Go to Maxis island then go to edit terrain - you will
now have
straight ground!
Some of these Cheats will not work with some versions:
Type these in while playing
VERS = Displays software version number.
PORN = If you have a Soundcard, you will hear an audible voice. Also
takes away $3,000.
MEMY = Memory check.
DAMN = Makes the Computer say, "Hey, same to you buddy".
DARN = Makes the Computer say, "Hey, same to you buddy".
HECK = Makes the Computer say, "Hey, same to you buddy".
CASS = Gives you $250. If you type this more than Twice a year, you
might start a Fire.
IMACHEAT = To get everything
Windows version. In order to perform these Cheats, you have to click
and hold on the Toolbar
OIVAIZMIR = Debug Mode. Gives you an option that says, "DEBUG".
Debug has options in the sub-menu, like More Money & Add All Gifts.
BUDDAMUS = Gives you $500,000 & All of the Rewards.
JOKE = Shows a Funny picture.
MRSOLEARY = Causes a Fire.
NOAH = Causes a Flood.
MOSES = Stops a Flood.
GILMARTIN = Gives you a Military Base.
SimCity 2000 - Player’s Guide
City building isn’t as simple as it used to be in Maxis’
enormously
enhanced version of SimCity 2000 - so here are a few choice hints
and tips to help you create a thriving metropolis with a happy
populous... Because of the open nature of SimCity 2000’s gameplay,
it’s very hard to say definitely whether something is ‘right’
or
‘wrong’ - your own urban ambitions will decide that.
If you set out
to create a huge, sprawling mass of pollution and crime (inspired by
the likes of Judge Dredd’s MegaCity One or the Gotham City of
Batman), for example, then your design will differ radically from a
small environmentally-friendly utopian set-up created by another
player. With this in mind, the following sections are an attempt to
explain how the game works and to help you achieve your goals,
whatever they may be, and not someone else’s (who wants to build
another’s urban nightmare?).
Zones Not only is the placement of new zones the major part of city
design in SimCity 2000, it also has the single biggest effect on the
success (or failure) of your community. Correct zoning takes a great
deal of thought and foresight, so bear these points in mind...
Getting Around - Sims (the inhabitants of your city) will only walk
three tiles to reach another form of transportation. Thus, the
maximum width of any zone is six tiles. You can build long strips
six tiles wide, but they must have roads on either side.
Density - Low-density zones have higher land values than
high-density zones, but contain less people. As tax income is based
on both population and value, the tax gained is largely the same,
whatever zone type you opt for. It’s largely a matter of taste.
The
exception is industry. Certain industries prefer one density or
another - generally the preference is obvious, with heavy industries
preferring high-density zones and vice versa. Remember that dense
industrial zones create more pollution than light ones, though.
The NIMBY Syndrome - Be careful when placing residential zones,
because they suffer strongly from the Not In My Back Yard syndrome.
While sims want and need lots of different things from a city,
rarely do they want to live right next door to them. Then again,
they don’t like travelling very far to get what they want either.
You should always separate industrial zones from residential areas
by at least a couple of tiles, and preferably a bit more. Creating
‘buffer zones’ of parks, water or trees is a good way
of doing this.
Ratios - As a rule of thumb, the number of tiles zoned for
residential use should equal the total number of tiles zoned for
industrial and commercial use. Once you have gained the City Hall
reward, getting info on it will tell you exactly what percentage of
your city is given over to each type of zone, and keeping track of
the situation is made much simpler. In addition, the ideal ratio of
industrial to commercial zones varies with your city’s population:
Population Ratio 20,000 or less 3:1 60,000 2:1 100,000 1:1 150,000
1:2 200,000 and above 1:3
Thus, when starting your city you need more industrial than
commercial zones, but as the city grows commerce becomes more
important.
Transport Along with zoning, providing adequate transport ranks as
one of your most important tasks. SimCity 2000’s transport model
is
based on the idea that sims in a given zone must be able to travel
to each of the other two types of zone. People in an industrial
zone, for instance, must be able to reach a commercial zone and a
residential zone. If they can’t, the zone simply won’t
develop. As
explained earlier (See Zones - Getting Around), sims only walk three
tiles to look for transport, so any zoned tile more than three tiles
away from a road (or other means of transport) will not grow. And
another thing, sims won’t walk from zone to zone - even if the
two
zones are right next to each other. They have to use some other mode
of transportation.
Trips - To find out if a zone is near enough to other zones, SimCity
2000 uses a routine called the trip generator. The computer
simulates a sim’s journey from his zone of origin, giving him
a
limited amount of ‘steps’ to find another type of zone.
If the sim
can reach both other types of zone without running out of steps,
then his zone of origin will develop. For travel by road (either in
a car or a bus), the maximum distance you can count on a sim
travelling in search of another type of zone is about 24 tiles.
Roads Or Rail (Or Subways)? - Roads are the cheapest form of
transport to build and maintain.There’s also a built-in weighting
factor towards using them - sims like to drive. Whenever a sim on a
trip comes across another form of transport, there’s only a 50/50
chance he’ll take it. Otherwise he’ll continue to drive.
On top of
all this, any sim within three tiles of a road can use it, whereas
he can only use rail and subway transport by using stations or
depots. Of course, roads create their own problems - traffic and
pollution. Too many sims trying to use the same road leads to heavy
traffic and eventually a gridlock. Likewise, too many cars chuck out
a lot of pollution.
Buses A Go-Go - The solution is the bus. Bus stations are cheap to
build, use the existing road network and sims can get off buses
wherever they want. Even better, traffic is reduced around them for
about a ten tile radius, with the effect decreasing the further away
you get from the station. Although the other methods of public
transport may be more appealing aesthetically (at least in the short
run), buses are by far the most effective means of getting from A to
B for your city’s populous.
Off Map Links - Transportation links to the cities surrounding yours
have a neat side-effect - the trip generator assumes that all types
of zone exist just off of the map, which means that any zone near to
an off-map link almost develops automatically. You can use this to
your advantage by placing all your heavy (and therefore horribly
dirty and environmentally unfriendly) industry at the edges of the
city, near to off-map links, and then creating a few light zones
near the centre so that your commercial and residential zones can
still reach some industry (and no-one has to go about town wearing a
face mask and rubber gloves).
City Services The third part of your job as a mayor is to provide
your sims with city services, of which there are a considerable
number to choose from. Although some are relatively simple, a few
are often neglected, and many are more complex than first meet the
eye. This month, we’re just going to deal with one of the least
understood areas: education.
Making The Grade - Education in SimCity 2000 is measured as an EQ
rating, with 90 being high school equivalency, 140 being a college
graduate and 100 being the SimNation average. Providing your sims
with a good quality education is often the most underestimated area
of the game, but has many important benefits. Not only do sims like
to move to a city that offers good education for their children, but
sims already living there take great pride in their ‘intelligence,’
and are less likely to emigrate. In addition to this, the more
advanced industries (i.e: the ones that become important in the
later years of the game - such as the media, finance, automotive,
petrochemical, electronics and aerospace industries...) all prosper
in a city with a high average EQ. A sim’s EQ is determined at
birth,
and is 20% of the parents’ average EQ. Going to school adds 70
to
this figure, and attending college multiplies this total by 1.5 to
reach that sim’s maximum EQ. To increase your average EQ is
therefore a long and slow job, best initiated early on in the game,
so that you can reap the benefits later. Don’t forget, though,
that
a sim’s EQ gradually falls as he or she grows older. Libraries
and
museums serve to offset this loss, so it’s a good idea to build
a
few of these. You can check the efficiency of your education system
by using the inquiry tool on schools, colleges and libraries. The
grade given in the info box is a function of the number of teachers
(or whatever) compared to the number of students. As such, it’s
not
actually the average grade of the students, but it might as well be.
The simple way to improve your grades is to build more of a specific
type of building, thus providing more facilities. By the way,
SimCity 2000 doesn’t check where your education facilities are,
just
that they exist, so you’re free to place them virtually where
you
like.