat           * Unlocked By = Marina
    * Boat = Cigar Boat           * Unlocked By = Marina
    * Boat = Tug Boat             * Unlocked By = Marina
    * Boat = Yacht                * Unlocked By = Marina
    
    NB: I have missed a boat, I'm not telling which. Guess who. 
    
    To drive a vehicle, it is relatively simple. All you need to do is to follow
    the instructions on the status bar. However, there are missions that you can
    do in these vehicles. I will list down the vehicle, mission, requirements and
    of course, the rewards. By unlocking rewards, you bypass the requirements that
    one would normally need to undertake before that can use that reward. For 
    example, you would need a certain population to get a radio station, but that
    can be bypassed with some of these missions. Evil missions are listed as Evil.
    
    NOTE: All missions are either good or evil. Good missions will give you an 
          increase in Mayor's Rating while Evil missions, which are marked so, 
          will decrease Mayor's Rating. I'm noting this now so I don't have to do
          more typing later on. 
    
    
    CAR MISSIONS
    
    
    Mission      : On the Trail
    Car          : Police Car
    Requirements : Police Station, >100 Commercial Lots, >50 Residential Lots
    Reward       : Complete 4 Police Missions to unlock the Deluxe Police Station
    
    Mission      : Disturbance Reported
    Car          : Police Car
    Requirements : Police Station, >50 Residential Lots
    Reward       : Complete 4 Police Missions to unlock the Deluxe Police Station
    
    Mission      : Catch the Robbers
    Car          : Police Car
    Requirements : Police Station, >50 Commercial Lots
    Reward       : Complete 4 Police Missions to unlock the Deluxe Police Station
    
    Mission      : Nab the Car-Jacker
    Car          : Police Car
    Requirements : Police Station
    Reward       : Complete 4 Police Missions to unlock the Deluxe Police Station
    
    (Any of the above 4 missions will do, these are the "Good" missions)
    
    Mission      : Shakedown (Evil)
    Car          : Police Car
    Requirements : Police Station, >100 Commercial Services § Lots
    Reward       : §§§
    
    Mission      : Cop Gone Bad
    Car          : Police Van
    Requirements : Deluxe Police Station, >100 Commercial Services § Lots
    Reward       : Mayor Rating
    
    Mission      : Freedom of Expression (Evil)
    Car          : Civilian Car
    Requirements : Police Station, >50 Commercial Lots
    Reward       : §§§
    
    Mission      : Escape with the Loot
    Car          : Get Away Van
    Requirements : Deluxe Police Station, >50 Commercial Lots
    Reward       : §§§
    
    Mission      : Fire!
    Car          : Fire Truck
    Requirements : Fire Station, Raging Fire
    Reward       : Complete this 3 times to unlock Fire Department Landing Strip,
    
    Mission      : Hose Down the Cats (Evil)
    Car          : Fire Truck
    Requirements : Fire Station, >500 Residential Lots
    Reward       : §§§
    
    Mission      : Help the Cats
    Car          : Fire Truck
    Requirements : Fire Station, >500 Residential Lots
    Reward       : None
    
    Mission      : Get Little Binghamton to School
    Car          : School Bus
    Requirements : Elementary School, >50 Residential Lots
    Reward       : Private School
    
    Mission      : Study for Profit (Evil)
    Car          : School Bus
    Requirements : >1 Elementary School, High School, >50 Commercial Lots
    Reward       : Nuclear Power Plant
    
    Mission      : Uncle Vinnie Asks a Favor
    Car          : Garbage Truck
    Requirements : Police Station, 1 Residential Lot, Landfill Capacity
    Reward       : Federal Prison
    
    Mission      : A Special Load of Garbage (Evil)
    Car          : Garbage Truck
    Requirements : Police Station, 1 Commercial Lot, Landfill Capacity
    Reward       : Toxic Waste Dump
    
    Mission      : Slipped on Llama Dung
    Car          : Ambulance
    Requirements : Hospital, >50 Commercial Lots
    Reward       : Disease Research Centre
    
    Mission      : Shady Ambulance Driver (Evil)
    Car          : Ambulance
    Requirements : Hospital, >50 Commercial Services § Lots, >50 Commercial 
                   Services §§ Lots
    Reward       : Court House
    
    Mission      : You CAN Throw Money At It
    Car          : Mayor's Limousine
    Requirements : Mayor's House, >50 Commercial Lots
    Reward       : City Hall
    
    Mission      : High Roller in Town (Evil)
    Car          : Mayor's Limousine
    Requirements : Mayor's House
    Reward       : Casino
    
    Mission      : Mayor [Name] Visits Landmark
    Car          : Mayor's Limousine
    Requirements : Mayor's House, >0 Landmarks
    Reward       : None
    
    Mission      : Ribbon Cutting for [Mayor Name]
    Car          : Mayor's Limousine
    Requirements : Mayor's House, >200 Commercial Lots
    Reward       : None
    
    Mission      : Sick Bus Driver
    Car          : City Bus
    Requirements : >3 Bus Stations
    Reward       : Convention Centre
    
    Mission      : Dr. Vu Steals a Bus (Evil)
    Car          : City Bus
    Requirements : >1 Bus Station, >50 Residential Lots
    Reward       : §§§
    
    Mission      : Launch Time
    Car          : Army Truck
    Requirements : Missile Testing Range, Army Base
    Reward       : None
    
    Mission      : Steal a Warhead (Evil)
    Car          : Army Truck
    Requirements : Army Base, Deluxe Police Station
    Reward       : §§§
    
    Mission      : New Missile Testing
    Car          : Tank
    Requirements : Army Base
    Reward       : Missile Testing Range
    
    Mission      : Tank Joy Ride (Evil)
    Car          : Tank
    Requirements : Deluxe Police Station, Army Base
    Reward       : §§§
    
    Mission      : Teach Those Strikers a Lesson (Evil)
    Car          : Tank
    Requirements : Army Base, >0 Commercial Lots
    Reward       : §§§
    
    Mission      : Dr. Vu Gets a Tank
    Car          : Tank
    Requirements : Army Base, Mayor's House, >50 Residential Lots, Police Station
    Reward       : Movie Studio
    
    Mission      : Get the Deceased to The Funeral
    Car          : Hearse
    Requirements : Cemetery, >50 Residential Lots
    Reward       : House of Worship
    
    Mission      : Sinlent Orange (Evil)
    Car          : Hearse
    Requirements : Cemetery, >50 Commercial Lots
    Reward       : Army Base
    
    Mission      : Scientist Late for Flight
    Car          : Taxi Cab
    Requirements : Small Landing Strip, >50 Residential Lots
    Reward       : Opera House
    
    Mission      : Insane Taxi!!!
    Car          : Taxi Cab
    Requirements : Small Landing Strip, >50 Residential Lots
    Reward       : §§§
    
    Mission      : Mayor's Got New Socks!
    Car          : News Van
    Requirements : Mayor's House, TV Station
    Reward       : The Bureau of Bureaucracy
    
    Mission      : Paparazzi (Evil)
    Car          : News Van
    Requirements : Mayor's House, TV Station
    Reward       : §§§
    
    Mission      : Goo for the Masses (Evil)
    Car          : Toxic Waste Truck
    Requirements : Toxic Waste Dump, >100 Residential Lots
    Reward       : Cemetery
    
    Mission      : Ice Cream Delivery
    Car          : Ice Cream Truck
    Requirements : >2 Elementary Schools
    Reward       : State Fair
    
    Mission      : Pure Evil Ice Cream (Evil)
    Car          : Ice Cream Truck
    Requirements : >2 Elementary Schools
    Reward       : Part of Area 5.1
    
    Mission      : Run Some Errands
    Car          : § MySim Vehicle
    Requirements : >50 Commercial Services § Lots, § MySim
    Reward       : None
    
    Mission      : Knock Over [Target] (Evil)
    Car          : § MySim Vehicle
    Requirements : Police Station, >1 Residential Lot, >2 Commercial Services § 
                   Lots, § MySim
    Reward       : §§§
    
    Mission      : [MySim] Goes Shopping
    Car          : §§ MySim Vehicle
    Requirements : >100 Residential Lots, >2 Commercial Services §§ Lots, §§ MySim
    Reward       : None
    
    Mission      : White Collar Crime (Evil)
    Car          : §§ MySim Vehicle 
    Requirements : >1 Residential Lots, >0 Commercial Services §§ Lots, §§ MySim
    Reward       : §§§
    
    Mission      : Take a Break at the Casino
    Car          : §§§ MySim Vehicle
    Requirements : Casino, >1 Residential Lot, §§§ MySim
    Reward       : None
    
    Mission      : [MySim] Goes Gift Shopping (Evil)
    Car          : §§§ MySim Vehicle
    Requirements : >500 Residential Lots, >2 Commercial Services §§§ Lots, 
                   §§§ MySim
    Reward       : None
    
    Mission      : Take the Casino For a Bundle
    Car          : §§§ MySim Vehicle
    Requirements : Casino, >1 Residential Lot, §§§ MySim
    Reward       : None
    
    Mission      : [MySim] Wants to See [Landmark]
    Car          : Any MySim Vehicle
    Requirements : >1 Residential Lot, Landmark, MySim
    Reward       : None
    
    
    TRAIN MISSIONS
    
    
    Mission      : Whistle Stop Tour
    Train        : Passenger Train
    Requirements : >3 Passenger Train Stations, >20 Rail Tiles
    Reward       : Tourist Trap
    
    Mission      : Hijack the Train (Evil)
    Train        : Passenger Train
    Requirements : Passenger Train Station, Deluxe Police Station, >20 Rail Tiles
    Reward       : §§§
    
    Mission      : Train Ride for Rocket Formula
    Train        : Steam Train
    Requirements : Freight Train Station, >20 Rail Tiles
    Reward       : Part of Space Port
    
    Mission      : Sell Secret Rocket Formula
    Train        : Steam Train
    Requirements : Freight Train Station, Deluxe Police STation, >20 Rail Tiles
    Reward       : Part of Area 5.1
    
    Mission      : Super Seatbelt Fabric for Space Ships!
    Train        : Freight Train
    Requirements : >1 Freight Train Station, >20 Rail Tiles
    Reward       : Part of Space Port
    
    Mission      : Train Station Tour
    Train        : Passenger Train
    Requirements : >3 Passenger Train Stations, >20 Rail Tiles
    Reward       : Grand Railroad Station
    
    Mission      : Monorail Ride
    Train        : Monorail
    Requirements : >2 Monorail Stations, >20 Monorail Tiles
    Reward       : Solar Power Plant
    
    
    AIR VEHICLE MISSIONS
    
    Mission      : Give Jenny a Hand, and a Heart
    Plane        : Medical Helicopter
    Requirements : Hospital, >50 Residential Lots
    Reward       : None
    
    Mission      : Organs for Profit (Evil)
    Plane        : Medical Helicopter
    Requirements : Hospital, >50 Industrial Lots
    Reward       : University
    
    Mission      : Cripple [City Name] Industrial Complex (Evil)
    Plane        : Attack Jet
    Requirements : Area 5.1, >100 Industrial Lots, Power Plant
    Reward       : Hydrogen Power Plant
    
    Mission      : Take Out Dr. Vu's "Secret" Lair
    Plane        : Attack Helicopter
    Requirements : Army Base, >100 Industrial Lots
    Reward       : Advanced Research Centre
    
    Mission      : Raid on [City Name] (Evil)
    Plane        : Attack Helicopter
    Requirements : Army Base, Train Staion, Water Source, Mayor's House
    Reward       : §§§
    
    Mission      : Cover the Hostage Crisis
    Plane        : News Helicopter
    Requirements : >50 Residential Lots, >50 Commercial Lots, TV Station
    Reward       : Radio Station
    
    Mission      : Get the Perp's Story (Evil)
    Plane        : News Helicopter
    Requirements : TV Station, >50 Commercial Lots
    Reward       : §§§
    
    Mission      : Catch the Crook From the Air
    Plane        : Police Helicopter
    Requirements : >50 Commercial Lots, Deluxe Police Station
    Reward       : TV Studio
    
    Mission      : Disturbing the Peace (Evil)
    Plane        : Police Helicopter
    Requirements : >100 Low Density Residential Tiles, Deluxe Police Station
    Reward       : §§§
    
    Mission      : Water Drop for Fire
    Plane        : Fire Plane
    Requirements : Fire Department Landing Strip, Fire
    Reward       : City Zoo
    
    Mission      : Let It Burn! (Evil)
    Plane        : Fire Plane
    Requirements : Fire Department Landing Strip, Fire
    Reward       : §§§
    
    Mission      : Who Loves You, Baby?
    Plane        : Sky Writing Plane
    Requirements : Small Landing Strip
    Reward       : Major League Stadium
    
    Mission      : Secret Sky Code (Evil)
    Plane        : Sky Writing Plane
    Requirements : Small Landing Strip
    Reward       : §§§
    
    Mission      : Farmer's Get Vermin
    Plane        : Crop Duster
    Requirements : Small Landing Strip, >50 Farm Tiles
    Reward       : Farmers Market
    
    Mission      : Spread Zombie Dust (Evil)
    Plane        : Crop Duster
    Requirements : Small Landing Strip, Cemetery
    Reward       : Part of Area 5.1
    
    Mission      : Infiltrate Vu's Secret Meeting
    Plane        : Sky Diving Plane
    Requirements : Small Landing Strip, >50 Industrial Lots
    Reward       : None
    
    Mission      : Skydiving Show at [Target]
    Plane        : Sky Diving Plane
    Requirements : Small Landing Strip, Landmark
    Reward       : None
    
    
    WATER VEHICLE MISSIONS
    
    
    Mission      : Whale Watching Tour
    Boat         : Ferry Boat
    Requirements : Car Ferry
    Reward       : Marina
    
    Mission      : Ferry of Evil (Evil)
    Boat         : Ferry Boat
    Requirements : Car Ferry
    Reward       : §§§
    
    Mission      : Rx Pick-Up and Delivery
    Boat         : Speed Boat
    Requirements : Marina, Seaport
    Reward       : Resort Hotel
    
    Mission      : Water-Proof Mind Control Device (Evil)
    Boat         : Speed Boat
    Requirements : Marina, Seaport
    Reward       : Cruise Ship Building
    
    Mission      : Here Fishy, Fishy, Fishy
    Boat         : Fishing Boat
    Requirements : Marina
    Reward       : Lighthouse
    
    Mission      : Mmm ... Endangered Dinner (Evil)
    Boat         : Fishing Boat
    Requirements : Marina
    Reward       : Stock Exchange
    
    Mission      : Water Escape
    Boat         : Motor Boat
    Requirements : Deluxe Police Station, Marina
    Reward       : None
    
    Mission      : Jet Ski Fiesta
    Boat         : Cigar Boat
    Requirements : Marina
    Reward       : None
    
    Mission      : SOS
    Boat         : Tug Boat
    Requirements : Marina
    Reward       : Major Art Museum
    
    Mission      : Rare Fish Viewing
    Boat         : Yacht
    Requirements : Marina
    Reward       : Country Club
    
    ------------------------------------------------------------------------------
    [5.03] MySims Transport
    
    You can now organise the transport of your MySim as they drive around the
    city as well as drive their vehicles. This is accessed from the MySim panel
    with the little car symbol. There are several tools that you can use to get
    a closer feel of your city.
    
    You can first Dispatch your Sim to a location. This is useful as feedback, as
    they point out what they like and don't like. They can point out healthcare,
    pollution, and most important, the traffic. This will give you a down to 
    earth analysis of the problems of your cirt. After all, just because your
    facilities aren't on strike, doesn't mean the job done is a good one. 
    
    Second is the ability to commandeer their vehicle, or hijack their parked car,
    a la Grand Theft Auto. This will also allow you to do some missions, mentioned
    above, if the conditions are right. And of course, you can wreck their cars.
    
    You can also choose the car that they drive. When you are only § Wealth, their
    will be only § Wealth cars available to you. As you progress to the §§ Wealth
    Level, more cars will be unlocked, same goes for the §§§ Level. As well as the
    car that they drive, you can also control the way they walk as a pedestrian.
    Whether they walk punk style, or on a bike, it is up to you.
    
    The final two tools involve a shake up of the Sims life. The first is that
    you can change the residence of the Sim, provided that it is on the same 
    Wealth level that they are currently at. The second is changing their job. Of
    course, their wealth level will have a say on their job. A worker with the §
    Wealth Level may work as a clerk at a hospital while a §§§ Worker will be the
    CEO of the hospital, or whatever industry they work at. Quite fun really, to
    mess around with their lives. 
    
    ------------------------------------------------------------------------------
    [6.01] Signs and Labels
    
    If you really want maps, you can now place signs and labels on your streets
    and tourist attractions. These are found in the God Mode tools by the way.
    Anyway, signs can be posted anywhere just to remind you of something, like
    Bob lived here or Santa visited here. Labels are what you apply, generally
    speaking, on roads, calling a road 1st Avenue, Wall Street, whatever, it 
    doesn't really matter much. 
    
    With Labels, you can drag the label, stretching the words a bit. Imprint your
    Ego all over the place. Anyway, you can bulldoze the signs and labels when 
    you get tired of seeing your name all over the place. Or you could just remove
    them from view. I personally don't bother with them, they are a waste of time.
    
    ------------------------------------------------------------------------------
    [6.02] Building Style Control
    
    With Rush Hour, there are 4 building styles that you can force your buildings
    to adopt. This really doesn't have an impact on the game, it is there to make
    it look good. However, some buildings are dependent on some styles, so beware.
    As Mayor, you can set the city to rotate building styles every X number of
    years, so really, it is to make your city look good. You can also have 
    several of them so you don't miss out. Really, a pointless addition. 
    
    ------------------------------------------------------------------------------
    [6.03] Disasters
    
    With Rush Hour, there are several new disasters that you can befall on your
    unsuspecting citizens. These are the Autosaurus Wreck, which is a bunch of
    cars welded together to crush down the buildings in your city.
    
    The second is the UFO mothership. Basically, a massive UFO using plasma storms
    to destroy your city. And it doesn't even do a good job. You suck UFO. 
    
    ------------------------------------------------------------------------------
    [6.04] Transportation Map
    
    Another semi pointless map. This basically, on region view, allows you to see
    the transportation side of the region. It shows where the regions seaports 
    and airports are, the Highway systems, the roads, the avenues, everything that
    has something to do with transport. This can be switched with your normal
    map from the Region Options button.
    
    ------------------------------------------------------------------------------
    [7.01] Route Query
    
    An extremely useful tool that comes along with Rush Hour. Given the whole
    transportation theme, guess what Route Query does. There are several uses for
    the Route Query. 
    
    1. The first use is clicking on a residential building. As long as there are
       people living in the building, you can use the route query, and by clicking
       on it, you can see all the working Sims in that building and how they get 
       to work. There is a legend showing how each Sim gets to work.
    2. The second use is by clicking on any building that provides work for your
       citizens. It shows how the Sims working there get to work and shows the
       routes undertaken to get to their workplace. The opposite of the 
       residential query, as one is to, the other is from.
    3. By holding the query over a residential building, it shows the amount of 
       Sims working and holding an job from that building.
    4. By holding the query over a commercial, industrial or government building,
       it shows the amount of Sims who are employed and their methods of travel.
    5. By holding it over a piece of transport infrastructure, such as a road,
       street, piece of a subway network, monorail, etc, it should the amount 
       of users on that specific tile. 
    6. By clicking a piece of transport infrastructure, is will show the routes
       of the Sims to get to that certain tile, their destination and where they
       are based from. 
    
    Again, there is a colour coded legend for the routes as well as queries for
    the morning commute as well as the evening commute. Important as it will
    effect the use of your one-way roads. 
    
    ------------------------------------------------------------------------------
    [8.01] Movement
    
    With the NAM, it makes it easier for the Sims to do some pathfinding. The
    problem without the pathfinding is that Sims are too stupid to use the public
    transport next to them and use the car, which means a lot of conjestion, which
    in turn leads to higher commute time, and that will force residents away.
    
    With the Avenues, it will replace a dual road and makes it more appealing. 
    After the Avenue is the Highway, which is even higher capacity. However, bear
    in mind that the car does do a lot of pollution, and given that you may have 
    3000+ cars on a road PER COMMUTE, that does means that there is going to be a
    lot of pollution.
    
    The only solution to fix this is public transport. The problem with that 
    solution is that it costs money, and depending on your transport, it might
    cost a lot. 
    
    Buses are okay because they can carry decent amounts of population and they
    only need to be placed next to the places where passengers will get on, not
    at their destinations. Subways are more expensive initially, but can carry
    far more people than the buses can.
    
    Head to Simtropolis.com and download a mod that will allow you to place 
    transit stations on the roads, streets and avenues. These stations will allow
    you to place bus and/or subway stations on the roads. This is a significant
    mod because that will reduce the space taking by the transit system as well
    as reducing building maintenance. You might think that 5 Simoleons to be  
    small change, but in my cities, my building maintenance is greater than 4000
    Simoleons. 
    
    Although the transport costs may be high, a subway/bus system is a very 
    quick way to get around. Ensuring that there is a stop near every workplace
    will make sure that people have a means of getting around other than the
    car. An extensive subway and roads network will ensure that the subway 
    trains and the buses have plenty of room to move around.
    
    This may seem like a lot of work just for transport, but there are benefits
    for this. Transport, first of all, are one of the biggest factors for 
    development for high-rise buildings. A short to medium commute time is one
    of the biggest desirability factors for high rise. 
    
    Also, a long commute for high-rise tenants, which will be medium to high
    wealth residents, will force them to look for closer jobs, and when they
    are all taken, that means they have no jobs, and you will have people 
    abandoning the area like a plague will. 
    
    Remember that the graph of commute time is JUST AN AVERAGE. It doesn't show
    that some areas might have a high commute and some might have a low commute
    and that may skew the results somewhat. For example, my cities have a commute
    time of 50 minutes, not bad, but some areas have LONG commutes and they leave
    so be sure that transport is a priority.
    
    When you plan your city, make sure that your residential areas have roads but
    have room to upgrade to avenues, and for larger areas, you need room for the
    highways when the time comes. Elevated highways are pretty good if you want
    some roads underneath, but ground highways have overpasses. 
    
    ------------------------------------------------------------------------------
    [8.02] Region Play
    
    Region play is going to be a big factor in playing this game. Unlike the
    previous SimCity installments, indeed future installments, region play will
    make a big difference. With regions, you can do several things.
    
    First of all, demand is shared between connected neighbours. That means that
    the RCI demand that you will see in one city will be the same with the RCI
    demand on the other connected city. This makes demand busting much easier.
    You can bust demand and that will boost damand in the other. 
    
    Regional play is important in unlocking several rewards. Rewards such as the
    Tourist Trap need connected cities in order to be unlocked. Neighbour deals,
    where you can sell off water, electricity and garbage to your neighbours 
    is quite useful. If you find that it is more cost efficient for a large water
    pump, but can't use all the water, sell it off. If you can't afford to pay
    for a water pump, buy the water. 
    
    Region play also ensures that you have certain cities for certain purposes.
    For example, you don't want your residential cities having massive areas of
    dirty and manufacturing industries which pollute like crazy. Therefore, you
    can have an entire city devoted to pollution, whilst you have a clean city
    with high tech manufacturing. 
    
    Jobs in one city can be used to employ citizens of another city. This makes
    it worthwile to have a manufacturing city to employ the dumber citizens 
    but you need to bear in mind that the commute time will instantly be classed
    as long.
    
    ------------------------------------------------------------------------------
    [8.03] Utilities
    
    There are utilities that you need to provide for your people. You need to
    provide electricity to power the city, water to make sure people don't
    shrivel up like a prune, and relieve garbage to make sure people don't 
    live in their own filth.
    
    Electricity is one of the more important factors. There are two ways that you
    can power your city, the dirty, but cheap way, or the clean, yet more
    expensive way. 
    
    There are 8 ways to power your city. The dirty was is the Coal, Natural Gas,
    Oil and Waste of Energy power plants. They are more efficient, but they 
    pollute, and that isn't really good for your town, while the Nuclear, Wind,
    Solar and Hydrogen plants are cleaner, but less efficient. If you have a 
    start up city, a coal fired or a natural gas plant is going to be a wise
    choice, but when your city expands and pollution is less tolerable, you are
    going to choose Nuclear or Hydrogen plants.
    
    The water is going to be required after energy. You see, you need electricity
    to start a city, but not water. Water is required to bring in the high 
    wealth residents and the richer commercial tenants into town. You will want
    to start low, using water towers to start off, and after 5 water towers,
    you are going to move up to Water Pumps, and then, Large Water Pumps.
    
    The final thing is garbage. You need to take care of the garbage. You need
    to build landfills, with some road access, to make sure that the trash will
    be taken care of. Denying road access will stop the trash entering the 
    landfill. This is useful when the landfill is full. When it is full, it will
    degrade at the rate of 7% or 15 tons a month. Also, the Recycling plant will
    help remove up to 20% of your city's trash, which from a big city, is quite
    a lot. The Waste to Energy plant is a big polluter, provides electdicity and 
    removes trash. 
    
    ------------------------------------------------------------------------------
    [8.04] Civics
    
    You will need to provide some infrastructure to develop your city. The first
    need is for law. You need to provide some police stations to make sure
    that there are no crime waves. You have the option of the police kiosks, 
    police stations, large police stations and the deluxe police station, as well
    as the jail. 
    
    The kiosk is just like a police station, except that it cannot hold any
    prisoners, and that they will need to be transferred to another police 
    station or the prison. The police stations have cells, and the larger they
    are, the bigger radius of protection they will provide. 
    
    Police stations are important for the game, because it keeps crime in check.
    Crime is generated by two factors, the wealth and the education of your
    Sims. Lower wealth makes people more likely to turn to crime to better
    themselves, and lower education will also turn people to a life of crime as
    well. When you have population, you will always have crime, it is not
    possible to have a crime free city, but it is possible to control crime so
    that you don't need a prison. Improve your education, and try to make
    people richer, at the expense of others.
    
    The second thing is fire protection. You are going to need to have some
    fire stations and maybe a landing strip or two to make sure that fires don't
    break out. A small fire station is good for a small area, but in a bigger
    city, the larger fire stations and landing strips are going to be necessary
    to control fires. You don't need fire stations, but if you don't have one
    in the area, it might take a long time to make sure that blaze is taken care
    of.
    
    The next important thing, and one of the two most important to your Sims is
    education. There are many facilities to make sure education is on the top.
    Elementary schools teach younger kids, High Schools teaches the teens and
    your colleges will teach those young adults. For the Elementarty and High 
    schools, there is an important factor, bus funding. It seems that increasing
    the funding doesn't do anything, but decreasing the funding will lower the
    radius for the schools, so don't touch that.
    
    Libraries will sustain the education for the adults during their lives by
    giving them books to read, while the museums will be there to help the
    aging Sims who have retired. Education will decay if Libraries and Museums
    aren't there. Libraries are cheap, and have a good radius, while the Meseums
    have no radius, they have a city-wide radius. 
    
    The next factor, and the second important thing for the Sims is their
    health. You can build small clinics or large hospitals. The ambulance funding
    serves as the radius for the city. Unlike education, Healthcare is used by
    those who are sick, and as your city grows, your clinics aren't going to be
    able to handle all those Sims. You are going to need to leave some room to
    have Hospitals, their large capacity is perfect for high-density areas, while
    clinics are better for the lower density areas. 
    
    Also, Clinics with their small radius aren't going to match up to a hospital.
    The capacity of a clinic is relatively small, while the capacity of a 
    hospital is more than large, and is more efficient. You can easily build
    hospitals at the start, but is an unnecessary strain on your budget.
    
    The next civic function is the landmarks. They basically pretty up the 
    surrounding area for commercial buildings, generating heavy traffic since
    people want to visit the landmark, making it very desirable to have an 
    office there. With internet mods, you can make these buildings provide some
    jobs, and the higher end landmarks can provide upwards of 8000 jobs. 
    
    The next function are your rewards. When your cities meets some certain
    conditions, such as Education Quotient, population or some other condition,
    you will get a reward that can allow you to boost demand in your city. The
    business deals are only listed here if you are in dire straits and need some
    money. 
    
    The final function is parks and recreation. This are important for your
    cities because they make the surrounding area more desirable and boosts 
    demand for your RCI. Although they won't remove pollution, it makes the place
    more desirable and increase land value. 
    
    ------------------------------------------------------------------------------
    [9.01] Power
    
    Like I mentioned before, there are 8 sets of powers that you can choose
    from. I'll list them below, their output, cost, requirements, and anything
    that you might need to know.
    
    --==Coal Fired Power Plant==--
    
    Build Cost        = §10000
    Monthly Cost      = §250
    Energy Output     = 6000 MegaWatts per Hour
    Energy per Dollar = 24 MWH per Simoleon
    Life Span         = 75 Years
    Pollution         = Worst than Anything Else
    Requirements      = None
    
    --==Oil Fired Power Plant==--
    
    Build Cost        = §17000
    Monthly Cost      = §600
    Energy Output     = 7000 MegaWatts per Hour
    Energy per Dollar = 11.6 MWH per Simoleon
    Life Span         = 75 Years
    Pollution         = Heavy
    Requirements      = None
    
    --==Natural Gas Power Plant==--
    
    Build Cost        = §9000
    Monthly Cost      = §400
    Energy Output     = 3000 MegaWatts per Hour
    Energy per Dollar = 7.5 MWH per Simoleon
    Life Span         = 60 Years
    Pollution         = Medium
    Requirements      = None
    
    --==Waste to Energy Power Plant==--
    
    Build Cost        = §25000
    Monthly Cost      = §1000
    Energy Output     = 5000 MegaWatts per Hour
    Energy per Dollar = 5 MWH per Simoleon
    Life Span         = 80 Years
    Pollution         = Heavy
    Requirements      = Trash to Burn
    
    --==Wind Turbine==--
    
    Build Cost        = §500
    Monthly Cost      = §50
    Energy Output     = 200 MegaWatts per Hour
    Energy per Dollar = 4 MWH per Simoleon
    Life Span         = 100 Years
    Pollution         = Clean as a Whistle
    Requirements      = None
    
    --==Solar Power Plant==--
    
    Build Cost        = §30000
    Monthly Cost      = §1000
    Energy Output     = 5000 MegaWatts per Hour
    Energy per Dollar = 5 MWH per Simoleon
    Life Span         = 100 Years
    Pollution         = Clean as a Whistle
    Requirements      = 3000 High Wealth Residents
                        Mayor Rating of 55
    
    --==Nuclear Power Plant==--
    
    Build Cost        = §40000
    Monthly Cost      = §3000
    Energy Output     = 16000 MegaWatts per Hour
    Energy per Dollar = 5.3 MWH per Simoleon
    Life Span         = 60 Years
    Pollution         = Change of a Meltdown, which means Radiation, but Clean
    Requirements      = Population of 85000
                        Energy Demand of 25000 MWH
    
    --==Hydrogen Power Plant==--
    
    Build Cost        = §100000
    Monthly Cost      = §10000
    Energy Output     = 50000 MegaWatts per Hour
    Energy per Dollar = 5 MWH per Simoleon
    Life Span         = 50 Years
    Pollution         = Clean as a Whistle
    Requirements      = 4000 High Tech Industrial Jobs
                        Energy Demand of 30000 MWH
    
    The Coal fired plant is the most efficient, but the most efficient polluter
    as well. The most efficient clean power is going to be the Nuclear Power 
    Plant but it has a chance of a meltdown if you set it on fire and it actually
    burns down, and the radiation goes everywhere. It is a nice explosion though
    so make good use of that. 
    
    Hydrogen is going to be the choice for large, clean cities since they are 
    clean, but not efficient. For dirty cities, a Coal fired plant won't really
    matter, since they are dirty. Aim for Coal, then Oil, then Natural Gas,
    then Nuclear, and finally end up with Hydrogen. Stop along the way when it
    suits you.
    
    ------------------------------------------------------------------------------
    [9.02] Water
    
    Where are water providing structures as well, so don't forget these.
    
    --==Water Tower==--
    
    Build Cost       = §150
    Monthly Cost     = §50
    Water Output     = 2400 Cubic Meters
    Water per Dollar = 48 Cubic Meters per Simoleon
    
    --==Water Pump==--
    
    Build Cost       = §1400
    Monthly Cost     = §350
    Water Output     = 20000 Cubic Meters
    Water per Dollar = 57.14 Cubic Meters per Simoleon
    
    --==Large Water Pump==--
    
    Build Cost       = §15400
    Monthly Cost     = §3150
    Water Output     = 200000 Cubic Meters
    Water per Dollar = 63.49 Cubic Meters per Simoleon
    
    --==Water Treatment Plant==--
    
    Build Cost       = §15000
    Monthly Cost     = §350
    Water Output     = Treats 2400 Cubic Meters
    Water per Dollar = 6.85 Treated Cubic Meters per Simoleon
    
    You will need to start of water towers, they are going to be the basis of
    your water supply in the start. When you move up to 7 Water Towers, you are
    going to need to build a Water Pump and demolish the Water Towers to make
    sure that it is efficient. You get an extra 3200 Cubic Meters of Water this
    way. 
    
    Once you end up with about 5 to 9 Water Pumps, it will be time to upgrade into
    a Large Water Pump. Even when you wait for 9 Water Pumps, you will end up
    with a saving of 20000 Cubic Meters of water, thats a fair bit of water.
    
    Also, the Water Treatment Plant is relatively important for larger cities and
    cities with industrial manufacturing. They will pollute the water and that
    needs some clearing. Your Water Treatment Plant will treat the water so that
    there won't be too much pollution because pollution will shut down the water
    system if the water in unacceptable and polluted. 
    
    ------------------------------------------------------------------------------
    [9.03] Garbage
    
    Garbage disposal is important to your city, you need to take care of the
    trash, or your Sims are going to be living in their own filth, and that will
    drive hem off faster than the Black Death.
    
    --==Landfill==--
    
    Build Cost       = §50 per Tile
    Monthly Cost     = §10 per Tile
    Notes            = A Landfill needs to be at least 4 tiles in size
    
    --==Recycling Centre==--
    
    Build Cost       = §5000
    Monthly Cost     = §350
    Notes            = Reduces 20% of the Trash generated by 20000 People
    
    --==Waste to Energy Power Plant==--
    
    Build Cost       = §25000
    Monthly Cost     = §1000
    Notes            = Incinerates your trash to provide power and pollutes
    
    The Landfill is going to be the place where you dump most of your trash.
    However, you don't want it stacking up, so when your city is getting larger
    and larger, you are going to need more landfills. When a landfill is full,
    that is when it can carry no more trash and it is totally full, you need
    to discommission it and let it rot.
    
    Block off all road access to decommission a landfill and let the trash rot
    by itself. Trash rots, like I mentioned above, at the rate of either 15
    Tons a Month or 7%. The 15 Ton limit means that even if 7% of the landfill
    is higher than 15 Tons, only 15 Tons of trash is going to be degraded a 
    month, 7% if it is lower than that.
    
    Remember that one tile can hold up to 300 tons in trash. A minimum landfill
    of 4 tiles holds 1200 tons of trash, and that takes up to 14 and a half 
    years to take care of. So you either are going to have a trash problem or
    going to have to find another solution. What is it? Export it to another
    city, which has many Waste of Energy plants. That takes care of plenty of
    things.
    
    That are some myths that will apparently say that a decommissioned landfill
    will decommission faster. Waste to Energy plants only take down trash that
    is freshly generated, it will not touch trash in decommissioned landfills
    that lie around. Placing road access to the landfill WILL remove the trash,
    but it is no longer decommissioned. And secondly, trees have no effect. Who
    the heck made that up? How do trees help things rot faster? 
    
    Recycling centres work on a population basis. One centre will only serve
    20000 people, which is a lot or little depending on your city. It will
    reduce the trash created by those people by 20%, which is quite a fair
    bit, but the effects don't stack up if you have 2 Centres for 20000 people,
    there is only so much you can recycle. 
    
    ------------------------------------------------------------------------------
    [9.04] Education
    
    Like mentioned above, Education is one of the major factors that lure Sims
    to your cities. People want to learn and you need to proide the opportunities
    to do so. There are many educational facilities, and you need to know
    which is which.
    
    --==Elementary School==--
    Build Cost   : §300
    Monthly Cost : §400
    Bus Funding  : §100
    Coverage     : 23 Tiles
    Capacity     : 500 Students
    Requirements : None
    
    --==Large Elementary School==--
    Build Cost   : §2100
    Monthly Cost : §1500
    Bus Funding  : §500
    Coverage     : 39 Tiles
    Capacity     : 3000 Students
    Requirements : Population of 4000
    
    --==High School==--
    Build Cost   : §1050
    Monthly Cost : §750
    Bus Funding  : §100
    Coverage     : 30 Tiles
    Capacity     : 750 Students
    Requirements : None
    
    --==Large High School==--
    Build Cost   : §7350
    Monthly Cost : §3250
    Bus Funding  : §500
    Coverage     : 47 Tiles
    Capacity     : 4500 Students
    Requirements : Population of 6000
    
    --==City College==--
    Build Cost   : §3000
    Monthly Cost : §1000
    Bus Funding  : §0
    Coverage     : Citywide
    Capacity     : 7000 Students
    Requirements : None
    
    --==Local Branch Library==--
    Build Cost   : §1000
    Monthly Cost : §250
    Bus Funding  : §0
    Coverage     : 30 Tiles
    Capacity     : 30000 Books
    Requirements : None
    
    --==City Museum==--
    Build Cost   : §1500
    Monthly Cost : §450
    Bus Funding  : §0
    Coverage     : Citywide
    Capacity     : 30 Exhibits
    Requirements : None
    
    There are larger versions of the Schools because they are built for cost
    savings. They take up less space, have a larger radius and can hold more 
    students than their normal counterpart. Consider building these in high
    density areas since their capacity is needed. 
    
    Don't muck with the Bus Funding, lower it will lower the radius of the school
    in question, which means their area if effect, lower the amount of funding if
    need be. Increasing bus funding doesn't seem to do anything however, but maybe
    those buses actually arrive on time. 
    
    Your Elementary schools teach the younger kids, the High Schools teach your
    teens and the Colleges will teach the graduates of high school. Note that the
    students will progressive get lower as they head down the chain, people will
    drop out of elementry, then high and then colleges. Just because you have 5000
    Elementary School Students, it doesn't mean you'll have a future 5000 college
    students.
    
    Libraries and your Museum will make sure that the knowledge of your older
    citizens, the adults and the elders, will retain and even gain some knowledge
    in their older life. Those will unlock rewards based on those buildings. 
    
    ------------------------------------------------------------------------------
    [9.05] Healthcare
    
    You only have two options for healthcare, the smaller clinic or the larger
    hospital. Of course, you can only guess which holds more patients. 
    
    --==Small Clinic==--
    Build Cost        : §400
    Monthly Cost      : §300
    Ambulance Funding : §100
    Coverage          : 23 Tiles
    Capacity          : 500 Patients
    Requirements      : None
    
    --==Large Hospital==--
    Build Cost        : §1100
    Monthly Cost      : §1000
    Ambulance Funding : §200
    Coverage          : 34 Tiles
    Capacity          : 3000 Patients
    Requirements      : None
    
    The Small Clinic is going to be the cost effective measure for your city for
    the time when it is small, but when it gets larger, you are going to need the
    hospital. Although it can carry more patients, it is much larger, but it is
    more cost efficient. I guess a few dollars in tax is worth it. 
    
    ------------------------------------------------------------------------------
    [9.06] Rewards
    
    Your rewards are going to be gained when you do something good for your city
    and reach some milestone. These are used to boost demand for your city, and
    later on in the game, this is going to be invaluable. 
    
    --==Advanced Research Centre==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Negative Residential Effect, Positive Industrial Effect
    Mayor Rating : 54
    Requirements : 2000 Industrial High Tech Jobs
                   University
    
    --==Air Force Base==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Mayor Rating : 0
    Requirements : Population of 15000
                   Educational Quotient greater than 60
                   Downloaded off the Internet
    
    --==Bureau of Bureaucracy==--
    
    Build Cost   : §46000
    Monthly Cost : §320
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Mayor Rating : 30
    Requirements : Population of 39000
                   Well Funded Education and Healthcare System
    
    --==Cemetery #1==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 42
    Requirements : Population of 2000
    
    --==Cemetery #2==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 46
    Requirements : Population of 15000
    
    --==Cemetery #3==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 50
    Requirements : Population of 60000
    
    --==City Hall==--
    
    Build Cost   : §40000
    Monthly Cost : §280
    Effects      : Positive Commercial Effect
    Mayor Rating : 20
    Requirements : Population of 12500
    
    --==City Zoo==--
    
    Build Cost   : §37000
    Monthly Cost : §260
    Effects      : Positive Residential Effect, Positive Commercial Effect
    Mayor Rating : 68
    Requirements : 25 Parks
    
    --==Colossal Mayor Statue==--
    
    Build Cost   : §57000
    Monthly Cost : §400
    Effects      : Positive Residential Effect, Positive Commercial Effect
    Mayor Rating : 60
    Requirements : Population of 120000
    
    --==Convention Centre==--
    
    Build Cost   : §32000
    Monthly Cost : §220
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Mayor Rating : 40
    Requirements : 25000 Commercial Jobs
                   Airport
    
    --==Country Club==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 55
    Requirements : 2000 High Wealth Residents
    
    --==County CourtHouse==--
    
    Build Cost   : §44000
    Monthly Cost : §310
    Effects      : Positive Commercial Effect
    Mayor Rating : 33
    Requirements : Population of 40000 
                   City Hall
    
    --==Disease Research Laboratory==--
    
    Build Cost   : §26000
    Monthly Cost : §180
    Effects      : Positive Industrial Effect
    Mayor Rating : 45
    Requirements : Population of 56000
                   3 Hospitals
    
    --==Farmer's Market==--
    
    Build Cost   : §4900
    Monthly Cost : §30
    Effects      : Positive Residential Effect, Positive Commercial Effect, 
                   Positive Industrial Effect
    Mayor Rating : 34
    Requirements : 600 Farming Jobs
                   Population of 3000
    
    --==House of Worship #1==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 40
    Requirements : Population of 1000
    
    --==House of Worship #2==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 44
    Requirements : Population of 5000
    
    --==House of Worship #3==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 48
    Requirements : Population of 3000
    
    --==House of Worship #4==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 52
    Requirements : Population of 120000
    
    
    --==Impressive Mayor Statue==--
    
    Build Cost   : §6400
    Monthly Cost : §40
    Effects      : Positive Residential Effect, Positive Commercial Effect
    Mayor Rating : 60
    Requirements : Population of 30000
    
    --==Magnificant Mayor Statue==--
    
    Build Cost   : §22000
    Monthly Cost : §150
    Effects      : Positive Residential Effect, Positive Commercial Effect
    Mayor Rating : 60
    Requirements : Population of 60000
    
    --==Main Library==--
    
    Build Cost   : §19000
    Monthly Cost : §130
    Effects      : Positive Residential Effect, Positive Commercial Effect
    Mayor Rating : 37
    Requirements : Population of 34000 
                   5 Functional Libraries
    
    --==Major Art Museum==--
    
    Build Cost   : §13000
    Monthly Cost : §90
    Effects      : Positive Residential Effect, Positive Commercial Effect
    Mayor Rating : 45
    Requirements : 12000 Medium and High Wealth Citizens
                   4 Functional Museums
    
    --==Major League Stadium==--
    
    Build Cost   : §48000
    Monthly Cost : §340
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Mayor Rating : 30
    Requirements : Population of 85000
                   Minor League Stadium
    
    --==Mayor's House==--
    
    Build Cost   : §1800
    Monthly Cost : §10
    Effects      : Positive Residential Effect, Positive Commercial Effect
    Mayor Rating : 20
    Requirements : Population of 500
    
    --==Mayor's Statue==--
    
    Build Cost   : §3700
    Monthly Cost : §30
    Effects      : Positive Residential Effect, Positive Commercial Effect
    Mayor Rating : 60
    Requirements : Population of 5000
    
    --==Minor League Stadium==--
    
    Build Cost   : §17000
    Monthly Cost : §120
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Mayor Rating : 20
    Requirements : Population of 22500
                   16 Parks or Recreation Facilities
    
    --==Movie Studio==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Commercial Effect
    Mayor Rating : 52
    Requirements : Population of 110000
                   Television Studio
    
    --==Opera House==--
    
    Build Cost   : §28000
    Monthly Cost : §200
    Effects      : Positive Commercial Effect
    Mayor Rating : 52
    Requirements : 48000 Medium and High Wealth Residents
                   Major Art Museum
    
    --==Private School #1==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 0
    Requirements : 750 High Wealth Residents
                   Education Quotient less than 85
    
    --==Private School #2==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 0
    Requirements : 3750 High Wealth Residents
                   Education Quotient less than 85
    
    --==Private School #3==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Residential Effect
    Mayor Rating : 0
    Requirements : 7500 High Wealth Residents
                   Education Quotient less than 85
    
    --==Radio Station==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Commercial Effect
    Mayor Rating : 30
    Requirements : Population of 18000
    
    --==Resort Hotel==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Commercial Effect
    Mayor Rating : 52
    Requirements : 50000 Medium and High Wealth Citizens in Region
                   4 Cities
                   Low Pollution
    
    --==State Fair==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Mayor Rating : 48
    Requirements : Population of 3500
                   1200 Farming Jobs
    
    --==Stock Exchange==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Positive Commercial Effect
    Mayor Rating : 45
    Requirements : 25000 Commercial Jobs
    
    --==Television Studio==--
    
    Build Cost   : §0
    Monthly Cost : §0
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Mayor Rating : 50
    Requirements : Population of 65000
                   Radio Station
    
    --==Tourist Trap==--
    
    Build Cost   : §10000
    Monthly Cost : §210
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Mayor Rating : 0
    Requirements : Regional Population of 40000
                   6 Cities in Region
                   4 Connected Cities
    
    --==University==--
    
    Build Cost   : §12000
    Monthly Cost : §1500
    Effects      : Positive Residential Effect, Positive Commercial Effect
    Mayor Rating : 42
    Requirements : Population of 15000
    
    ****************
    *Business Deals*
    ****************
    
    --==Army Base==--
    
    Build Cost   : §0
    Monthly Gain : §350
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Notes        : Population Requirement
    
    --==Casino==--
    
    Build Cost   : §0
    Monthly Gain : §300
    Effects      : Negative Residential Effect, Positive Commercial Effect
    Notes        : Increases Crime
    
    --==Federal Prison==--
    
    Build Cost   : §0
    Monthly Gain : §250
    Effects      : Negative Residential Effect, Negative Commercial Effect
    Notes        : Holds your city's Inmates as well
    
    --==Missile Range==--
    
    Build Cost   : §0
    Monthly Gain : §450
    Effects      : Negative Residential Effect, Negative Commercial Effect
    Notes        : Chance of Accidential Misfire, requires Army Base
    
    --==Toxic Waste Dump==--
    
    Build Cost   : §0
    Monthly Gain : §400
    Effects      : Negative Residential Effect, Negative Commercial Effect
    Notes        : Creates Radiation Contamination, Creates Water Pollution
    
    The rewards are best used to relieve the demand caps on your city. For more 
    on that, read the thy451 guide on Simtropolis or Gamefaqs.
    
    ------------------------------------------------------------------------------
    [9.07] Ordinances
    
    There are several laws that you can enact in your city to make it more
    efficient, but a positive effect here will more likely lead to a negative
    effect somewhere.
    
    --==Community CPR Training Program==--
    
    Increases the health of your Sims, and will lead to an increase in the Health
    Quotient. This trains all your Sims in CRP, which is a life-saving tool. 
    
    Cost : §50 + §1 per 200 Sims
    
    --==Water Conversation Program==--
    
    Decreases the amount of water used by your Sims but leads to a decrease in
    Industrial Demand. It forces all Sims to save water, but industry likes 
    wasting water. 
    
    Cost : §50
    
    --==Paper Waste Reduction Program==--
    
    Decreases the amount of waste generated by your commercial offices, but leads
    to a drop in demand in Commerce. You know that Commercial offices like their
    filing papers and all.
    
    Cost : §20 + §1 per 200 Sims
    
    --==Free Clinic Program==--
    
    Increases the health of your Sims since this provides care for your most
    disadvantaged Sims. This creates free healthcare with volunteer doctors and
    nurses for socio-disadvantaged Sims.
    
    Cost : §50
    
    --==Smoke Detector Program==--
    
    Decreases the change of fire starting out in the city with working smoke
    detectors everywhere. This leads to a decrease in the chances of fire outbreak
    and with Fire Stations, fire is more or less insignificant.
    
    Cost : §1 per 1000 Sims
    
    --==Tourism Promotion Program==--
    
    Advertises your nation to other regions, luring more tourists to your city,
    which in turn leads to more commercial demand in the city to deal with all
    the tourists.
    
    Cost : §50
    
    --==Power Conservation Act==--
    
    It reduces the powered used by your Sims by making them turn off lights when
    they aren't using it. It will prolong the life of your Power Plants and reduce
    power comsumption, but decrease industry demand. Reduces your Mayor Rating.
    
    Cost : §1 per 100 Sims
    
    --==Carpool Incentive Program==--
    
    It forces your Sims to carpool with each other to ensure that less cars are
    on the road. Reduces pollution and traffic by cars with less traffic. Reduces
    traffic significantly.
    
    Cost : §50 + §1 per 100 Sims
    
    --==Commuter Shuttle Service==--
    
    It is meant to force your Sims to use public transport, but in reality, this
    actually doesn't work at all, pathfinding mods will fix this all up. Useless
    in the short and long term.
    
    Cost : §20
    
    --==Clean Air Act==--
    
    Reduces the pollution by your dirty and manufacturing industries, but has a 
    negative result in the demand of dirty industries.
    
    Cost : §20
    
    --==Youth Curfew Act==--
    
    Forces your younger Sims to be home by a certain time. It has a reducing 
    effect on the crime in your city, but creates some discontent in the city.
    Reduces your Mayor Rating.
    
    Cost : §40 + §1 per 500 Sims
    
    --==Auto-Mobile Emission Reduction Act==--
    
    Reduces the amount of pollution created by the automobiles that are on your
    road by forcing manufacturers to do something about it. Reduces pollution
    generated by cars. Reduces your Mayor Rating.
    
    Cost : §20
    
    --==Tire Recycling Program==--
    
    Recycles the tires that are too worn to be used anymore. This will reduce
    the amount of waste that your city will generate.
    
    Cost : §20 + §1 per 1000 Sims
    
    --==Nuclear Free Zone==--
    
    This will stop you from using any form of Nuclear Power Stations and existing
    ones will be shut down and decommissioned. This will increase your Mayor
    Rating however.
    
    Cost : §50 + §1 per 500 Sims
    
    --==Pro-Reading Campaign==--
    
    This will encourage your Sims to go to their local library to go and read some
    books. This will increase your Education Quotient.
    
    Cost : §50 + §1 per Library
    
    --==Neighbourhood Watch Program==--
    
    Reduces crime since the neighbourhood will be more alert and report any dodgy
    activity to the police. You need a police station for this to work, otherwise,
    you won't be watching anymore.
    
    Cost : §10 + §1 per 1000 Sims
    
    --==Junior Sports Program==--
    
    Reduces Crime since the kids are too busy playing sport than to be robbing 
    banks and commiting murders. You need a park or recreation facility to make
    this work, otherwise, they can't play.
    
    Cost : §100
    
    --==Landfill Gas Recovery Program==--
    
    This requires a Natural Gas Power Plant and a Landfill. This uses your 
    landfill to collect methane gas that is generated by your landfill and be
    burnt by the Gas Power Plant. Increases capacity of the Power Plant and 
    decreases air pollution around the landfill.
    
    Cost : §20 + §30 per Landfill
    
    --==Trash Pre-Sort Requirement Program==--
    
    You need a Recycling Centre for this. It forces your Sims to sort out 
    their recycling trash out to make it easier. Reduces the trash from your
    Sims and increases capacity of the Recycling Centre.
    
    Cost : §20 + §1 per Recycling Centre
    
    --==Legalised Gambling==--
    
    Allows the Casino to come into town, and will leave once this is removed
    and is not enacted. It will however, increase the crime in your city. You
    do get a slice of the profits however.
    
    Gain : §100 per month
    
    There is only one that you want to exact, and that is the Carpool one. That
    will reduce traffic like crazy. And the Automobile Emission can't hurt
    either. CPR, Free Clinic, Smoke Detector, Tourism and Pro Reading are also
    good to enact if you have the money.
    
    If you have the requirements, the Neighbourhood Watch, Junior Sports, 
    Landfill Gas and Trash Presort are also good choices as well. 
    
    ------------------------------------------------------------------------------
    [9.08] Transit
    
    There are many transport options that you have at your disposal. You have
    roads and public transport. 
    
    *******************
    *Private Transport*
    *******************
    
    --==Streets==--
    
    Build Cost : §5 per section
    Maintenace : §0.05 per section per month
    Capacity   : 100%
    
    --==Roads==--
    
    Build Cost : §10 per section
    Maintenace : §0.1 per section per month
    Capacity   : 10X Street Capacity
    
    --==One Way Road==--
    
    Build Cost : §10 per section
    Maintenace : §0.1 per section per month
    Capacity   : 20X Street Capacity (But in One Direction)
    
    --==Avenue==--
    
    Build Cost : §60 per section
    Maintenace : §1 per section per month
    Capacity   : 40X Street Capacity
    
    --==Highway==--
    
    Build Cost : §600 per section
    Maintenace : §1 per section per month
    Capacity   : 40X Street Capcity
    
    As you can see, your avenues are going to be the best option to replace the 
    Highway, but there are no traffic lights or intersections on the Highway
    and that will significantly boost the capacity of the highway over the
    avenue. Note that one way roads have high capacity, but they allow traffic in
    one direction.
    
    ******************
    *Public Transport*
    ******************
    
    --==Buses==--
    
    Build Cost : §150
    Maintenace : §5
    Requires   : Roads
    Passengers : 1000
    
    --==Subway==--
    
    Build Cost : §500
    Maintenace : §20
    Requires   : Subway Tracks, Underground
    Passengers : 2000
    
    --==Train==--
    
    Build Cost : §100
    Maintenace : §10
    Requires   : Train Tracks, Above Ground
    Passengers : 2000
    
    --==Monorail==--
    
    Build Cost : §500
    Maintenace : §20
    Requires   : Monorail, Above Ground
    Passengers : 2000
    
    --==Elevated Rail==--
    
    Build Cost : §500
    Maintenace : §20
    Requires   : Subway, Below Ground, Elevated Rail Tracks, Above Ground
    Passengers : 2000
    
    --==Passenger Ferry==--
    
    Build Cost : §150
    Maintenace : §10
    Requires   : Water
    Passengers : 1000
    
    --==Car and Passenger Ferry==--
    
    Build Cost : §300
    Maintenace : §20
    Requires   : Water
    Passengers : 1000
    
    Note that the ferries can only have 16 stations in a city. The public 
    transport that you should take is up to you. Train is cheap and easy
    maintenance, as well as buses. Subways and Elevated rail are expensive
    but work together and have good capacity. Monorail is expensive but 
    quick. Take a pick. 
    
    **********
    *Airports*
    **********
    
    --==Small Air Strip==--
    
    Build Cost : §20000
    Maintenace : §700
    Passengers : 10200
    
    --==Medium Air Strip==--
    
    Build Cost : §5700
    Maintenace : §900
    Passengers : 13100
    
    --==Large Air Strip==--
    
    Build Cost : §5700
    Maintenace : §1100
    Passengers : 16000
    
    --==Small Municipal Airport==--
    
    Build Cost : §35000
    Maintenace : §900
    Passengers : 28800
    
    --==Medium Municipal Airport==--
    
    Build Cost : §6400
    Maintenace : §1450
    Passengers : 34100
    
    --==Large Municipal Airport==--
    
    Build Cost : §7200
    Maintenace : §1700
    Passengers : 40000
    
    --==Small International Airport==--
    
    Build Cost : §50000
    Maintenace : §1225
    Passengers : 70000
    
    --==Medium International Airport==--
    
    Build Cost : §6400
    Maintenace : §1450
    Passengers : 80000
    
    --==Large International Airport==--
    
    Build Cost : §7200
    Maintenace : §1700
    Passengers : 90000
    
    The reason why Medium and Large Airports are cheap is because you aren't 
    really building a new airport, it is upgrading the existing airport from
    small or medium to medium or large respectively. The reason to build an
    airport is because of the massive commercial boost that it gives your city
    and that is certainly a good thing. 
    
    ------------------------------------------------------------------------------
    [10.01] Small Town
    
    You need to start some town building, and first of all, you are going to need
    some power. You should build a Coal Power Plant at the far end of the map,
    using the power lines to connect it to the other side of the city. Have the
    landfill there as well, connecting the road to it. 
    
    Build some low density zones for each, but keep industry far away since the
    pollution isn't going to be all that pleasent. Let the city build and have
    the citizens walk into your city to start up a new town. However, around
    your residential areas, have the roads connect the residents from their
    homes to their jobs ready for upgrade to avenues. This is done later, but
    make sure that there is room for it.
    
    Now, you need some facilties. You need a police station and a fire station to
    cover all your buildings, to make sure they don't burn down to the ground. 
    Your worst fire hazard is industry, they are the most likely area where fire
    is going to start. Also, place on near the power plant if you can, don't if
    you already have it covered. You don't want that investment blowing up.
    
    Now, you need to look at the budget. This time of the game, you are most 
    likely making a loss. Well, we are going to have to fix this. First, build
    some more zones that are under the cover of your existing police stations
    and fire stations to avoid building a new station. 
    
    Move your city along, and since you still have a fair amount of money from
    the start, you need to attract some more, high wealth customers into your
    city. You also need to improve the lives of your Sims, so these two steps
    are going to be interchangable.
    
    You are going to need some water to get some people into your city. Start
    off small with a water tower, using pipes to link all the commercial and 
    residential zones, but not the industrial zones. There is going to be some
    dirty industry and they pollute, so don't connect them. They don't need it
    anyway.
    
    The second step is to provide some reason for your Sims to come into the
    area. You need an elementary school to educate your Sims and a Healthcare
    Clinic to cover your Resdiential areas only. This will increase the 
    desirability of your city, and that makes it more desirable for some of the
    wealthier Sims to move in. 
    
    Now, this is where it gets tricky. You are going to need to balance that
    budget, or your city isn't going to last that much longer. This bill is 
    calculated monthly, so the pressure is up on you to make sure it balances, 
    because what you lose in one year is twelve times the losses on the budget
    screen that you see. 
    
    You cannot afford to go overboard right now. You need to squeeze every single
    dollar that you can. For Schools and Healthcare, wind back the service 
    funding so that the total capacity of your centre is the amount of patients
    that you have at the moment. Make sure that all the zones that are under the
    cover of the police and fire stations are used. Use the RCI bar to see what
    is currently being demand and build up accordingly. However, like I said
    earlier, you need some room around the main transit corridors in your city
    so it has room to expand. Short-sightedness how will lead to serious problems
    later on in the game. 
    
    Do not raise taxes at all, leave them as they are. If you cannot balance the
    budget, but get close, you can build some new zones, place a new fire station
    or a police station to ensure that you can expand a little, but again, leave
    some room for your expansion. With the expansion, you should be able to 
    balance the budget.
    
    Demolish the Clinic, seriously demolish it and instead, place down a 
    hospital. The ambulance cost isn't that bad, and it is far more cost 
    efficient than the Clinic. Don't forget, once you have more healthcare, it
    is better for your Sims, more people move in, and that means more money.
    Once you have a population of 5000 and a positive budget, we can move onto
    the next stage.
    
    ------------------------------------------------------------------------------
    [10.02] Medium Village
    
    When the small town behind us, you need to make sure that we get a larger
    population and more people. You are going to need to make sure that the
    city gets off the ground. You need some more revenue to make sure that your
    city is going to work.
    
    First of all, check the water supply of your city. If you needed several Water
    Towers, once you reach 5, place down a Water Pump and demolish the Tower to
    save money for extra water. Now, check your Elementary School. Look at it.
    Look at the capacity of the school. Raise the capacity if need be. You still
    have a small population, but that will soon change.
    
    You now need to expand a bit more if you haven't done so already. Build the
    zones, police stations, fire stations, elementary schools and hospitals with
    water connection and access to the landfill to make sure they are happy.
    
    But if you have expanded a fair bit, you need to start moving to the skies.
    Zone your zones denser. You've been previously zoning them on low, try 
    medium or even high if you have the guts to do so. Rezone the residential,
    commercial and the industrial areas, but just place the zone over it, don't
    demolish, since rezoning doesn't demolish anyway. 
    
    Zone Residential, Commercial and Industrial to High if you have the money.
    This will lead to a period of rapid, and I mean, rapid growth for your
    Commercial and Residential Zones. Commercial Zones means that you need to
    supply more water, electricity and take back more trash. Consider an upgrade
    to a landfill, or a neighbour connection. Residential Zones are going to be
    more demanding on your services.
    
    High Density Residential Zones means that a 4X2 Building can hold up to 3000
    High Wealth residents. You need to seriously expand your services without
    blowing a hole in the budget. The rapid expansion in your city is going to
    get you a lot of money in taxes, and that means, providing more services.
    
    Your Elementary schools are going to be bursting at the seams. You need to
    upgrade to the Large Elementary School, since it can hold more people and 
    is more cost efficient. Consider building a Large High School, enough to 
    cover the entire residential areas. Your next mission is to check the
    healthcare of the city.
    
    Your Hospitals should be coping, but you need to place more in the newer
    areas, and the recently expanded areas to ensure that you have enough supply
    to keep up with the demand. New hospitals will relieve the demand on the
    current hospitals, and stop them going on strike. 
    
    Now, you need some new services. You will need a city college to make
    sure that your new entrants, the high wealth commercial offices, have some
    people to hire. 
    
    I might have rushed those steps, but make sure that you take your time so
    that your budget doesn't burst through the seems. Make sure that you take
    this step by step so that the budget is in either a small loss, balanced
    or at a gain. A surplus is what you want. 
    
    Also, by this stage, you should be getting access to some rewards. It is
    up do you, by place them if you want some more demand. These effective
    bust demand caps, that is, the limits on demand. By busting demand, you get
    more to play around with, and that certainly is good for a city that is
    starting to get off the ground.
    
    ------------------------------------------------------------------------------
    [10.03] Large Suburb
    
    Now, your city is getting larger. You need to decorate your city more, place
    some recreational facilities to make sure that the area is desirable. Also,
    you need to play some new services, and replace some older ones.
    
    By now, rezone all the land into High Density. That is your first problem
    done. The second problem is going to be transport. You need to solve a 
    transport problem before it decides to get out of hand. If you downloaded
    the mod that allows transit stations to be built on roads, good, if not, do
    so. It allows you to build subway and bus stations on the roads and streets,
    which is important for your city. 
    
    If you have not, and don't want to search Simtropolis, build a mass transit
    system, either Buses or Subways, or both, because they are simply the most
    efficient, and is possible to make a profit off it. Transit is going to be a
    nightmare when you become a metropolis. 
    
    Also, start upgrading your roads. Your heaviest transit corridors, using the
    traffic data mode, will have to be replaced with Highways, the heavy corridors
    with avenues, roads for normal use, the little use will be done with streets.
    
    Your next problem is going to be Fire and Police. You need to upgrade those
    small stations with Larger varients. Fire will need to be done with Fire
    Landing Strips and Large Fire Stations. Police need to be replaced with Large
    and Deluxe Police Stations. You shouldn't need a jail at all. 
    
    Now, Education. you should have upgraded before, large Elementary Schools and
    Large High Schools should relieve the demand, but build more if that need be
    the case. Now, you need to add the final two parts of Education, the Library
    and the Museum. These will improve the knowledge of your Sims over time,
    when they pass College and beyond. This is useful to ensure that your Sims can
    get the best of the jobs, the companies come on knocking.
    
    Healthcare should be taken care of if you have been building enough hospitals
    to keep up with the demand that I've told you about. Now, your utilities are
    going to need an upgrade.
    
    You need more power. If you have access to the Nuclear Power Plant, that is
    going to be a good option for you. A few more Water Pumps is going to be
    required as well to make sure you have enough supply to keep up with demand. 
    And finally, the garbage. You should build a neighbour to take care of that
    for you, a landfill city if you will. Thats that taken care of.
    
    ------------------------------------------------------------------------------
    [10.04] Massive Metropolis
    
    How, you need to make some more changes to make sure your city works out
    fine. First of all, you need to kick out the dirty and manufacturing 
    industries to ensure that you only get the High Tech industries walking into
    your city. These industries take water, but are clean and provide jobs. To
    kick out the dirty industries, jack up the tax for those industries all the
    way to the max, 20%. This will make no one gets in, and demolish those that
    are in the city. That will cause a problem for a while.
    
    But high tech will soon move in, and that is the thing you want. They provide
    jobs, and don't pollute. 
    
    You also want to keep an eye on transport. You want a massive mass transport
    system to keep your Sims happy and off the road. Enact the ordinances that
    are listed above to boost demand and make sure your city will function.
    
    Remember that there are things zones want. All want low pollution, crime,
    power and water. Residential zones want good healthcare and education, with
    a low commute and low traffic noise. Commercial Zones want high traffic (which
    means customers). Industry wants low freight trips, which means close to the
    border.
    
    For a Metropolis, add some Seaports if you have access to water to boost the
    demand for industry. By now, add an Airport, an International one if you can
    afford it and the maintenance, to give a MASSIVE BOOST to your Commercial
    demand.
    
    Also, neighbour connections. They boost commercial demand and allow for jobs
    to be placed around cities. This is important because you need to be able
    to give away some extra resources, and get resources if you are lacking.
    
    At this stage, there really is nothing I can do to make your city a success.
    You need to address all the problems of your cities so that you know what you
    are doing. I cannot do anything, only you can. This is just a general pointer
    on how to start building a city, thy451's guide has a bigger and better and
    detailed version, but does not take account changes in Rush Hour, so keep
    that in mind.
    
    ------------------------------------------------------------------------------
    [A] Contact Information
    
    APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. 
    
    Hey, what do you know, it looks just like my previous legal things, cause I'm
    too lazy to make another one. That block button is mighty fun to use.
    
    ******************************************************************************
    Before you E-Mail me, read the guide first. If the answer is not in here, then
    E-Mail me. If it is, don't bother as I won't reply.
    ******************************************************************************
    
    To contact me, e-mail me at
    hillsdragon13 [at] hotmail [dot] com
    
    Replace at with @ and dot with .
    
    Don't add me to MSN Messenger List because if I don't know you, I won't accept
    you, simple as that. 
    
    E-Mail me (and anyone else you want to e-mail) with courtesy and respect as 
    we are living people like you. Have a title of what you are sending so I know
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    Please write in English or anything close to it. It can't understand foreign
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    Don't write in sloppy English. I mean, who the hell would understand "Hwo Od 
    Yoi Di Tjih Ni Smi Cty?" Don' be too formal, a question is not a freakin
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    to the PC Game, Simcity 4, ..." it makes me wonder if I'm talking to a freak,
    the President of the United States of America or Bill Gates or Donald Trump.
    
    I will credit you if your send me information about this game that is not in
    the FAQ. I will also be grateful if you see this FAQ somewhere else other than
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    their ass to Pluto and make them bounce off to the other side of the Universe.
    
    I will not respond to:
    
    * Spam
    * Bill Gate's Spam (He gets spam of up to 4 million per day)
    * Something not related with the SimCity 4 - Rush Hour
    * Something already covered
    * Illegal stuff, like CD-Keys and Pirated Versions
    * Technical Problems
    
    Technical Problems will not be answered as they should be sent to Maxis not 
    me.
    
    I didn't design the game so I shouldn't know what's wrong with it, its your
    game not MINE.
    
    ------------------------------------------------------------------------------
    [B] Webmaster Information
    
    ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED	BELOW
    GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS
    
    YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT.
    YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT.
    
    ------------------------------------------------------------------------------
    [C] Credits
    
    This section is where you see your name. It will be long. The names are either
    Board Names from the Boards or your e-mail so if your name is Bob Rob and 
    another Bob Rob posted the message, the First Bob Rob will not be credited so
    in short, someone around the world who shares the same name as you will not
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    CJayC, Thanks for the Memories
    SBAllen for the job of administration GameFAQs
    Maxis and EA for developing the game
    Thy451 for making the best SimCity 4 Guide EVER
    Me for making it
    Hotmail for giving me the e-mail account
    http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art
    You for reading it
    
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