By Ed the Moogle
Copyright 1999 Ed the Moogle
Don't copy or alter this FAQ in any way without permission. I am not
responsible for any damage done with this FAQ or it's contents. Do not
alter this FAQ in any way. This FAQ's latest version is available at
http://www.gamefaqs.com. Check the latest version before emailing me with
This was written using the Windows version but should be applicable to
Getting your city started
Secrets and Tricks
When you first choose to start a city, the land is generated for you.
There is most often hills, forests and rivers. You can choose to start
with $20000, $10000, or a $10000 bond. You also have the choice to start
the game in year 1900, 1950, 2000, or 2050. The later you start, the
easier it will be. One square on the grid represents about 1 acre. If the
terrain isn't to your liking, just go under file and choose "Edit New
Map" to create one to your liking.
Press and hold the mouse button on a toolbar icon to get other options.
Demolish/Clear: $1: You click on something and it blows up! Useful for
getting rid of unwanted buildings or roads.
Level Terrain: $25: Allows you to level out a part of terrain with
another section of land. Each square costs $25, though, and that can add
Raise Terrain: $25: Raises a single square of terrain up 50 feet (1
square on the grid). Useful for creating roads or tunnels. It blows up
any buildings in the way, though, so be careful where you use it.
Lower Terrain: $25: The exact opposite of Raise Terrain. But it also
destroys buildings. Use it carefully.
De-Zone: $1: De-zones a "Zoned" square. I don't think it's very useful,
because you can just put a new zone directly over the old one (and thus
replace it and save a few bucks).
Trees: $3: Plants a single tree on the square you click. Sims like trees,
and they slightly reduce pollution.
Water: $100: Fills a single square with water. Sims like to build houses
near water, but this feature is expensive. Build Residential Zones near
natural rivers and lakes at first, then use this when you have some spare
Siren: This only is available when disasters strike. You can deploy the
Military, Police Station or Fire Department, provided you have the right
Police: Useful for stopping riots.
Firemen: Good for stopping fires (obviously) and chemical spills.
Military: Useful against monsters.
I'll go more into details about the disasters later.
Power Lines: $2 per square. Lets you connect powered areas with unpowered
areas. Sims won't build without power. You can also raise the wires to
make them go over water. The cost will vary depending on the length.
Power Plant: You can build one of several types of power plants.
Coal: $4000 The most basic Power Plant. It pollutes a lot but gives a
good amount of power. It's also relatively cheap compared to some other
Hydro Electric: $400: It has the advantage of never breaking down. But
you need to build on waterfalls
and have lots of these to power a city. Use the map editor and put water
on hills to make waterfalls.
Oil Power- $6600: It gives off slightly more power than Coal, and is also
cleaner. A good choice once you gain some more money.
Gas Power- $2000: It's cheap to build, but expensive to maintain. It also
doesn't give off as much power or pollute as much as Oil or Coal. I've
never found this one very useful. After I'm done with Oil, I skip
straight to Microwave.
Nuclear-$15000: This is a very efficient power source, but you run the
risk of having a meltdown, which can potentially burn your entire city to
the ground. It also costs a lot of money to build.
Wind Power- $100: They're weak but inexpensive. Put them on top of tall
hills to get maximum power from them. The other bad thing about them is
that they are unreliable. During the less windy months, your sims will
complain about not getting power.
Solar Power- $1300: This is a fairly cheap power plant, but don't rely on
it to power an entire city. During the winter months, these will do you
little good. Don't use them as your primary power plant. It's best used
as a "backup" when your old power plants aren't giving off enough power.
Microwave- $28,000: These are also a very good energy source, but very
expensive. You may also have a Microwave disaster, which probably will
blow up your power plant.
Fusion- $40,000- The ultimate power plant. It will never start a
disaster, is cheap to maintain, and a single one is powerful enough to
run an entire city. But they break down every 50 years and are very
expensive to build.
Pipes: $3- Unlike the original Simcity, you have to supply water to your
Sims. Connect Water Towers and Water Pumps with these. You can even make
them go under lakes and mountains.
Water Pump: $100- Build these next to water to increase the water they
supply. I like to build them in straight rows, then put water down
between the rows with the Water tool. If they touch water on two, three
or even four sides, they'll get even more. They take up a single square.
Water Tower: $250- These are best used during the Summer, when water
shortages are prone to happen. Build two or three of these. They take up
a 2x2 square.
Water Treatment: $500- These reduce pollution in your city, making for
happier sims. They take up a 2x2 square. I reccomend building two or
three of these side by side your Water Pumps to maximize the effect.
Desalinization: $1000- If you have salt water in your city, this building
will filter out the salt. It's very expensive to maintain these, though.
This one takes up a 3x3 square.
This is where you recieve Rewards. Rewards are free and will be rebuilt
for free if they get destroyed (except Arcos).
Mayor's House- This is where you live. Put it near your city to improve
land value nearby. I reccomend putting it between a Residential and
Commercial zone. You'll get this when you gain 2,000 citizens. It takes
up a 2x2 square.
Town Hall- It's quite self explanatory. No city is complete without one.
You need to have 1,0000 citizens first, though. This one takes up 3x3
Statue- A statue of...you! You'll have to have 30,000 citizens first,
though. This one takes a single square.
Military Base- You'll need 60,000 Sims to get one of these. They'll help
defend your city against Monsters if you allow them to build in your
city. I give them land, but they never seem to build anything (except
maybe a runway and that's it, but they still help me). I supply them
power and water and they never build. Anyone know how to convince them to
build (without using the Urban Renewal Kit)? The size varies.
Braun Llama Dome- A big building that provides a lot of entertainment.
You need to have 80,000 citizens (I think). This one takes up a 3x3
square and is VERY tall.
Arcologies- You need to have over 120,000 Sims to get one. They're hella
expensive, but they bring in the sims like nothing else. They tend to
lower land value greatly and vastly increase crime though, so build Parks
and Police Stations nearby, leaving two openings (one for Power Lines and
one for Water). Each one takes up a 4x4 square.
Plymouth Arco: $100,000- This one holds up to 55,000 Sims, but creates a
lot of pollution.
Forest Arco: $130,000- This one holds up to 30,000 Sims and pollutes much
less than the Plymouth Arco, but requires you to provide more
entertainment (the description explains why) to keep your sims happy.
Darco: $150,000- This Arco carries 45,000 Sims, but creates a good amount
of pollution. Not as much as a Plymouth Arco, though.
Launch Arco: $200,000- This is the most expensive Arco, but it barely
pollutes and carries up to 65,000 Sims. If you build a LOT (like over
350), they'll launch. Don't believe me? Go to the pre-created city
"349arco" and watch as every single one blasts off!
Road: $10- Well, your Sims can get around much easier with these. Keep in
mind that Sims never build more than three squares away from roads. If
sims are complaining about traffic, just build some side-roads to reduce
Highway: $100- It can carry much more traffic than a normal road, but
costs more and it's useless without an Onramp. Create onramps on either
end of the highway. These are also good for connecting to other cities
when normal roads won't cut it. Each block is 3x3 square.
Tunnel: $150- Instead of going over a mountain, you go through it. These
are pretty expensive, and you may not be able to build them if the
terrain is unstable at the exit. It's often cheaper to just go over the
Onramp: $25- You build these to get onto highways. To build them, create
a road leading to the Highway, then click a space left or right of the
road to create an Onramp. If it doesn't work, try extending the road one
more square or building somewhere else. They take a single square each.
I'll try to show it in ASCII art (I never was good at it, so bear with
/ / (Onramp)
| |*/ (Your road)
Bus Depot: $250- The Sims like these. they reduce traffic. I like to
build them between two Onramps leading onto the highway. 2x2 squares.
Rail: $25- This is a good way for Sims to get around when traffic is
heavy. Just be sure you build a Rail depot at each end of the track,
otherwise they'll be useless. Takes up a 2x2 square.
Subway: $100- Yes, you can build Subway tunnels. You can even make them
go underwater. This is useful when you have barely any room left in your
city and you still need ways to get around (they also provide a cheap way
to get between islands without messy raised roads or rails). Be sure you
have a Subway tunnel at each end.
Rail Depot: $500- This is where they send out trains. Put tracks leading
into these. Takes up a 2x2 square.
Sub Station: $250- This is where the subways make stops. Put subway
tunnels leading into these. One square is needed for one of these.
Sub<-->Rail: $250- You can connect Railroad to Subway with these. Put
these around if you need to go under buildings or mountains (or water).
Take up one square each.
This allows you to zone Air and Seaports. Airports cost $250 per square
and Seaports cost $150 per square. Airports are good for increasing
population and Seaports are good for industry. Be sure you build Airports
a long way away from tall buildings or at least put them on top of a hill
to reduce the likelihood of a crash.
This allows you to zone Residential areas. Light residential costs $5 per
square and Heavy residential costs $10 per square. Build when Residential
is in demand (the green bar on the RCI bar is above the RCI bar).
This allows you to build Commercial zones. They too can be put in Light
and Heavy zones at the cost of $5 per light square and $10 for each heavy
square. Build this when the blue bar is above the RCI bar.
Similar to the two above. These provide work for your sims, but they also
pollute. $5 per Light square, $10 per Heavy square.
Hat Thingie (Name?)
School $250- This makes your young Sims smarter. Put them near
Residential zones. These take up 3x3 squares.
College $1000- These make your Sims smarter too. Put them near Commercial
and Residental zones. These take up a 4x4 square.
Library $500- Umm...same as above, except it takes a 2x2 square.
Museum $1000- Ditto, except 3x3.
Police $500- Allows you to send out Police units. Plant them in the
middle of high crime areas to drastically reduce crime. This takes up a
Fire Department $500- Allows you to send out Firefighter units. Keeps
your Sims happy. 3x3 Square.
Hospital $500- Increases health in the city. Another 3x3 square building.
Prison $3000- Helps keep crime down. Build them next to a police station
for best results. This one is a 4x4.
Small Park $20- They improve land value a little. 1 square each.
Big Park $150- They drastically improve land value. Put them near
Residential or Arcos. 3x3 square.
Zoo $3000- These provide entertainment for your sims, but may lower land
value. Surround them with Small Parks to prevent this. 4x4 square.
Stadium $5000- Provides entertainment for your Sims. You can even choose
the team sport and name! 4x4 square again.
Marina $1000- Yet another way of entertaining the Sims. 3x3 square, but
at least one must be in water. Build as much of it in the water as
possible to save money.
Getting your city started
First, pick a nice flat section of land (hopefully near water). First of
all, build a power plant. If there's waterfalls nearby, build some Hydro
Electric. If there isn't, just use Coal for now. Build a road and a good
6x3 square (remember, Sims don't build more than 3 squares away from
roads) of Industrial. Then wait until they build some buildings, then
zone out a 3x3 of Commercial and a 8x3 of Residential (make your road
longer if you need to). Be sure to provide power to the zones, and then
build some Water pumps near the water (if there's no water nearby,
they'll still work, but not as well). This is a good start. Expand the
zones as you need to and build when the citizens request you build. Take
bonds to get more money.
Disasters- You can start these using the Disasters window.
Fire- A small fire breaks out in your city. Send out the Fire Department.
Flood- Water floods your city and destroys your buildings. Build
important buildings farther away from the coast line to prevent major
disasters (or just build them on higher ground).
Air Crash- A plane crash. Send in the Fire Department to stop the fires
Monster- A big monster. It may start buildings on fire, make small spots
of water, or create Windmills (!). Send in the military to get rid of
Riot- They randomly start fires and blow up buildings. Send in the Police
to stop them.
Tornado- It rips through town and blows up buildings. You can't do much
about it except hope that it doesn't blow down anything expensive.
Hurricane- It floods and blows up buildings. You can't do much to stop
Earthquake- This is pretty bad. It starts fires and makes buildings blow
apart. Send in the Fire department to stop the fires.
REALLY bad disasters (luckily, they rarely happen)
Nuclear Meltdown- The worst possible disaster. Tons of fires and toxic
clouds appear, and toxic waste areas appear all over the place (and you
can't build them or get rid of them). You'd better surround the fires as
quickly as possible and send in the Fire Department.
Toxic Spill- Big clouds of toxic gas destroy your buildings. Send in the
Fire department to stop them.
Microwave Beam- This occurs only when you have a Microwave power plant. A
solar beam misses the collection dish and starts fires. Send in the Fire
Department to clean it up.
Fire Storm- This is similar to a fire, only MUCH bigger. Create a bunch
of rubble around the fire if possible to keep it from spreading (knock
down some buildings), and then send in the Fire Department.
Volcano- The terrain raises greatly and knocks out a bunch of buildings,
and then a bunch of toxic gas and fires start everywhere. Hope you have a
lot of Fire Departments.
Mass Riot- Like a Riot but much worse. Send in the Military and Police to
stop those goons!
Major Flood- It's like a flood but worse. You can't do much to stop it
except to build your city higher up (or raise the terrain near the
Graph Kludge- Your ratings start dropping drastically. If you're a really
crappy mayor, you might get this.
1% Sales Tax- You gain money from Commercial Zones, but the sims tend to
complain. Use this when Commerce is in high demand, and cancel it when
1% Income Tax- You gain money from Residential Zones, but the sims won't
be happy if Residential is in low demand. Turn it off when Residential is
below the RCI bar.
Legalized Gambling- A great source of income, but boosts crime. Build a
Police Station or two to take care of this.
Parking Fines- Issue this one the first chance you get. It's a good way
to earn a few bucks, and the sims don't complain.
Pro-reading campaign- Increases sim's education level.
Anti-drug campaign- Reduces crime.
CPR Training- Increases sim's health level.
Neighborhood Watch- Reduces crime.
Safety and health
Volunteer Fire Dept.- Reduces crime, oddly enough.
Public Smoking Ban- Increases health, but also increases crime.
Free Clinics- Increases health. Very expensive. Only use it if you have a
lot of cash.
Junior Sports- Provides entertainment for your sims.
Tourist Advertising- Good for Residential zones.
Business Advertising- Good for Commercial and Industrial zones.
City Beautification- Reduces pollution.
Annual carnival- Entertains your sims.
Energy conservation- Makes your power plants more efficient.
Nuclear Free Zone- This one is free, but it keeps your sims happy.
Homeless Shelter- Not entirely sure.
Pollution controls- Reduces pollution, but is very costly.
Windows 95 Version
Bond- A bond at 25% interest will be issued.
Iamacheat-$500,000 and all Rewards and Buildings available.
Priscilla- Debug menu that lets you set off the REALLY bad disasters or
get more money or all Rewards/buildings.
Noah- Starts a flood (of course, there's always the cheat menu).
Gilmartin- Military offers to build in your city.
Darn- Sims build lots of Churches.
Heck- Sims build lots of Churches.
Memy- Memory Test.
Vers- Version Number.
Vers- Shows version number.
Windows 3.1 (or 3.11)
Gomorrah- Nuclear meltdown.
Buddamus- $500,000, all rewards and buildings.
Gilmartin- Military Base.
Noah- Starts flood.
Moses- Stops flood.
Secrets and Tricks
Keep an eye on pollution, traffic and crime. Sims really hate those.
Crime tends to appear in Industrial Zones. Knock down a few buildings and
plant a Police Station in the middle of high-crime areas. That will
drastically reduce crime.
Sometimes you may see a blue creature in the water that looks like a
dinosaur. It seems to be harmless and appears at random. Does anyone know
a trick to getting it to appear?
Sometimes a little Superman-looking guy flies around when you have heavy
Click on a helicopter with the Centering tool to make it crash (and start
fires). This gets rid of the annoying "Simcopter reporting heavy traffic"
guy for a while.
Send in the Military to deal with riots and you'll become more popular
with the sims.
Keep Taxes at 7% unless you desperately need money. Any less and you'll
lose money, any more and the sims will complain.
Create a map with lots of waterfalls, and then create lots of Hydro Power
plants to power your city.
Islands tend to be much more manageable than a huge city.
If you want to reduce pollution and you don't have enough money to use an
Ordinance, then try increasing Industry taxes as a temporary fix.
Be careful with Bonds. Don't spend too much after you issue one, or
they'll bury you in debt.
Don't bother with Light zones. Heavy zones may be more expensive, but
they do twice the job of Light zones (including Crime and Pollution).
Overall, Heavy Zones=Better.
Questions/Comments/Corrections? E-mail firstname.lastname@example.org