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Читы для SimCity 3000

Чит-файл для SimCity 3000

SimCity 3000

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Maxis
Издатель:Electronic Arts
Локализатор в России:Софт Клаб
Издатель в России:Софт Клаб
Модель распространения:розничная продажа
ISO статус:релиз состоялся 24 января 1999 года
Жанры:Strategy (God Sim / Manage/Busin. / Real-time) / Isometric
Похожие игры:SimCity (1989), SimCity 2000
Multiplayer:Отсутствует

Даты выхода игры

вышла в 2001 г.
вышла в феврале 1999 г.

FAQ [ENG]

Информация актуальна для
SIMCITY 3000

Financial/Budget Department FAQ
Version 1.0
By: Karl Jobst
E-mail: faq_god@hotmail.com

       I though it would be easier and faster just to do one department
at a time. This way, I can just send in one FAQ at a time, as soon as I
finish one.

       This chain of Simcity FAQs will be very basic, but more in-depth
than most others.

------------------------------------------------------------------------

CONTENTS
**************

1. Revision History
2. Financial/Budget Department -The Financial Advisor
                               -Simoleons
                               -Taxes
                               -Finding Departments
                               -Neighbouring Deals
                               -Business Deals
                               -Loans
3. Closing Statement, thanks, etc.

------------------------------------------------------------------------
                         RIVISION HISTORY

1.0 (4/6/00)

       First release of this FAQ.

------------------------------------------------------------------------
                  FINANCIAL/BUDGET DEPARTMENT

       The Financial/Budget Department deals with spending and receiving
money. It includes taxes, business deals, loans, neighbouring deals and
funding all the cities needs.


THE FINANCIAL ADVISOR: Mortimer Green

Biography:

       The Financial advisor is Mortimer Green. Mortimer Green received
his Ph.D. in Post-Classical Economics from Grendletown University and
accepted a teaching position there. During his tenure, he worked to turn
the Economics Department into a now widely respected model of idealised
application. His book, "Tightening The Belt: A Primer for Parsimonious
Pro Formas" is considered the definitive book on frugality theory-Green
left the Ivory Tower to follow his dream of public service. He rarely
regrets the decision.

       This guy will help you handle your cash. If a neighbouring city
wants to make a deal, he usually makes the right decisions. He will keep
you up-to-date on all of your deals and tells you if taxes are too high
and what not. He will also tell you if you are losing money or gaining
money each year.


SIMOLEONS:

       Ah, the precious simoleon. Without simoleons you can't build
anything which would ultimately end in disaster. The simoleon is Sim
Cities' currency, you, as mayor, should try to get your hands on as many
simoleons as possible. Laying zones and building roads and anything you
place on your map will cost you simoleons. Your total amount of
simoleons is shown on the bottom of the screen.

       When you start a new city, you will have the opportunity to
decide how many simoleons you want to begin with. The more simoleons you
have, the better.

       If unfortunately you run out of simoleons, you go into debt.
While in debt you can not build buildings or roads, or plant trees or
what not. You can however take out a loan to get some quick money, but
if you're not earning enough income you will fall straight back into
debt. While in debt, the budget is still going strong. If every year you
loose money and you're in debt, you will continue to loose money. At a
certain point, the game senses that you have no hope of ever getting out
of debt, therefore, it tells you to start again. Just before you reach
your doom your financial advisor will tell you to get some money. If he
warns you, it's time to get some money fast!


TAXES:

       Taxes are your biggest source of income. The taxes are split into
three parts; Residential, Commercial and Industrial. Raising the taxes
will give you more money, but less sims will move to your town, and some
might even move out if the taxes are too high. If you lower the taxes
you will receive less money, but more sims will move to your city and it
will increase aura.

       A good thing about the tax system is that you can raise or lower
taxes for separate areas. If People aren't moving into your city, you
can lower the residential taxes so more people move in, but you can also
keep the commercial and industrial taxes up so you don't loose to much
money. It also goes for commercial and industrial too. If there is no
demand for commercial or industrial, lowering taxes will make more
businesses move to your city.

       Sims are always complaining about taxes being to high, even if
they're on 1%! I don't listen to complaining sims, if you do, you're
going to be bankrupted very soon. However, sometimes the sims don't just
complain, they leave. When sims start leaving it's a good idea to lower
taxes.

       When you start your city, it's a good idea to keep taxes up a
little. The smaller the town, the fewer people there are to complain, so
even if the taxes are up a bit, the sims won't mind. But when the city
starts to grow, and more people move in, more and more people rebel
against taxes. When there are about 250,000 people on a city, the sims
will ALWAYS complain, no matter how low the taxes are!

       The more people there are in a city, the more money you will
receive from taxes. When there are very few people living in your town,
you will get a small amount of money. This is why is good to slowly
decrease the taxes once the population rises.


FUNDING DEPARTMENTS:

       As mayor, it is your job to fund all of the cities needs. The
more money you give a department, the better it performs. There are six
departments in all that you must fund. If you do not give enough funds
to a department, it can't do everything it wants to. People complain and
you end up with bad areas, decreasing the aura.

The Education Budget: This pays for all of the schools, colleges,
museums and libraries. It is good to have high funding for this
department. With higher funding the schools and colleges can buy better
equipment and give the teachers more salary. With a higher salary the
teachers will perform better, raising the I.Q of the children.

       The libraries and museums will keep the older sims smarter. With
higher funding they can buy more artefacts and books, raising the I.Q of
the older sims.

The Health Budget: This gives money to the hospitals. A hospital with
more money can buy better equipment and more beds. With better equipment
the doctors can perform better, raising the health and life expectancy
of the sims.

       Higher funding also raises the doctors and nurses salaries. A
happy doctor makes an excellent doctor.

The Fire Budget: This gives money to fire brigade. Giving money to the
fire brigade allows them to buy better trucks and stations. This lowers
the overall flammability of the city.

       Higher funding also means a bigger salary. With bigger salaries
the firefighters will enjoy working more and will be better at putting
out any fires.

The Road Budget: This pays for the maintenance of the many roads you
have in your city. With low funding the roads will crack and eventually
disintegrate. Low funding also increases traffic, cars will move slower
and cautiously over cracked roads.

The Police Budget: This pays for the police in your city. High funding
enables the police to buy more cars, hire more police, and pay hire
salaries. When policemen have high salaries, they arrest like they've
never arrested before! The higher the funding, the less amount crime.

       This also pays for the jails in your city. It enables jails to
hire more guards, get better equipment, and gives the warden a better
salary.

The Mass Transit Budget: This pays for things like bus stops, train
tracks and stations, subways and stations, and subway-rail connections.
With higher funding bus stops can purchase better buses, and make their
bus stop better. Train stations can buy accessories on their trains like
better seats and free food; this makes more people use them.

       In every case, raising the funds for each department will raise
the overall aura of your city. With a good aura, more people will want
to live in your city. Raising funds has more advantages than just
getting better equipment; it makes the whole city a better place to
live.


NEIGHBOURING DEALS:

       If you are producing excess power or water, a neighbour might ask
you to sell your power or water to them. They will tell you how much
power/water they want, and how much money they will give you for each
month. For a neighbour to propose a deal, you must have a connection to
their city. A connection can be made just by clicking a road or power
line right on the edge of the map. It will ask you if you want to make a
connection to the neighbouring city. Say yes and it will automatically
connect for you.

       When you make a deal, money will automatically go into your
treasury. You can cancel a deal anytime you want, but you will usually
have to pay a penalty. When the neighbouring city wants to ask for more
power/water, it gives you the opportunity to quit the deal without
paying the penalty.

       To make a deal you will need the following connections:

Power: At least one power line leading into a neighbouring city
Water: At least one water pipe leading into a neighbouring city
Garbage: At least one road or rail leading into a neighbouring city
         If there is water that leads out of you map and into another
         city, building a seaport would support a garbage deal.

       If a city wants to give you their garbage, they will tell you how
many tons of garbage they will give you and how much money they will
give you. Garbage equals pollution, I would only accept a garbage deal
if I had enough incinerators to totally get rid of all my garbage plus
the neighbour's.

       If a neighbour buys power of you but the supply cannot be met,
then they cancel the deal and you have to pay the penalty. Also make
sure that you read how much power/water/garbage they are giving you, and
check to see if you can handle it.

       A neighbour might also ask you if YOU want to buy water/power of
THEM. They will tell you how much they will tell you how much it cost to
buy so much. They will also tell you the minimum fee, which you MUST pay
while the deal is up. Even if they don't sell you anything, you still
have to pay the minimum fee. I don't like making deals like this because
in the long run it's not worth it. It would be cheaper just to build one
more power plant or another pumping station then to be locked in a deal.


BUSSINESS DEALS:

       A business deal is similar to a neighbouring deal but is slightly
different. A business deal is when a petitioner comes to you and asks if
they can build something in your town. They pay you a monthly fee for
having the building in your town. The building must have a road
connected to it, it must be powered, and it must be watered or you will
not get paid.

       If you cancel the deal and destroy the building, you will not be
faced with a penalty. The payments will stop immediately; there are no
expenditures.

       Although it may seem like it's just an easy way to make cash,
you're wrong. Every building has very bad down sides. Here's a list of
the buildings and they're down sides:

Maximum Security Prison: The prison attracts a lot of crime. It also
creates a fair amount of pollution. No sim will want to live anywhere
near this. It also decreases aura.

Gigamall: This mall decreases your demand for commercial industries. Why
would sims need commercial buildings if they've got the Gigamall? This
building does nothing to the area around it so stick it wherever you
want(that is, if you want it in your city).

Casino: This place also attracts a lot of crime. It also increases the
amount of traffic around it. Try not to put it right in the middle of
your city.

Chemical Waste Disposal Plant: This baby is the worst of the lot. It
creates massive amounts of pollution. No matter HOW far away it is, it
will lower the aura of the entire city. Sims just don't want to live in
a city with this one. But it is does give you A LOT of money and if
you're having money problems I suggest you take up the offer for A SHORT
PERIOD OF TIME. If you leave it in your city for too long the sims
complain.


LOANS:

       Don't you just hate it when you've done everything humanly
possible to get money but the yearly budget is still in the red? Well
this is where the loan comes in. If you're in debt and you're losing
money every year, you can take out a loan for some (or a lot of) easy
money. There is one drawback though; you have to pay back MORE than what
you borrowed. If you're losing money and you take out a loan, but you're
STILL losing money after the loan is paid of, you will sink even deeper
into debt. I usually take out a loan when I have to put in a power plant
but I don't have enough money to buy it then and there.

       When you take out a loan, you must pay back 120% of the money you
borrowed. The loan can not be paid back in one big hit either. You must
pay back the loan bit by bit for ten years. You can have more than one
loan at a time, but the maximum limit for all your loans cannot exceed
$250,000.

------------------------------------------------------------------------

                    CLOSING STATEMENTS, THANKS, ETC.

       This FAQ cannot be sold or anything that gives YOU money, fame
and girls instead of me. If you do, I will tell my mum and she will get
pissed, and believe me, you don't want to be in the way when she gets
pissed. If you want this FAQ on your site, just ask me nicely and send
me your URL. If you don't send me your URL, I will not give you this
FAQ. If you still put it on anyway, I will hurt you in an unimaginable
way.

This FAQ is copyright © Karl Jobst 2000, all rights reserved(whatever
that means)

Not really anyone to thank because this is the first release of this
FAQ. But, I thank Maxis and Co. for the game.

I once again thank Ian Rogers for getting me into this FAQ writing
business.

I thanks me. You can e-mail me at faq_god@hotmail.com. Hope I'll be
hearing from you.

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