Instructions

BULLDOZER clears trees and forests, creates landfill along the water, levels developed existing zones and clears rubble caused by disasters. Bulldozing one section of land costs $1.

Instruction Manual

ROADS connect developed areas. Intersections and turns are created automatically. Lay continuous roads by clicking and dragging your mouse pointer. Be careful -- if you accidentally lay a road in the wrong place, you will have to pay to bulldoze and rebuild it. Roads may not be placed over zoned areas. Laying roads across water creates a bridge. Bridges can only be built in a straight line -- bridges cannot curve or turn or intersect with another bridge. Roadways are maintained by the transit budget, and wear out if there is a lack of funding. The transportation department each year requests $1 to maintain each section of road and $4 for each section of bridge. It costs $10 to lay one section of road and $50 for a section of bridge.

Instruction Manual

TRANSIT LINES create a railway system for intra-city mass transit. Lay continuous transit lines by clicking and dragging your pointer. Intersections and turns are created automatically. Tracks laid under rivers will appear as dashed lines. These are underwater tunnels and must run straight -- no turns, curves or intersections.

Transit lines are maintained by the transit budget. The amount of yearly funding granted affects the efficiency of the system. To maintain the system, the transportation department requests $4 for each section of rail and $10 for each section of tunnel per year. It costs $20 per section of track to put track down on land, and $100 to build each section of tunnel.

Instruction Manual

POWER LINES carry power from power plants to zoned land and between zones. All developed land needs power to function. Power is conducted through adjacent zones. Un-powered zones display a flashing power (or lightning) symbol. There is a delay between the time you connect power to a zone and when the flashing symbol disappears that grows longer as the city grows larger.

Junctions and corners are created automatically. Lay continuous power lines by clicking and dragging your pointer. Power lines across water must run in a straight line and cannot curve, turn or intersect other cross-water power lines. Power lines consume some power due to transmission inefficiencies. It costs $5 to lay one section of power line on land, $25 on water.

Instruction Manual

COAL POWER PLANTS create power for your city, as do nuclear power plants (see below). 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 single power plant causes brownouts. The coal plant is less expensive than a nuclear power plant, but it is less powerful and pollutes more. Coal power plants cost $3,000 to build and supply enough power for 50 zones (nine-tile plots zoned Residential, Commercial or Industrial).

Instruction Manual

NUCLEAR POWER PLANTS are more powerful than coal plants, but carry the slight risk of nuclear meltdown. Nuclear power plants cost $5,000 to build and supply electricity for about 150 zones.

Instruction Manual

RESIDENTIAL ZONES are where the Sims live and build houses, apartments and community facilities such as schools, hospitals and churches. Most Residential zones develop into one of four values: slums, lower middle class, upper middle class, and upper class. They can range in population from single-family homes to high-rise apartments and condominiums. Residential zones will automatically develop into churches and hospitals. Factors influencing residential value and growth are pollution, traffic density, population density, surrounding terrain, roadway access, parks and utilities. It costs $100 to zone one nine-tile plot of land as Residential.

Instruction Manual

COMMERCIAL ZONES are used for many things, including retail stores, office buildings, parking garages and gas stations. There are four values for commercial property, and five levels of growth, from 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. It costs $100 to zone one nine-tile plot of land as Commercial.

Instruction Manual

INDUSTRIAL ZONES are for heavy manufacturing and industrial services. There are four levels of industrial growth, from small pumping stations and warehouses to large factories. Factors influencing industrial growth are external markets, seaports, transit access, residential access, labor supply and utilities. It costs $100 to zone one plot of land as Industrial.

Instruction Manual

SEAPORTS increase the potential for industrial growth. They have little effect in a small city, but contribute significantly to industrialization in large city. Seaports must be placed on a shoreline. Once the port is operational, you may see ships in the water. Building a seaport costs $5,000.

Instruction Manual

AIRPORTS increase the growth potential of your commercial markets. After a certain point in your city's growth, commercial development 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 planes flying above your city on their way to and from the airport. There is also a traffic helicopter that alerts you to heavy traffic areas. Building an airport costs $10,000.

Instruction Manual

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 can reserve space for future mass transit expansion. It costs $10 to build one tile of park.

Instruction Manual

POLICE DEPARTMENTS lower the crime rate in the surrounding area. This in turn raises property values. (If you don't build enough police stations, you will find crime raging out of control as your city's population increases.) The efficiency of each police station depends on the level of police department funding. Each police station costs $500 to build and $100 per year to maintain.

Instruction Manual

FIRE DEPARTMENTS make surrounding areas less susceptible to fires. When fires do occur, the proximity of a fire station means they will be put out more quickly and cause less damage. Each fire station costs $500 to build and $100 per year to maintain.

Instruction Manual

STADIUMS encourage further residential growth once a city has become fairly large. You may build a stadium in a smaller city without negative (or positive) effect. Stadiums indirectly generate a lot of revenue, but create a lot of traffic, so you'll need a good road and transit network. Building a stadium costs $3,000.

Instruction Manual