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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

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

Даты выхода игры

вышла в 2001 г.
вышла в феврале 1999 г.

Solution [ENG]

Информация актуальна для
Version 1.0

Welcome to my Sim City 3000 Playing Guide. This Guide will help you construct
and maintain a successful and profitable city. There are many sections to this
guide and they appear in no order to follow, this is not a walkthrough on how
to build a city following steps that I have written (although there is a
walkthrough on how to build a basic city). Instead this outlines some major
parts of the game and addresses them with solutions to help build and keep
your city up and running.
Please do not copy this guide without my permission
Comments and Suggestions can be sent here
Please do not mail me for hints or solutions
The Printable Version can be found here
Now with that over onto the Sim City 3000 Playing Guide!
This section will provide tips on how to build a basic but profit turning
city. Then provide tips on expanding your city to become a city to be

Construct the basic layout of your city while it is paused. Build your city
near a fresh water supply. Lay down a large Residential area, close to an
Industrial Area but not too close for the Sims don't want to live near to much
pollution. Then build a Commercial area near to the Residential Area. Now run
roads through and around the areas. Lay down a Power Plant and connect it to
the areas with the power lines.

   You should now have a Residential, Commercial and Industrial area,
connected with roads, with a Power Plant connected to them with Power Lines.

   Now begin placing Police Stations, Fire Stations, Hospitals, Schools,
Libraries, Museums and Parks or other recreational facilities. Now build Water
Pumps near the fresh water and then connect the pumps with water pipes to
everything you just built. You will need a lot of Water Pumps so build around
5 to 8 to start and then build more as your city grows.

Note: Always remember to connect new areas with water pipes so that everyone
has water or your Sims will complain.

   Un-pause the game and try and end up with 2 to 5 thousand dollars left. You
have to end the first few years with some money left over or you will not
survive the next year. In the beginning set Industrial and Commercial Taxes at
8 or 9 %, and have Residential Taxes between 7 to 10 %. Now watch your small
but thriving city grow.

  The little RCI indicator at the bottom of the screen tells what zone is
needed most. R is for Residential, I for Industrial, and C for Commercial.
When the bar is higher than the middle it means more of that zone is needed
and lower than the middle means that it is not in demand.

Pay attention to the ticker tape running along the bottom of the screen. It
displays what is going on in your city, how Sims are reacting or what they
demand. Also check your advisers often they will provide you with valuable
information, check out there briefing files for information on how to look
after your city.


Expanding your city is quite easy, as long as you don't go overboard and spend
all your money. When expanding your city build what the Sims want, it is no
use building a whole bunch of Schools when all they want is some where live.
Check your Advisers for they usually tell you what the city needs. Also pay
attention to the RCI indicator and try and build what zone is most needed.

   Now that you have a growing city on your hands you will need to do
something about all your rubbish. Landfills are cheap and easy, but Sims don't
like the pollution they give and don't want to live near them. Incinerators
are costly but dispose of your garbage quicker but still the Sims don't want
to live near them. The next option is to build a road connection to your
Neighbour. Connections can be Road connections, Water Pipe connections and
Power Line connections.

Road connections mean that traffic can be moved between your two cities. So if
you have a road connection you may get an offer from your Neighbour asking if
he would like to dispose of your trash, or vice-versa, you take his trash.
This comes with a cost though so be careful, if you take trash from a
Neighbour you will be paid a fee for your service, and you will have to pay if
the trash is taken from you. Other deals are that he may buy or offer to sell
you power or water. To sell excess power or water is handy if you need the

   When adding large areas to your city, make sure that they have access to
Schools, Hospitals, Fire Protection and Police Protection as well recreational
facilities. Remember to add water and power to the new areas or they will not

   By now you should start getting rewards. The Sims will vote to give you
some awards like the Mayor's House and Courthouse, but now and then a business
man/woman will approach you and offer to build a facility in your city, such
as the Maximum Security Prison or the Toxic Waste factory. The Rewards that
Sims give are good and you can place them anywhere, but the Rewards offered to
you from the business man/woman are different, these generate pollution or can
have a bad effect on your Sims. Click the Analysis button on the right of the
offer and an Advisers will warn of the Pro's and Con's of this building. It is
best to place the Toxic Waste factory and the Prison and any other not so good
Rewards near Industrial areas or out of the way places.

If some of the Rewards are polluting, undesirable buildings then why accept to
build them? Well I'll tell you why, they give you a set amount of money each
month if they are placed in your city. Now this extra money each month can
really help provide the city with more places to live, places to play etc. So
it is a good idea to accept all the Rewards as you can.

   Remember that when expanding build what the Sims want, check your advisers
all the time and they will advise you what should be built.


This section of the Spoiler will now look in detail at some of the important
aspects of the game and hopefully these should improve your city building

This section will deal with the building aspect of Simcity 3000. It will teach
you how to effectively build and place the structures in the game.

Zoning can be more complicated than it seems. For your Zones to grow and have
a high land value they need to have access to everything. Having a high valued
Zone is very important, it means that more people will move into the zone and
will build up the Zone which in turn gives you a nice healthy profit.

Your Residential Zones need to be near some Commercial Zones and relatively
close to some Industrial Zones. They also need access to Schools, Hospitals,
Police and Fire Protection and at least one or two recreational facilities.
They also need to be powered and have water access. To achieve the high land
value place Museums and Libraries to help keep your adult Sims educated.

When starting your city try not to build too many dense Residential Zones for
your Sims will want a small house at first, and also building dense Zones
early off could rapidly deplete your money leaving you broke. Also don't try
and build massive blocks of Zones because there is a good chance that the
middle of the block will not get built fore the Sims can't get to it.

Police and Fire Protection is important. Without Police and Fire Stations
crime and flammability is high and Sims won't want to live there and move out,
and also not many Sims will move into a crime infested area or an area that is
an extreme fire hazard. Make sure there are plenty of Police and Fire Stations
about to keep your Sims happy.

Sims don't like highly polluted areas, so try and keep heavy Industry away
from Residential zones. Also enact the anti-pollution ordinances to help fight
off the pollution. If your water gets polluted build a treatment plant to help
clear it up or otherwise the Sims get fed up and move out.

Build lots of parks and other recreational facilities to keep your Sims happy
and occupied, bored Sims will soon leave your city for lack of things to do.

Remember to build Water Pumps, Water Pumps need to be placed next to fresh
water or they will not work, and they need to have electricity. If you aren't
near fresh water you need to build a Desalinization Plant to turn the salt
water into fresh water. You will also need to continuely build water pumps to
get water to all your Sims.

Taxes play a very important role in Simcity 3000. I think that you should take
a good look at your budget screen every year, maybe even twice a year so that
you can change Residential taxes when necessary (say when you are running low
on money, or the Sims are complaining about the taxes being too high), as well
as the Industrial and Commercial taxes.

High taxes could be the reason your city isn't developing like it should, Sims
won't move to a city where the taxes are really high. When your city is just
starting off (say the first 10 years) it is a good idea to have the Commercial
and Industrial taxes at 7%, so that Sims will set up business, and have the
Residential taxes at around 8% and 10%. Now remember when fiddling with the
taxes be careful for if the Sims don't approve of the new taxes, you will
probably have rioting on your hands!

Also when starting off you could probably cut down on the funding to the
Police and Fire etc. Though be careful fore it down grades their ability to
work and they will not work as effectively as they could.

As your city grows to accommodate more people it is wise to raise the taxes a
little, not too much or the Sims will complain. Experiment with the taxes and
set them to suit your needs.

It is a good idea to invest in some ordinances, some can be profitable
(Parking Fines etc.) but most are non-profitable but they help your city and
also please your Sims. When starting off it is best to set too many ordinances
or you could be wasting money that could be used to lay down the foundations
of your city. Though when you have the money try and enact some of the
anti-pollution ordinances for the Sims will greatly appreciate it.

Every now and then a Sim will approach you and ask for an ordinance to be
enacted or one taken away. Again this is your decision as what to do.

Some ordinances can be quite profitable and the price of ordinances grow as
the cities population grows. If you need the extra money you might want to
enact the Parking Fines ordinance or perhaps the legalised gambling.

It is best not to blow all your money on one thing. Try and spread your money
out to cover the Sims needs. When the Sims want something it will either come
across on the ticker tape or the advisers will let you know of what they need
and sometimes a Sims will come and ask for something. If the Sims don't need
anything, check the Police and Fire coverage and build Stations where
necessary the check to see if perhaps a School, College, Library or Museum is
needed. Then after you have gone checked these build recreational facilities
somewhere near some Residential zones (your Sims will love you for this).

It may also be best not to spend anything, just letting it build up is good as
well, in case of an emergency or the Sims will finally ask for something which
you will have to give them.

Loans. I hate loans. Only take out loans if your really have to. Every year
some money is taken from your coffers and given back to the bank to help repay
your loan. Though this is good and saves you the hassle, the bank adds
interest to the initial loan making it harder to pay it off. Only take out
loans if you are in debt, or desperately need to build something for Sims.
Also after a loan has been taken out repay it as soon as possible, or your
city could be in serious debt and may never get out.

The Sims are fussy people and always demand the best and only the best of
their mayor. They expect you to build a wonderful city for them to live in,
work in, and play in. Thus you must provide them with these demands. Failing
to do so results in your sacking. Your Sims will be forever demanding and will
constantly annoy you. Though they should be listened to as annoying as they
are, they provide vital information which you need to use to build a
successful and Sim pleasing city.

Always pay attention to your Sims they let you know when you have done a good
job or you are stepping out of line. If you annoy them too much you could have
a full blown riot on your hands! Though if you please you will be lavished
with many great rewards and opportunities. The Sims may be demanding but don't
let them push you around, you don't have to give them every thing they want.
Make a wise decision as what they should get and what they shouldn't. Though
be a fair mayor and your Sims will enjoy living in your city.


The advisers don't just have names of double meanings (Moe Biehl, "mobile"
your transport adviser) but they provide you with valuable information on how
to run your city. They inform of important current events as well as briefings
that provide valuable insight into many subjects within the game.

Constantly check the Advisers to learn about new happenings in your city. Also
check out their briefing files for information into some aspects of the game.
Your Advisers will warn you when things aren't doing so well, and will also
tell you when things are fine, or outstanding. They will also pop up to tell
you that something is seriously wrong and that it should be fixed immediatley.

Pay attention to your Advisers they usually know what they are doing.
Sometimes Police, Fire and the Health and Education Advisers will get annoyed
if you take away their funding but they can't have everything. It is a good
idea not to take away funding from the Transport Adviser or the roads will
wear and break, and without the Transport inspectors they can't be fixed.

Your Advisers will also tell you if there section they represent (say
Education or Police) are doing well ,need more buildings to do with that
section or are the best in the country. As with your Sims pay attention your
Advisers they are very helpful and help you make your city grow.


 Rewards are what a good Mayor recieves if he has excelled in building and
nuturing his city as well as pleasing the Sims. Rewards are different from
Building Offers. Rewards are the nice things that the Sims decide on giving or
building for the Mayor. Now thats not to say that the Building Offers are bad
and cause no good. Building offers all have a downside, unlike the Rewards
where there is nothing bad about them. As soon as a Reward is offered find a
nice place to put it and build it there. They range from ther Mayors House and
his Statue to City Hall and many more. Unlike Rewards I don't think there are
as many Rewards as Building Offers but they are still very nice.

Rewards usually mean that you are doing the right thing city wise. Your Sims
are happy and have Rewarded you. Keep up the good work and many more bigger,
better, more glamorous Rewarsd will be handed out to you.


Building are quite different from the Rewards. Though in the same catergory
Building Offers are proposed by an outerstate buiseness man hoping to place
some "special" building in your city. Like a reward this should be honoured.
Most Offers are good but some are bad, but they all have a downside. Not all
your Sims will approve of aToxic Waste Removal Factory right next door, or a
Casino running late into the night in the middle of town. If they are so bad
then why build them, you ask. Well let me tell you, each month every accepted
Building Offer will pay you a certain sum of money each month. This can be
very handy, though you may have Sims petitioning to close that building down.
But they can't have everything they want now, can they. Every now and then an
Offer comes along that is quite good like a tourist attraction, it is wise to
place these building for it draws people to your city.

Because of the monthly fee that these Building offer it can be tempting turn
down an offer but remember and think of your Sims your best interest lies in
the Sims and what they want and need. So think carefully before accepting an

Landmarks are amazing feats of human contruction found in the "real" world.
These have been implemented into Simcity 3000 and are a nice addition to the
game. A total of 10 Landmarks can be added to your city. Landmarks are quite
helpful in their own way. They raise the Sims happiness level wherever the
Landmarks is placed and usually Zones near a Landmark will usually become high
land value Zones. Try not to go over board with them though try and spread
them out through you city. They cost nothing to place as well so they can be
placed anywhere without having to think of money.

Also after placing a Landmark look at the tickertape and read the message
about having a great Landmark pop up into your city.

To experience Disasters you must have the Disasters on (this can be toggle on
and off in the options/preferences screen). In Simcity 3000 there are 5

Riots: Riots consist of some pretty peeved Sims that roam you city and throw
garbage and abuse everywhere and setting things on fire. The way to stop a
Riot is to surround them with your Police Cars. (The "send Police here" tab
can be found by pressing the Disaster button, then selcting the Police icon,
and then clicking on the screen to place a mobile Police unit there)

Fire: Fire is a Fire that has started in a building (Duh!) and will quickly
spread to nearby buildings. The way to tackling a Fire is send your Fire
Engines to the Fire as quickly as possible (The "send Firefighters here" tab
can be found by pressing the Disaster button, then selcting the Firemen icon,
and then clicking on the screen to place a mobile Firefighting unit there)

Earthquake: An Earthquake is when two continental plates collide causing the
earth to quake, hence Earthquake. The ground will shake on your screen, then
this will cause damage to building and probably starting a Fire. You will ahve
to rebuild damaged building and send Firefighters to the Fires.(for fighting
Fires see above)

Tornado: A Tornado is usually a sort of cylinder mass of very fast moving wind
that can obliterate anything it is pass. The way to stop a Tornado is press
the Emergency Siren Button in the Disasters tab. This gives everyone time to
get in their shelters until it has passed over, then you need to rebuild
damaged buildings.

U.F.O: A U.F.O is an Unidentified Flying Object (Aliens). Unfortunately these
U.F.O's are not of the friendly kind. You will know a U.F.O when you see one
because a massive mothership will fly across your screen. Then it will release
lots of little U.F.O's these will suck up buildings and the such then leave.
The only way to stop the U.F.O's is to sound the Emergency Siren, giving
everyone time to get to their bunkers and hide from the U.F.O's. Once they are
gone you need to rebuild damaged buildings.

Optionally you can start a Disaster in the disaster tab, press and hold down
the yellow face tab and pick the disaster you want. This will start the
desired Disaster somewhere on the map.


If your city/zones are not developing maybe you have forgotten something.

- Are they all Powered and have Water. Power and Water are vital to a Zones

- If it is a Residential Zone is it close to Roads and near some Commercial
and Industrial Zones. To help the Zones grow they need Road or some other form
of Transportation access.

- Do they have Police and Fire Protection. To help the Zones grow they need
Police and Fire protection.

- Are they near Hospitals and Educational Facilities. To help the Zones grow
they need Hospitals and Educational Facilities.

- Are there any Recreactional Facilities close by. To help the Zones grow they
need recreational facilities.

- Are they near a polluted area. Zones won't develop if they are near too much

- Is that type of Zone really needed. It won't grow if the Sims don't want it.

When you are building your city you need to constanly check all of it to see
if it needs repairing or needs some vital building, like a Police Station or
Hospital. To achieve the perfect city your Zones need to be at a high land
value. This will only happen after the Zones have access to everything
(Police, Fire, Hospital etc.). They will then grow and obtain a high land
value. They also need to be wanted by your Sims.

Keep an eye on your Power Stations and Water Pumps for these wear down over
time and will consequently downgrade their performing abilities. Old Power
Stations should be dealt with immediatley and should be replaced. Water Pumps
should be replaced as well and adding new ones when your city expands.

Make sure any breaks in the roads are repaired. Think to loking into building
Highways, Subways, Bus Stops and/or Trains. These all take the workload of the
roads and make transportation a pleasure.

Constantly add anything the Sims want if you have the money. The more pleased
the Sims are the moer will come to your city. Try not to build really large
blocks of Zones because it may not all develop because of the Sims not being
able to reach the inside of the block.

If you have taken out a loan remember to pay it back as you get the money,
nothing is worse than finding you took $20,000 and now owe $30,000 after only
5 years.

This section will deal with some of the more difficult things to build or
develop in Simcity 3000.

Yes, thats right! Farms are actually available in Simcity 3000 you just have
to know how to build them. To attract Farmers you will need to build large
plots of low denisty Industry. They need a fair bit of rrom so they will only
build farms in a low density Industry Zone that is  8x8 squares or bigger.
They need power, but they don't need water. They build their own water supply,
so this saves you the hassle.

They alo are picky about the roads, farmers don't like to be surrounded by
roads, so only build roads along one edge of the Zone and you will have more
chance of a farm developing. Farmers will also not build on the low density
Zone if there is any polloution nearby, they need to be in a place without
polloution. The max polloution they can handle is low level polloution, any
higher and they won't develop. Another way to help farmers come to your city
is to enact the Farmers Market Ordinance.

To keep farmers at their farm build the low density Industry on the outskirts
of town, keep them away from the city. Also if a farm develops in your Zone,
pause the game and De-Zone the remaining tiles, this will prevent any other
pollouting Industry to build next to the farm. If they do the farmers will
surely move away.

Bridges can be a lot harder to build than you think. Unlike Simcity 2000,
Simcity 3000's bridges require a bit of planning instead of just laying down a
bridge anywhere. To build a bridge, selcect the road tool and start building
road at least 5 squares back from the water, then drag across the water and
onto the other side of the water and continue until you are 5 squares away
from the water. If a bridge can be built here the road squares will turn blue.
If it is blue release the mouse. A message will appear telling you how much it
will cost and whether to proceed or not. A bridge will then appear over the
water for you.

Bridges can't be built over too deep waters and can't be built on un-level
terrain under water. it is also a good idea not to build a bridge over a
little puddle when you can raise the land and save a lot of money. It also
helps to have straight parallel shores for the bridge as well.

Tunnels are not as hard as bridges to build but this now explains how to
successfuly build a tunnel. First off a tunnel will be automatically offer if
road is placed on a steep slope. It has to be a relatively steep slope and
must be built one square up from the flat area. If a tunnel is offered and you
agree you will be told how much it will cost and whether you still want to
build it or not. Click yes and your tunnel will be constructed. Also be
careful where the tunnel will end, you could end up with a tunnel to nowhere
seeing that the terrain on the other side is too steep to build a road. So be
careful when building a tunnel.

Seaports are fussy building and must be perfect before they develop. This
should teach you how to successfully build and have develop a Seaport. Only
zone a Seaport along the coastline of a major water body. There are some rules
that go with Seaport building.


    There must be at least 5 tiles of available space out onto the water so
    that piers will develop. Piers are essential because without them no ships
    will come in to dock with your city.


    The Seaport zone must be at least 5 tiles wide.


    The shore must be straight.


    The tiles along the the shore must be at least five tiles long.


    The shore zoning must be close to sea level. If the dirt around it is not
    sand coloured or light green, it is not low enough.

  6. The Zone needs to be powered and watered, and least six tiles from
    roads or any other forms of transportation.

If you have built your Seaport following these rules you should get a nice and
healthy Seaport.

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