S I M C I T Y 2 0 0 0: T H E U N O F F I C I A L G U I D E By Steve Novicki Contents 1 Introduction 2 Power To The Sims 3 Water To The Sims 4 Transportation To The Sims 5 How To Lower. . . Crime Pollution Traffic 6 How To Raise. . . Education Quotient (EQ) Life Expectancy (LE) Land Values Your City's Coffers 7 Legal Information and How To Contact Me 8 Farewell 1 Introduction Hello! My name is Steve Novicki, and I will be your guide throughout this guide for the awesome computer simulator, SimCity 2000. If at all possible, you should try to print this FAQ out from a printer rather than trying to scroll down the page, it is much easier that way. I would like to start off by saying that I got about seventy percent of the information in this FAQ from SimCity 2000: Strategies and Secrets, Special Edition. Without that big book, seventy percent of this FAQ would be missing. This FAQ is meant to take the place of those expensive guides you find at bookstores, the ones with price tags that read $19.99 plus tax tax. I hope that it does. 2 Power To The Sims In SimCity 2000, power is the main building block of life. Without it, your Sims will not move into your city, and you cannot properly operate many buildings without it. This section will discuss power, how to get it, and the advantages/disadvantages of all of the power plants. It will also discuss basic rules for power. -COAL POWER- Date Available: 1900 Output in Megawatts: 200 Cost: $4,000 Coal Power is one of the most commonly used power sources in early SimCities. This is because that it is relatively cheap and cost- effective, considering the output of it. They also have no disasters, such as nuclear meltdowns. Steady, inexpensive, and reliable, coal power is your best bet in the early years of your SimCity. But coal power is also the dirtiest source of power in SimCity 2000. It generates a TON of pollution, so if you are concerned about the pollution, stay away from coal power. It lowers the property values in and around your city. -HYDROELECTRIC POWER- Date Available: 1900 Output in Megawatts: 20 Cost: $400 Hydro plants are my power source of choice for three reasons: it's cheap, it's reliable, and it lasts forever. Hydro plants generate almost no pollution, and pollution is normally a problem in my cities. It is very reliable, place one and it never goes out or has brownouts. It is also relatively cheap, enough power to bring to your Sims only costs about $9,000 or $10,000. The only disadvantages are that they aren't very powerful, each plant generating only 20 megawatts, and each plant must be placed on a waterfall tile, very rare in SimCity 2000 unless you make one. Making these is very expensive also, so be careful. -OIL POWER- Date Available: 1900 Output in Megawatts: 220 Cost: $6,600 Oil power also burns a fossil fuel, like coal power, which is oil. It is also very dirty, just like coal. I normally do not use these due to their cost, but if you want to, go right ahead. In my mind, these have no advantages. They are dirty, expensive, and do not produce all that much electricity. This is basically what oil power is, so do not use it and you will not have more problems later on in life. -GAS POWER- Date Available: 1950 Output in Megawatts: 50 Cost: $2,000 The main advantage of gas power is the cleanliness of it. Gas power generate no pollution whatsoever. None at all. But there are disadvantages to gas power. One of these is the cost. Gas power costs $40 per megawatt of power, now compare that to fusion, which costs $16 a megawatt. Expensive, huh? This is why I do not use gas power. -NUCLEAR POWER- Date Available: 1955 Output in Megawatts: 500 Cost: $15,000 Nuclear plants are overall good power sources, the only disadvantages they have is that (a) they cost a lot, and (b) you always take the miniscule chance of one melting down (unless, of course, you have No Disasters turned on). But the good thing about them is that they have a high power output, and generate no pollution whatsoever. If you do have one or more, you should probably disable disasters. -WIND MILLS- Date Available: 1980 Output in Megawatts: 4 Cost: $100 Wind power is a terrible source of power, I think. It provides almost zero electricity, and it costs a lot, in terms of both money and- land. It has almost no good points; it is only very clean and never needs replacement. It also presents no risk to your city. But still, since you can only place one plant per tile of land, you need to devote one hundred twenty-five tiles of land just to your wind power plants. That's a lot, considering that the same amount of power could be generated using just sixteen tiles for a nuclear plant. It is also very unreliable. You need to have high winds to be able to drive the wind turbines, and if you do not have any wind, your Sims will experience brownouts and possibly blackouts. -SOLAR POWER- Date Available: 1990 Output in Megawatts: 50 Cost: $1,300 Solar plants cost a lot of money to place, and are very, very unreliable. They also need replacement every fifty years, costing you an additional $1,300. But they are very, very clean, and present no risk to you or your city whatsoever. -MICROWAVE POWER- Date Available: 2020 Output in Megawatts: 1,600 Cost: $28,000 An orbiting satellite around the Sun collects solar energy. It then beams it back down to the plant, harnessing it and making it usable to the public. That is how microwave power works. But there are occasions where the beam misses and hits the neighborhood instead, torching it and destroying the plant, not to mention cutting off power to everyone. This is what could happen to you and your city if you play with disasters enabled. But is also very inexpensive, while not looking like that at first glance. It only costs $17.50 per megawatt of power; you can compare that to the $40 that gas power costs. It is also very, very clean, producing no pollution whatsoever. Microwave power is a good idea for huge cities with gigantic power needs, and very little space, but have a large cash reserve. -FUSION POWER- Date Available: 2050 Output in Megawatts: 2,500 Cost: $40,000 Fusion power is the best type of power there is in SimCity 2000, next to hydro, that is. It is not only the most cost-effective plant there, but also one of the cleanest. There is also no risk of a disaster with a fusion plant. The only downside to it is that it is a very large investment of capital. While other plants need large amounts of expensive fossil fuel, fusion plants need only small amounts of water. These are all of the different kinds of power you can have in SimCity 2000, and they all have their advantages and disadvantages. In general, you should place the heavily polluting plants as far away from the heart of your city as possible, and place plants that are clean more towards the heart of your city. This is because the power needs to run long distances through power lines to get to the places it must power, and if your plant is a distance away from your city, you will need more power. -POWER LINES- Every good city needs power lines. These transmit power through unpowered tiles, and you cannot create a city that does not use power lines. Costing a mere $2 each, these are relatively inexpensive, but have a hidden cost. The more you have in your city, the more of a strain will be placed upon your power plant. So, you could build a plant at the far end of the landmass and have power lines bringing that power to the center of the city. There is a lot of wasted power in those lines. Power lines can pass over roads and rails, but not anything else aboveground. 3 Water To The Sims The water system in SimCity 2000 is not as complex as the power system (thank goodness), nor as crucial, but important anyway. Without a proper water system, your cities will not grow to their greatest density, therefore limiting your population. Watered buildings also increase land values, therefore increasing income. If you're going to set up an efficient water system, you must know a couple of things. Is it fresh water or salt water you're dealing with, and you need to know if you're able to place pipelines to connect the water pumps to the rest of the city or not. Simple. To find out if the water is fresh water or salt water, query the tile(s) of water. It will tell you what it is. -PIPES- Pipes are how you connect your water pumps and the rest of your water system together. Pipes cost $3 each, and you need pipes. But I suppose that you could try for a goal of having no pipes in your city. Pipes are located under the Water button in your toolbar, click and hold. Select Pipes. The view of your city will change from aboveground to underground. Now you are free to connect the pipes, assuming you have enough money. If the pipes underground that your Sims have built upon are gray, that indicates that they have no water. They have water when they are depicted as blue, with stuff moving around in them. Your goal is to try and make every pipe in your city blue with stuff moving around in it. -WATER PUMPS- In the early years of your city, water pumps are the only means you have of getting water to your Sims and other buildings. Each pump waters about anywhere from seventeen to thirty-eight tiles, dependent upon how much it rains and the location of the pump. Each pump should try to be placed near a source of fresh water to maximize its efficiency (such as rivers, lakes, streams, or even lone tiles of water). They also cost $100 each. You can, if you do not let your water become polluted, continues using water pumps as a source of water indefinitely; just keep adding more pumps and pipelines as your city grows. Each pump requires electricity to operate properly, and an underground pipeline connection to the rest of your city. -WATER TREATMENT PLANTS- These treatment plants are a way of cleaning up your water system, therefore increasing the capacity of your water system and lowering the overall pollution. Treatment plants are available in about the middle of the twentieth century, and cost only $500 each. They do not have to be placed near a source of water, fresh or salt, and do not need to be connected to your pipe system either, only if you want to. They do, however, need to be connected to the power grid. -DESALINIZATION PLANTS- Desalinization plants, when placed near salt water, remove the salt from the salt water, making that water usable to the city. They must be placed adjacent to salt water tiles, which are ocean tiles, and connected to your power system to function effectively. Connect them to the rest of the piping system, and one plant provides as much as two times as much water as one pump placed next to one tile of fresh water. Each desalinization plant costs $1,000. -WATER TOWERS- Water towers store as much as forty thousand gallons of water when there is a surplus of it, helping your city during times of droughts. Each tower is two by two tiles in size, for a grand total of four tiles each, and they need power and pipes to function properly. But you may find it more productive to just place four water pumps than one water tower. Each tower costs $250. That is all for the water system. Remember that every building's land value increases around $2,000 if it has water. This could mean a sufficient increase of income for you. A good strategy that most SimCity 2000 users and I use is to run water pipes only under the roads. This will take care of all of the unwatered buildings. So concludes the section dedicated to water. 4 Transportation To The Sims The Sims all require some way or another to get around, and no, it isn't just biking or walking! The Sims love to drive their cars, and they also like to take public transportation a little, too. All this adds up to one thing: cars and public transportation. -ROADS- Roads are the main way of transportation, invented in 1910, and the mode that the Sims prefer the most. The main disadvantage to placing a lot of roads is (a) you get a ton of traffic, and (b) you get a ton of pollution. But the Sims will use the road system happily without complaining, so long as you fund it adequately. And there's another problem, the more roads you add, the more pollution and traffic you get in return. A temporary solution to this is to build as few roads as you need. NOTE: ALL SIMS MUST BE ABLE TO GET TO THE NEAREST MODE OF TRANSPORTATION IN THREE TILES OR LESS. The above mentioned rule is the most important for placing roads, Sims simply will not walk more than three tiles to get to a road or other mode of transportation. A good strategy around this is to build roads with six bare land tiles in between. This maximizes land, and helps cut down on pollution and traffic. Each tile of road costs $10 to build, and every ten tiles of road cost one dollar ($1) in the Budget window to maintain. Also, avoid placing roads diagonally; it's a waste of land and money. When you lay roads up to the edge of a water source, like a lake, an info box will come up and ask you for a bridge. The types of bridges are listed below. CAUSEWAY The most primitive form of bridges, their only disadvantage is that they inhibit ships from passing under them. They also cost the least of all three bridges, and can cross any body of water. Also, in a hurricane or tornado, you'll find that Causeways wash away really easily. RAISING BRIDGES: These are the second kind of bridge. It is a bridge that can be mechanically raised and lowered, therefore allowing ships to pass underneath. They are more expensive than Causeways, but allow ships to pass, and look a little more aesthetically pleasing. SUSPENSION BRIDGES: These are the most expensive kind of bridge in SimCity 2000, but they are also the best. They are long, engineering marvels, using graceful cables to lead the way across the bridge. They allow ships to pass, and can cross almost any body of water Roads can also be blasted through a mountain into a tunnel. Tunnels cost much more to build, $150 per tile, and they cost an addition to the Budget window via the Transit Authority department. The benefits of blasting a tunnel through a mountain are that you do not have to waste money laying down roads all the way up and all the way down the hill; instead, that money is spent on a more aesthetically pleasing method of transportation: a tunnel! There really aren't any benefits to placing them and only one disadvantage: it costs a heck of a lot of money to build, not to mention maintain. Road connections to your neighbors do not help you, they help to boost the industry in your city. They cost only 1,000 each, but pay for themselves in the boost they provide for industry. The same goes for rail and highway connections; they do the same only in different quantities. You do not need more than one road, rail, and/or highway connection to any one neighbor more than once, but I like to put a few more just in case. -RAILS- Rails are a way of public transportation, and one of the kinds that you will have the hardest time of all getting your Sims to use. This was not true of the first SimCity; you could build an entire city without any roads or highways at all. This is not true of SimCity 2000, though. Whenever Sims use public transit, they like it to be road or buses, not rail. Thusly, if you're going to have any rail system at all, you had better construct it so that the tracks go everywhere and there are plenty of train stations. The main advantage of using rail as a means of public transportation is that there is zero pollution. There is also another benefit of using rail as public transportation, connections to your neighbors via rail. Rail not only allows people to be transported, but goods and cargo as well. There are disadvantages to using rail, however. One is that you will have a really tough time getting your Sims to use the rail transit. This shouldn't really be a problem though, because what you have to do to avoid this is just make the tracks go everywhere and place lots and lots of depots. But this is not cheap, that is another disadvantage. Not only are railroad tracks 2½ times as expensive as roads to place, but you must place depots as well. Rails rack up an additional cost in the Transit Authority window, and they also take up a lot of land, not only the tracks but also the depots, places where Sims board the trains. Depots are no laughing matter either; they cost $500 each. They must be placed adjacently to the tracks, otherwise they are useless. They must also have power, but water is not absolutely critical to their proper functioning, it would be nice, though. Rail depots are included in the Rail section of the Transit Authority window. Another good idea when placing depots is to consider that because trains not only carry people and freight, consider placing rail lines and depots in industrial zones and areas. This will further aid this area's development. There is also the matter of crossing bodies of water with rails. To do this, run a rail track right up to the coast of a body of water. A box will pop up, asking you what you want to do. Click Rail Bridge. A rail bridge will be constructed automatically. Alternatively, you can perform another option, running the rail line underground via subway tubes. To do this, run the rail up to the water, a few tiles away. Now click and hold on the Rail button to get the submenu. Click on the Subway <-> Rail choice. Now click on the tile directly in front of the rail. A hooded structure should appear. Now select the Subway tube choice from the same submenu. Your view of your city will switch from aboveground to underground. Click and drag a line of subway tubing from the underground structure to across the body of water. Now repeat the process over again in reverse, build the Subway <-> Rail thingamajig again. Now select the Rail option from the same submenu and continue building your rail system aboveground! It sounds complicated, but you'll get used to it with practice. -SUBWAYS- Subways are invented early in the twentieth century with three main advantages and one main disadvantage. The main disadvantage is the cost of the entire system, which adds up very fast. Each tile of subway tubing costs $100; each sub station costs $250. In addition to that initial cost, subway systems also rack up an additional cost in the Transit Authority window in the Budget window. Be extremely cautious when placing subway tubes and stations; money drains away by the thousands easily. The three main advantages of using subways as public transportation is (a) there is zero pollution, (b) it is an effective way of moving many people across long distances very fast, and (c) it does not take up valuable building land aboveground. Pretty simple. You cannot make neighbor connections with subway tubes, but you can build a Sub <-> Rail connection and then use one tile of rail to connect to the neighbor. Also, since subway system are entirely underground most of the time, there is no special procedure for running tubes across water, you run them UNDER the water! -BUSES- Buses are a mode of transportation that you will never have any problem getting your Sims to use. They produce pollution, yes, but nothing compared to that of cars. The main advantage of using buses is that (a) your Sims will love riding them, and (b) you will cut down drastically on pollution. The only disadvantages are that it is ver, very expensive to build a bus system. Each depot costs $250, but there is a maintenance cost of $25 per bus depot. These costs add up very fast. All you must do to place a bus depot is click and hold on the Transportation button in the city toolbar. Then select Bus Depot at the bottom. Now you find a clear place, two by two tiles in size. The best place for placing bus depots are busy parts and intersections of roads. You must place at least two bus depots, or else they won't function properly. That is all you have to do to get bus depots working correctly, the depots supply themselves with buses. Just make sure that the payments do not eat you into debt. You will not see buses riding on the roads, just assume that they are working properly. -HIGHWAYS- Highways are really just extra-large capacity roads up on pilings. I do not normally use them in my cities due to the fact that they bring extra pollution. But they do allow many more Sims to travel much longer distances in your city, and you can connect to your neighbors with highways. But also, you need a lot of land dedicated to highways and onramps for them, and they are not cheap, either. Highways themselves cost $100 per section, and onramps cost $50 per onramp, I think. But there are also maintenance charges for both of them. As a rule of thumb, just do not use highways unless you have bucket loads of spare money and land, and you are not concerned with pollution. So concludes the Transportation section of this FAQ, I hope that you have learned a lot from it. And remember that transportation is the second most important thing Sims demand and need, second to power. 4 How To Lower Crime, Pollution, and Traffic As in real life, crime, pollution, and traffic are bad in SimCity 2000. They lower land values, cause disasters, and are generally unpleasant for both you and your Sims. But there are ways to lower them of course, and like always, they all costing money. Read on to find these solutions out. -HOW TO DECREASE CRIME- Crime is a given thing in SimCity 2000. It is not possible to completely omit crime from your city without breaking the bank; I applaud anyone who can. The most obvious solution is to build multiple Police Stations with excellent funding. Police Stations are set as the default selection in the city toolbar's City Services menu. Police Station lower crime and raise land values in your city. Every good city must have at least one station, otherwise everyone will move out of them. They cost $500 each to build initially, and another $100 every year to maintain. In other words, do not place more than you must in your city, or else you will break the bank. You should try to place Police Stations right in the center of the area with the most crime, you can determine where this area is by going to the Map window and selecting Crime from the tabs at the top. Now just click in place and a station will appear. You can monitor the efficiency of the station by querying it with the Query tool. If the amount of crimes is somewhat equal to the amount of arrests, crime is low. If it is higher than the amount of arrests, you need more Police Stations. Industrial areas generally need more Police Stations, Commercial areas need a few less, and Residential areas need the least. Also, the bigger the building, like two by two or three by three tiles in size, the more crime there will be in that particular area. You can also pass certain ordinances to lower crime. You could pass the Neighborhood Watch ordinance and that would SLOWLY decrease crime over the years, not all at once. Monitor the cost of it though, because it can get pretty expensive. The Anti-Drug Campaign ordinance also cuts crime a bit, so pass that as well. Monitor its cost as well, because most ordinances do not come cheap. -HOW TO DECREASE POLLUTION- Pollution is normally a problem in a lot of my cities, but I have figured out what to do to rectify it. Pollution is caused by three main factors: traffic pollution, industrial zones, and power plants (I think). To cleanse air polluted with traffic pollution, all you can really do is build multiple public transit system, preferably subways or rails because they generate no pollution whatsoever. You can also pass the Pollution Controls ordinance to cut down on small amounts of pollution. You can decrease industrial pollution the same way, but you can also just build lots of Light Industry zones instead of Dense Industry. Another thing to do is to discourage heavily polluting industries via the Tax Rates section of the Industry window. Heavily polluting industries include textiles, mining, and automotive. There's not much you can for power plants except build them far away from your city, as close to the edge as possible so that a good deal of the pollution drifts off into your neighboring community. Alternatively, build a non-polluting power plant. A small solution for overall pollution is to build one Water Treatment plant per every fifteen thousand Sims. This will help decrease water pollution, therefore decreasing overall pollution. -HOW TO DECREASE TRAFFIC- Traffic is caused by lots and lots of Sims driving their little cars on the lovely roads that you build and PROPERLY maintain (at least you better!). The main solution to this is to build lots of public transportation systems in your city and encourage lots of Sims to use them, like build rail and subway depots everywhere. This is the main solution for traffic problems, but you can also build lots of highways if you don't mind a lot of pollution. These are not cheap solutions, but what do you expect, you can't have everything in life! How To Raise EQ, LE, Land Value, and Your City's Coffers One of your mayoral duties includes looking out for your Sims health, happiness, and prosperity. You must do these without breaking the bank in order to succeed in SimCity 2000. THEN you are considered a great mayor! This section is designed to help you raise these various aspects in your city that make for your Sims' health, happiness, and prosperity. -HOW TO RAISE YOUR CITY'S EDUCATIONAL QUOTIENT (EQ)- Your Sims take much pride in themselves for having a high intelligence level. This intelligence level is expressed as a number called the EQ, standing for Educational Quotient. If your Sims do not have a high EQ, they will move out of your city and seek a more mind-stimulating city to build their happy homes in. The chart below is a breakdown of the levels of EQ in your city: 0 EQ = brain dead 90 EQ = elementary (grades K-12) education 100 EQ = SimNational average 140 EQ = four-year college education These should give you a rough guideline as to what your city needs more of. Also, there are special ordinances in the Budget window you can enact to help raise your city's EQ. These are: Pro-Reading Anti-Drug Campaign CPR Training Junior Sports These ordinances are the main ones that help to raise your city's EQ. But keep in mind that you will not see changes in your city's overall EQ immediately, it takes approximately ten to fifteen years to take effect. Any good city requires Schools. Housing grades Kindergarten through twelfth grade, these keep the EQ up to approximately ninety, assuming that they are properly funded. Keeping it there is another matter, though. Schools initially cost $250 to build, and $25 per School each year to maintain. These do not require power, water, or transportation, but it's a good idea to provide these resources anyway. To bump your city's overall EQ up to about one hundred forty, you must build approximately one college per forty thousand Sims in your city. These are basically Schools, but take the EQ up to a higher level. Colleges cost $1,000 to build, and an additional $100 per year per College to maintain. You must also fund these properly so they function well, too. You do not need transportation, water, or power to Colleges, but I provide them anyway. Okay, now your Sims have attended elementary school and college, but your EQ isn't up there, in fact it'd decreasing. What's wrong? They are forgetting what they learned. You can prevent and rectify this problem by placing lots of Libraries and Museums, these help SimAdults and SimSeniorCitizens maintain their EQ. These, unlike Schools and Colleges, do not require a yearly funding, just place it and you're done. It might be a good idea to add power, water, and transportation, though. The more of each you have, the better the grade they will receive. -HOW TO RAISE YOUR CITY'S LIFE EXPECTANCY (LE)- A healthy Sims is a happy and productive Sims. You need productive Sims in your city to maintain the work force, and provide enough jobs that Industrial and Residential zones are in demand. There are certain ways you can go about bringing a longer life to your Sims, and here they are. The first and most important thing is to have lots of well-funded Hospitals in your city. These keep your city's LE up to about sixty or seventy, and that is pretty good, but we want it up to about eighty or eighty-five. Hospitals require power and transportation, but not water. The next and last option is to enact certain ordinances. These are: Public Smoking Ban Free Clinics Junior Sports Anti-Drug Campaign CPR Training Pollution Controls Enacting all of these provide a very significant boost to your city's overall LE, and the most expensive thing is Free Clinics, which aren't very expensive at all. Basically, just make sure that you have lots and lots of well-funded Hospitals and you'll be excellent. -HOW TO RAISE LAND VALUES- Your city's main income comes from property taxes. If they are too high, your Sims will move out in droves. If they are too low, your Sims will be as happy as clams, but you will be in debt before you know it. By having and encouraging high land values in your city, you increase the amount of revenue you get but do not make your Sims unhappy. For example, if you tax land that is worth $70,000 at ten percent, you'd get $7,000. But if you tax land that is worth $150,000 at seven percent, you'd get $10,500, and all without making your Sims unhappy. To raise land values, you must understand one thing: Sims like excellent city services, good hospitals, and smart schools and colleges. They also like entertainment, such as stadiums and marinas, to relax at on the weekends. By placing these, but not close to your Sims dwellings, you will raise land values very much so. So just add a lot of entertainment buildings a you will be fine for entertainment. They also provide something for tourists who come to your city to do. You can also build Parks, big and small. They raise land value even more than entertainment buildings. They do not require power, and they do not transmit power, so forget power when building these. They should have water, though. You must remember than while building structures such as stadiums and zoos that your Sims do not want to love next door to loud and smelly places such as these. Placing them in the direct vicinity of your Sims' houses will guarantee you a land value drop, but you should rather place them a distance away from them instead. Provide them with power and water, and let's not forget transportation. These will all guarantee you eventual land value raises. You can also place lots and lots and lots of water and trees scattered around your city. Sims love water and trees, and waterfront low-density Residential zones around the ocean or river will guarantee you the highest land value. Placing greenbelts of tress will also buffer Residential areas away from Industrial and/or Commercial areas. -HOW TO RAISE YOU CITY'S COFFERS- As in real life, money makes things happen. The same is true for SimCity 2000. Without money, you are done for. You could try issuing a few bonds, but they will quickly throw you in debt. Your only hope would be to raise your city's available cash. You can do this in multiple ways. One is to cut down on city ordinances. Some are just plain useless and eat away money like there's no tomorrow. I personally think that one of these would be Energy Conservation; it has no point, just build another power plant if one isn't enough. It also costs the most amount of money out of all ordinances. Another is to remove unnecessary roads. In my cities, I have A LOT of unnecessary roads, and all they do is eat away at my budget. And once you remove those roads, you can use the land for zoning. Another is to cut down on funding for your city services. For some departments, like the Transit Authority department, this is not wise, because your roads will develop potholes in them before you know it. But departments like the Health and Welfare, you could probably cut down to eighty-five percent, maybe even eighty, and still get away with it. You might notice a slight decrease in LE, but that's to be expected. The most obvious way would be to just stop building for a while, like for three or four hours. Sometimes I even leave the game on overnight and let it build up billions of dollars. THEN I build away a serious city! These are all the ways that I can think of right now. They are all effective methods, and I like them all. This so concludes the How To Raise section. 7 Legal Information and How To Contact Me This FAQ is Copyright © February 22, 2000 by Steve Novicki. If anyone rips off of this FAQ, I can and will sue you, and easily win. Just don't do it, it's as simple as that. All rights reserved. The owner/writer if this FAQ reserves the right at all times to modify the document without notice to anyone. But, if you would like to do anything with this FAQ or even pieces of it, feel free to give me an e- mail asking me permission to do so. Just as long as I know about it, you may use this FAQ for almost anything except publishing it for commercial use, and I will cheerfully say yes. Simple as that. You can contact me by sending an e-mail or two to Aristotle47@aol.com, I check my e-mail about two or three times daily, always in the evening. That is just about it, any questions, comments, complaints, updates, etc. should be sent to Aristotle47@aol.com. -8 FAREWELL- This has been another pleasure, writing another one of my FAQs. You see, I have nothing better to do with my time, so I just waste it writing these FAQs. But they are good FAQs, and I try to fill them with as much detail as possible. Again, thank you for taking the time to read my FAQ on the PC computer game SimCity 2000, I hope that it has much aided you in playing the game. If you found this FAQ helpful, I have written more on SimTower, SimAnt, and Theme Hospital, all for the PC. Thank you!
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