SimCity 2000 cheats
SimCity 2000 cheats
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.
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