Note the icons on the right. They work just like icons in various draw and paint programs. This displays the Name of the city, the date and your available city funds. There are also the usual Amiga gadgets to move the window to the top or bottom of the stack. Note: You can click and drag the Title Bar to move the Editor Window, but the window must be all the way to the top of the screen for terrain scrolling to function properly. This will show you the various menus available in SimCity.
Without choosing any menu items, slide the mouse pointer across the screen and take a look at the available menus. Cursor keys can also be used to scroll. Your available land is made of three types of territory. The brown areas are clear land, the green areas are forests and shrubs, and the blue areas are water. You can build only on clear land.
You can clear forest and extend coastlines with your bulldozer. You can run roads, rails and power across water. To clear the terrain, click the bulldozer icon. The "pointer" is a small square, outlining the area that will be bulldozed every time you click the mouse. Move your bulldozer pointer over some forest land and click. The forest section under your pointer is now clear land. Now, hold the button down and move slowly across the forest. Mass destruction.
Clear a large area of land to prepare for building. To begin a city we need three things: places for Sims to live, places for Sims to work, and power. Click the Residential icon the house , then move back to your terrain. Your pointer is now a larger square outline. This outline indicates how much clear space you will need to create a residential zone - a place for Sims to live. Clicking the left mouse button in clear terrain "zones" the land. The "R" in the center of the zone indicates that it is a residential zone.
The flashing lightning symbol indicates that the zone has no power. Place a few more residential zones adjacent to the first one. If you have trouble placing a zone, make sure it is on open land. You cannot zone on water, trees or over other zones.
Now decide where to position a power plant in your city. Point to the power plant icon and click the mouse button. For now, choose the coal power plant. The outline for the power plant is even larger than for the residential zone.
Place the Power Plant in some open space near your residential zones. If your power plant is not directly adjacent to a zone, you will have to run a power line from your power plant to the residential zone. To do this, click the power line icon. Using your mouse pointer and button, lay power lines from your power plant to your residential zones. Adjacent power line sections will automatically connect themselves to one another.
Roadways and transit lines connect in the same manner. In a moment, the flashing symbols will disappear, indicating that your zones have been powered. Any zones that are adjacent to a powered zone do not need separate power lines run to them. Soon you will see small houses start to appear. The Sims have started to move in. When you zone land, you designate where building is allowed. It is the Sims who actually build. Now that you have a few residential zones, you're ready for Commercial and Industrial areas; places for the Sims to work, shop and transact business.
Select the Commercial Icon several buildings and place a few Commercial Zones near your residential ones. Then select the Industrial Icon the factory and map out some Industrial Zones. Connect all necessary power lines. NOTE: There is a delay between the time you connect power to a zone and the time the flashing lightning symbol disappears. This delay gets longer as your city gets larger. Notice that as you select different icons, the Icon's description and its associated cost will be displayed in the box just above the Icons.
If you do not have enough money in your treasury to pay for a certain function, that icon will be "ghosted" on your screen and is unavailable for use.
Now, click the Road icon and add roads from your residential housing to the commercial and industrial areas to allow the Sims to commute to work. Roiad sections connect themselves like power line sections. Once you have roads, traffic will be generated. This is where you set the level of funding for your fire, police and trans- portation departments. Click the up or down arrows to change the funding level.
You can also adjust the current property tax rate. If you have no police or fire departments, you can't fund them. By clicking on the icons along the lower left, you can see different demographic views of your city. You will need this information to build and adjust conditions in your city.
For example, you can pinpoint the areas with the highest crime to determine locations for new police stations. Additional information can be gained by cycling through the available Graphs. Unlike the maps, which only show the current state of your city, the graphs give you a record of the past so you can gauge trends and cycles. This is all the basic information you need to run SimCity, but we suggest reading on. The User Reference explains in detail how to use each program function.
Inside SimCity explains the inner workings of the simulator and gives some hints and tips for using it. Clears existing city if any from memory. Once you have loaded a secnario, it can be saved and reloaded, like any city, without the impending disaster. PRlNT ClTY brings up a window giving you the choice of printing out your city on a single page, or on a multi-page poster.
You may also cancel the print function. You will be charged the same as for manual bulldozing. Defaults to the "on" position. The simulation runs slightly faster with the sound off. FAST sets city time to maximum speed. Zoning and building are possible in paused time. Use these disasters to test your ability to deal with emergencies in your city or just to release some aggression.
More information on disasters, their causes, and dealing with them is presented later. FIRE starts a fire somewhere within the city limits.
FLOOD causes a flood to occur near the water. If there are no planes in the air, one will be generated. The brown area is open land, where you can zone and build. The green areas are trees and forests. You cannot zone or build on green areas. While some bulldozing is necessary, clearing away too much green area will result in lower property values.
The blue area is water. You cannot zone or build on water. You must bulldoze coastlines to create landfills before you can build or zone there.
Roads and power lines can be laid across water, with no turns or intersections. At the right of the Title Bar are the standard Amiga gadgets for moving the window to the top and bottom of the stack.
Behind the Title Bar is the Menu Bar. ICONS along the right are for the editing functions. The LEFT mouse button is used to select icons, and place items.
Z and X cycle active icons in opposite directions. Q - Query - Hold down the "Q" key while clicking on parts of your city to bring up a status box identifying the spot zone, road, terrain, etc. B, R, T and P are shortcut keys. No matter which icon is selected, if you Push and hold down the "B" key, you will be in active Bulldozer mode.
Release the "B" key to return control to the selected icon. The "R" key activtes Roadbuilding mode in the same way. The "T" key activates Transit line building, and the "P" key puts you in Power line mode.
Ghosted Icons are unavailable due to lack of funds. When an Icon is selected a rectangle will accompany the pointer to indicate the size and area of land that will be affected. The Auto-Bulldozer option only works on natural terrain, not developed land. NOTE:Bulldozing the center of a zone will destroy the entire zone.
ROADS connect developed ares. Lay continuous roads by clicking and dragging your pointer. Be careful - if you accidentally lay a road in the wrong place you will have to pay for bulldozing and rebuilding.
Roads may not be placed over zoned areas. They may be placed over trees, shrubbery, and shoreline only after bulldozing or activating the Auto-Bulldozer. Roads can cross over power lines and transit lines only at right angles. Laying roads across water creates a bridge. Bridges can only be built in a straight line - no curves, turns or intersections. Shorelines must be bulldozed prior to building a bridge.
Roadways are maintained by the transit budget, and wear out if there is a lack of funding. Place tracks in heavily trafficked areas to help alleviate congestion.
Intersections and turns are created automatically. Lay continuous transit lines by clicking and dragging your pointer. Tracks laid under rivers will appear as dashed lines. These underwater tunnels must be vertical or horizon- tal - no turns, curves or intersections. Transit lines are maintained by the transit budget. The level of funding affects the efficiency of the system. All developed land needs power to function.
Power lines cannot cross zoned land. They can be built over trees, shrubbery, and shoreline only after bulldozing, or activating the Auto-Bulldoze function from the Options Window.
Power is conducted through adjacent zones. Unpowered zones display the flashing power symbol. There is a delay between the time you power up a zone and when the flashing symbol disappears. The delay grows longer as the city grows larger. Junctions and corners are automatically created. Lay continuous power lines by clicking and dragging your pointer.
Power lines across a river must be horizontal or vertical - no turns, curves or intersections. Shorelines must be bulldozed before placing power lines. Power lines consume some power due to transmission inefficiencies. PARKS can be placed on clear land. Parks, like forests and water, raise the land value of surrounding zones. Parks can be bulldozed as fire breaks or reserve space for later mass transit expansion.
Residential zones develop into one of four values: slums, lower middle class, upper middle class, and upper class. They can range in population density from single-family homes to high-rise apartments and condominiums. Factors influencing residential value and growth are pollution, traffic density, population density, surrounding terrain, roadway access, parks and utilities.
Residential zones are bordered in green to aid in distinguishing them from other zones. There are four values for commercial property and five levels of growth from the small general store to tall skyscrapers.
Factors influencing the value and growth of commercial areas include internal markets, pollution, traffic density, residential access, labor supply, airports, crime rates, transit access, and utilities.
Commercial zones are bordered in blue to aid in distinguishing them from other zones. There are four levels of industrial growth from small pumping stations and warehouses to large factories. Factors influencing the growth of industrial areas are external markets, seaports, transit access, residential access, labor supply, and utilities. When fires do occur, they are put out sooner and do less damage if a station is near.
The effectiveness of fire containment depends on the Ievel of fire department funding. This in turn raises property values. Place these in high-density crime areas as defined by your Crime Rate map. The efficiency of a station depends on the level of police department funding. The nuclear plant is more powerful but carries a slight risk of meltdown. The coal plant is less expensive, but less powerful and it pollutes.
All zoned land needs power to develop and grow. When developed land loses power, it will degenerate to barren ground unless power is restored. Connecting too many zones to a Power Plant causes brownouts. The message window will indicate when the city wants a stadium. You may build a stadium in your city prior to this request without negative effect.
Stadiums indirectly generate a lot of revenue, but create a lot of traffic. Properly maintaining a stad- ium requires a good road and transit network.
Once a city starts geting large, commercial growth will level off without an airport. Airports are large and expensive and should not be built unless your city can afford one. Position airports to keep flight paths over water whenever possible lessening the impact of air disasters.
Once you build an airport you will see airplanes flying above your city to and from the airport. There is also a traffic helicopter which alerts you to heavy traffic areas. They have little effect in a small city, but contribute a lot to industrialization in a large city. Sea Ports should be placed on a shoreline. The shoreline must be bulldozed prior to zoning a seaport. Once the port is operational, you may see ships in the water. You will be asked to set the funding levels for the fire, police, and trans- portation departments, and to set the property tax rate.
You can raise and lower budget levels by clicking on the little arrows that correspond to each category. A percentage indicator will display the level of funding that will be maintained if you turn on the Auto-Budget function. You may adjust your tax rate by clicking on the arrows next to the tax rate indicator. The scaling constant changes with the difficulty level of the game. Until you actually build fire or police stations, you cannot fund them.
Allocating less than the requested amount will decrease the effective coverage of the police or fire station. It will be a negative number if your yearly maintenance costs are greater than your yearly tax intake.
A major difference between SimCity and a real city is that SimCity does not allow budget deficits. If you don't have the money, you can't spend it. Try not to let your city run with a negative cash flow. An hourglass icon is displayed at the top left of the budget window. It indicates the time remaining to enter the budget information. When the hourglass empties, the budget that is set is accepted. On the map is a red box, indicating the area of the map that will be visible in the edit window.
The box can be moved around the map by placing the pointer where you want the center of the box to be and clicking the left mouse button. You can also hold down the buttonb and drag the box around the map. For demographic maps that show density, rate or comparative levels, a Color Key will be shown to the left of the map. You may also notice yellow letters on the map. These are markers to let you know where moveable objects are. An "S" marks the location of a ship. An "R" marks the location of a railroad train.
An "H" marks the location of a helicopter. An "A" marks the location of an airplane. An "M" marks the location of a Monster, and a "T" marks the location of a Tornado. Zones are shown in dark grey, roads in black, and rails in light grey. Use this map to plan city expansion. Powered zones are shown with a yellow dot in their middle. Unpowered zones have a black dot.
Power lines on land are shown in black. Power lines over water are shown in yellow. Use this map to locate unpowered zones and breaks in the power lines. Roads are shown in grey. Rails are shown in black. Use this view to examine your city's access to specific areas and to plan future expansion of the network. Residential zones are shown in green. Commercial zones are blue.
Industrial zones are yellow. Use this map to locate under-utilized areas and overpopulated areas. Spot traffic problems and determine where new roadways are needed. Crime is calculated from population density land value and proximity of police stations. Pollution is generated primarily by industry, traffic, and coal Power Plants.
Land values are used to establish the amount of revenue generated in taxes. BEFORE YOU BUILD Use the map before beginning a new city to plan: where you want your city center, where you want the high class waterfront residential areas, where you will cross water with bridges, power lines, and tunnels, where to place power plants, where to place large industrial sections away from the residential sections, the general layout of the city. Printing the map and sketching in your plan with pencil or pen will save a lot of bulldozing and re-zoning and rebuilding.
Use the transportation map along with the traffic density map to plan traffic control and expansion. Use the city maps to make sure you have the proper ratio of residential to commercial to industrial zones. Printing out the map in various stages of development and doing some preliminary expansion planning with pencil can be useful. Printouts can also be used for historical records. Overloading power plants can cause brownouts and blackouts.
Use the power grid map to locate zones that have lost power. Use the city services maps to evaluate the effective coverage of your police and fire departments. Use the crime rate map to locate problem areas that need more police protection. Use the pollution map to locate problem areas. Use the transportation and traffic density maps to determine where to replace roads with rails.
Use the city maps to maintain the proper ratio of residential to commercial to industrial zones. Note: Cash flow has little to do with your current funds, or how much you spend in building except that city expansion will increase both taxes collected and maintenance costs. The line in the center of the Cash Flow graph represents a cash flow of zero. Do not build more infrastructure roads, rail, police departments, fire stations than you can support with tax revenues. Graphs are for locating trends in city life that won't be noticeable in a map.
If you look at a map, for example the crime rate map, every year, a very slight rise in the crime rate will not be noticeable. But on a graph, you would easily locate the upward trend in crime because you will be viewing the levels for a number of years at the same time. If you notice a downward trend in any of these, refer to the User Reference Card to locate potential problems and solutions. Crime rate can be displayed, revealing slight but consistent upward or downward trends.
Use the cash flow graph to track your city's efficiency as it grows. If your maintenance costs are higher than your tax revenues, you will have a negative cash flow.
Use the pollution graph to catch rising levels of pollution before they reach a problem level. You are advised to keep your residents happy or they might migrate away, and you will be left with a "ghost town.
This data is calculated once a year at budget time. If people are leaving in droves, you know something is rotten in SimCity.
Does not include residential, commercial and industrial zones. A large population is not necessarily a sign of a successful city. Population size does not affect the overall city score, since low population could indicate a new or growing city. Since city growth rate does affect the overall city score, a city in which growth has been intentionally stopped for environmental or aesthetic reasons will have a slightly lower score.
At higher game levels the disasters will happen more often. FIRES can start anywhere in the city. Fire spreads fairly rapidly through forests and buildings, somewhat slower over roadways. Fire will not cross water or clear land. Fires inside this effective radius will be extinguished automatically. If you have no operational fire departments in the area you can try to control the fire yourself.
Since fire will not spread across clear terrain, you can build firebreaks with the bulldozer. Just surround the fire with clear areas and it will stop spreading and eventually burn itself out.
Note: You cannot directly bulldoze a fire. Floods gradually spread and destroy buildings and utilities. After a while the flood waters recede, leaving behind cleared terrain. This happens whenever aircraft collide with things, such as a tornadoes or another aircraft. When a crash occurs, a fire will start, unless the crash is on water. A good strategy is to locate the airport away from the central city to minimize the fire damage.
Very fast and unpredictable, they can appear and disappear at a moment's notice. Tornadoes destroy everything in their path, and can cause planes, helicopters, trains, and ships to crash.
It will destroy buildings and start fires. When it stops, you will have to take charge and control the scattered fires. Use the bulldozer to contain the largest fires first and work your way down to the smaller ones.
A monster destroys everything in its path, starts fires, and causes planes, helicopters, trains, and ships to crash. If a meltdown occurs your nuclear plant will explode into flames. The surrounding area will be unusable for the remainder of the simulation due to radioactive contamination. They can cause fires where the ship crashes into a shore or bridge.
They present various levels of difficully. Some problems are in the form of disasters which will occur some time after you start. Other problems are more long-term such as crime. Your task is to deal with the problem at hand as well as possible under the circumstances. After a certain amount of time the city residents will rate your performance in a special election.
If you do very well you may be given the key to the city. However if you do poorly they might just run you out of town. NOTE:To avoid the disaster which is tied to a scenario save it to disk and reload the city from the saved file.
Once a city is started you cannot change the game level; it remains at your initial setting for the life of the city. The game level setting is displayed in the evaluation window.
This level - Easy, Medium, or Hard - adjusts the simulation to your current abilities by altering several factors. A harder setting will increase the chance of disasters, make residents more intolerant of taxation, cause maintenance costs to grow, etc. It provides a chart of city dynamics; how all factors of city life and growth are related. Page 31 The main points to keep in mind while growing a city are: Grow slow.
Watch your money. All zones must be powered to develop. Roads or rails must provide access to and from each zone for it to fully develop. There is a yearly maintenance cost for each section of road, rail, bridge and tunnel. This can add up. Don't build too many roads and rails and generate high maintenance costs before your city can generate enough tax revenues to support them.
Extra powrer plants and redundant power lines are expensive, but can keep zones from losing power during a disaster or emergency or deteriorating. Rails can carry much more traffic than roads.
While building and zoning an area that you predict will generate heavy traffic, install rails instead of roads in the early stages of development. If you get a lot of heavy traffic warnings, replace roads with rails. You can even build an entirely roadless city.
Grouping zones together, 4 or 5 in a row touching each other, can eliminate a lot of power line segments. Airports, sea ports and stadiums won't help a small city grow--so save your money until the city gets larger. The Sims will tell you when they need these things. Place zones, roads, etc. As a rule of thumb, the number of residential zones should be approximately equal to the sum of commercial and industrial zones.
When your city is small, you will need more industrial zones than commercial, and when your city gets larger, you will need more commercial zones than industrial. Separate the residential areas from the industrial areas. Proximity to forest, parks, and water increases land value, which increases the taxes collected. Don't bulldoze any more forest than you must. Also natural shoreline increases property values more than landfill shoreline. Keep in mind that proximity to downtown raises property values.
The simulator defines the downtown area as the "center of mass of the population density. Having a self-supporting, profitable city with pleasant surroundings is better than a huge city that is always broke and has no forest or shoreline.
Use the various maps and graphics to plan city growth, locate problems, and track your progress. Look for areas that need police and fire coverage as you go, so you don't have to go back and bulldoze developed zones to make room for police and fire stations.
Save your city to disk before trying any major new policy so you can go back if your plan doesn't work. Print out your city in different stages of evolution to track and plan growth. The Sims will let you know how you are doing.
Also the statistics can be useful; if your population is shrinking, don't go zoning new areas that may never develop, look for problems in the existing zoned areas, and spend your time and money solving them. At the end of this doc file It shows the various levels of development and decline of residential, commercial and industrial zones.
The level of development depends on the land value and population density. Use this chart along with the Query function to identify, and gather information on, individual zones.
This chart lists the factors of city life and growth and shows how they inter-relate. Use this chart to guide you in designing your city. It will help you ifnd soluitons to the Sims' complaints, and to problems you discover from the maps and graphs. B activates the Bulldozer while depressed, overriding active icon. R activates Road laying while depressed, overriding active icon.
T activates Transit line laying while depressed, overriding active icon. P activates Power line laying while depressed, overriding active icon. These zones symbolize the three basic pillars upon which a city is based: population, industry, and commerce.
All three are necessary for your city to grow and thrive. Here they build houses, apartments and community facilities such as churches and schools. Sims are the work force for your city's commercial and industrial zones. One of the major goals of planning is to separate these nuisances from the areas where people live. In this simulation, industrial zones represent the "basic" production of your city. Things produced here are sold outside the city to an "external market," bringing money into the city for future growth.
Commercial areas are mainly dedicated to producing goods and services needed within your city. This is callcd "non-basic" production or production for the "internal market". Within SimCity there is always a positive birthrate. Availabilily of jobs the employment rate is a ratio of the current commercial and industrial populations to the total residential population.
As a rule of thumb, the number of commercial and industrial zones together should roughly equal the number of residential zones. If there are more jobs in your city than residents, new settlers will be attracted.
If the job market declines during a local recession, your people will migrate away in search of jobs. The structures built in residential zones are influenced by land value and population density.
Quality of life is a measure of relative "attractiveness" assigned to different zone locations. It is affected by negative factors such as pollution and crime, and positive factors such as parks and accessibility.
All these variables can be influenced by your actions with the exception of one. The external market the economic conditions that exist outside of your cily is controlled by the simulation-there is nothing you can do to change it. Towns frequently begin as production centers steel towns, refineries, etc. As time passes, the external market grows to reflect the regional growth going on around your city.
The industry in your city will attempt to grow as the external market grows. For this to happen there must be room for expansion more industrial zones and an adequate labor supply more residential zones. Internal production, created in the commercial zones, represents all the things which are purchased and consumed within the city. Food stores, gas stations, retail slores, financial serviccs, medical care, etc.
Within SimCity, the size of the internal market determines the rate at which commercial zones will prosper. Commercial zones need enough zoned land to build on and an existent, sufficient workforce to employ. The structures built in commercial zones are mainly influenced by land value and population density. Commercial zones grow and develop to serve the expanding internal market. Commercial growth will usually be slow at first, when the population is small and needs very little.
As your city grows, commercial growth will accelerate and the internal market will become a much larger consumer of your total city production. The simulation determines the amount of revenue collected by assessing each zone an amount based on its land value, current level of development and the current tax rate.
You must keep tax income high enough to meet city maintenance costs and invest in new development, but low enough not to scare off residents and businesses.
A high tax rate is one way to control city growth, should you want to experiment with "growth control" measures. City infrastructure cost is represented by three departments: police, fire, and transportation.
You may set the funding levels separately for each. The stadium increases the residential population cap by , See the Population Caps table for requirements and benefits of other rewards. Sometimes, Sims may complain about a wanting a stadium when, in fact, the city just needs some residential cap relief.
You should take three steps: Increase your education funding to the maximum allowed. Enact as many ordinances as possible.
High tech industry is favored as time passes. Waiting also allows time for your sims to become educated. Visit the following the following link for information on obtaining high tech industry. EQ stands for Education Quotient and is the measure of the education level of your Sims.
The overall EQ of your city will grow only as young Sims go through an adequate and well-funded education system, which can take many years. If your sims are highly educated, then cleaner high-tech industries will come to your city to take advantage of the educated labor pool.
EQ ranges from 0 to In a new city, the average work-force EQ is 58, which corresponds to a high-school level of education. Schools further increase the EQ of Sims aged 6 through 18, and colleges further increase the EQ of Sims aged 19 to Sims EQ decays naturally after age 25, unless there are libraries and museums.
The Pro-reading ordinance also slows EQ decay. After , if your EQ exceeds , you will be granted the Science Center, which increases both residential and commercial land value by Each city has an internal population cap for each of the three zone types. The Simcity simulator will halt your city's growth when the population cap is reached.
For a starting city, the residential population cap is about 27, Sims. If you do not build any of the above structures listed in the population caps table that increase the residential capacity R-Cap , your city will not grow beyond 27, Sims.
The commercial population cap of a city without commercial cap relief providing structures is about 15, The starting industrial cap is a generous 43,
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