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!