------------------------------------------------------------------------------
SIM CITY 4: 

STRATEGY GUIDE and ONLINE MANUAL: Version 1.20

By thy451 ... still an experienced newbie at this game...

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Introduction:
This FAQ is split into two sections. PART I of SECTION A shows how to reach 
30,000 to 40,000. PART II deals with attracting higher wealth development, 
focusing on high-tech industries. And PART III contains information about 
further growth and evolution of each city. 

Included at the end of SECTION A is a step by step, year by year, detailed 
walkthrough to 40,000 in 16 years in the first city without any neighbours.

SECTION B is an Online Manual (OM). It provides technical data to help you 
better understand the mechanics behind the game.

But ultimately, I would not claim that this is the only or the best means to 
build, for Voltaire best said it:

                "If this is the best of all possible worlds, 
                 then what must the others be like?"
                                                 Candide, Chapter 6.

Ignoring the fact that the quote is taken out of context, my point is create 
your own worlds and if you think of anything better, share it with me.

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PRINT VERSION: If you wish to print this out, I have this FAQ in MS Word. For 
now this can only be found at:

1) http://www.simcity-4.net

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Version 1.20: Additions in this update

1.20: Additions
      (1) Added IdOIts walkthrough to 40,000
      (2) Expanded greatly on PART III
      (3) Updated PART II and added new hint
      (4) Reworked PART I and included reference to walkthrough     
      (5) Format Changes to table and version history
      (6) Added new items to PART X
      (7) Updated Online Manual
      (8) Typos, spelling, grammar

NOTE: For complete version history look at the back under End 4.

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----------------------------------------------------------------------------
| TITLE       |                      CONTENTS                      | INDEX |
----------------------------------------------------------------------------
.                                                                          .
.             ------------------------------------------------------       .
.             |              SECTION A: STRATEGY GUIDE             |       .
----------------------------------------------------------------------------
| PART I      | First city, a Slum for all                         | 1     |
----------------------------------------------------------------------------
| Tip 1       | Raise Taxes                                        | 2     |
| Tip 2a      | Utilities - Tight fiscal control                   | 3     |
| Tip 2b      | Utilities - Power                                  | 4     |
| Tip 2c      | Utilities - Water                                  | 5     |
| Tip 2d      | Utilities - Landfills and Waste Power Plant        | 6     |
| Tip 2e      | Utilities - Pollution and Placement                | 7     |
| Tip 3       | Slum Town                                          | 8     |
| Tip 4       | Slum town expand sideways                          | 9     |
| Tip 5       | Mid density zones                                  | 10    |
| Tip 6       | Connections                                        | 11    |
| Tip 7a      | Jobs from industry                                 | 12    |
| Tip 7b      | Export oriented economy                            | 13    |
| Tip 8a      | Basic Structure: Death to the auto-roads           | 14    |
| Tip 8bi     | Basic Structure: Proper planning: Industry         | 15    |
|             | - Diagram T8bi                                     |       |
| Tip 8bii    | Basic Structure: Proper planning: Breathing space  | 16    |
| Tip 8biii   | Basic Structure: Proper planning: Residential      | 17    |
|             | - Diagram T8biii                                   |       |
| Tip 8biv    | Basic Structure: Proper planning: Gap down         | 18    |
|             | - Diagram T8biv                                    |       |
| Tip 9a      | Amenities: When to build                           | 19    |
| Tip 9b      | Amenities: Budget control                          | 20    |
| Tip 10      | Commercial Development                             | 21    |
| Tip 11a     | Budget: Some figures                               | 22    |
| Tip 11b     | Budget: Ordinance                                  | 23    |
| Tip 11c     | Budget: Rewards                                    | 24    |
| Tip 12a     | Potential future problems                          | 25    |
| Tip 12b     | Some solutions                                     | 26    |
----------------------------------------------------------------------------
| PART II     | Second City, a Hint of High-Tech                   | 27    |
----------------------------------------------------------------------------
| PART II(A)  | Pre High-Tech                                      | 28    |
----------------------------------------------------------------------------
| Hint 1      | Raise Taxes                                        | 29    |
| Hint 2a     | Utilities: How to get a deal                       | 30    |
| Hint 2ai    | Necessary connections                              | 31    |
| Hint 2aii   | Nemo dat quod non habet                            | 32    |
| Hint 2aiii  | Time                                               | 33    |
| Hint 2b     | Utilities: To build or to deal                     | 34    |
| Hint 3      | A town in development                              | 35    |
| Hint 4      | Residential over industry                          | 36    |
| Hint 5      | Mid density to High density                        | 37    |
| Hint 6      | Connections, freight time and placement            | 38    |
| Hint 7a     | City placement of zones: Initial set up            | 39    |
|             | - Diagram H7a                                      |       |
| Hint 7b     | City placement of zones: Final set up              | 40    |
|             | - Diagram H7b                                      |       |
| Hint 8      | Basic structure                                    | 41    |
| Hint 9      | Amenities                                          | 42    |
| Hint 10     | Commerce as a vehicle of transition                | 43    |
| Hint 11a    | Budget: Further clarification                      | 44    |
| Hint 11b    | Budget: Ordinance                                  | 45    |
| Hint 11c    | Budget: Rewards                                    | 46    |
| Hint 12a    | Polluting problems                                 | 47    |
| Hint 12b    | Neighbours as solution                             | 48    |
----------------------------------------------------------------------------
| PART II(B)  | High Tech Arrives                                  | 49    |
----------------------------------------------------------------------------
| Method I    | Expand                                             | 50    |
| Hint 13     | Raise taxes again                                  | 51    |
| Hint 14     | Placement at the free space                        | 52    |
----------------------------------------------------------------------------
| Method II   | Urban Renewal                                      | 53    |
| Hint 15     | Raise taxes to crazy European levels               | 54    |
| Hint 16     | Upgrading of old industrial zones                  | 55    |
| Hint 17     | Pollution: Source, Effects and Solutions           | 56    |
----------------------------------------------------------------------------
| Method III  | New city called patience                           | 57    |
| Hint 18     | Raise taxes with a vengeance                       | 58    |
| Hint 19     | Plan for low pollution                             | 59    |
| Hint 20     | Commercial Expansion                               | 60    |
| Hint 21     | Amenities construction                             | 61    |
----------------------------------------------------------------------------
| Hint 22     | Analysis of Methods                                | 62    |
----------------------------------------------------------------------------
| PART III    | Advance City Tactics                               | 63    |
----------------------------------------------------------------------------
| PART III(A) | Regional Integration: No man is an island...       | 64    |
----------------------------------------------------------------------------
| Info 1a     | Utilitarian Approach: Neighbour deals              | 65    |
| Info 1b     | Utilitarian Approach: Dump and obliterate          | 66    |
| Info 1c     | Utilitarian Approach: Dump for the region          | 67    |
| Info 2      | Kantian Approach                                   | 68    |
| Info 3a     | Multiplier Effect: Regional Equilibrium            | 69    |
| Info 3b     | Multiplier Effect: Prevent Contagion               | 70    |
| Info 4a     | Engine of growth: High number of neighbours        | 71    |
| Info 4b     | Engine of growth: High population of city          | 72    |
----------------------------------------------------------------------------
| PART III(B) | High Density Skyscraper City                       | 73    |
----------------------------------------------------------------------------
| Info 5a     | Demand Busters: Growth Limits                      | 74    |
|             | - Table I5a: Starting Capacity                     |       |
| Info 5b     | Demand Busters: Residential                        | 75    |
|             | - Table I5b: Residential Busters                   |       |
| Info 5c     | Demand Busters: Commercial                         | 76    |
|             | - Table I5c: Commercial Office Busters             |       |
| Info 5d     | Demand Busters: Industry                           | 77    |
|             | - Table I5d: Industrial Busters                    |       |
| Info 6      | Here comes the Skyscraper                          | 78    |
|             | - Charts I6a/b: Proportion of skyscrapers: RCI     |       |
| Info 7a     | Alt. Zoning: Neighbourhood schools                 | 79    |
|             | - Diagram I7a                                      |       |
| Info 7b     | Alt. Zoning: Short term farms and farmer's market  | 80    |
----------------------------------------------------------------------------
| PART III(C) | Economic Structural Reforms & Economic Theories    | 81    |
----------------------------------------------------------------------------
| Info 8a     | Education: Employment and Inheritance Effects      | 82    |
| Info 8b     | Education: Public or Private Schooling             | 83    |
| Info 9a     | Taxation: Laffer Curve                             | 84    |
| Info 9b     | Taxation: No supply side taxation economics        | 85    |
| Info 10     | Perfect Mobility of Labour                         | 86    |
| Info 11a    | Abandoned Buildings                                | 87    |
| Info 11b    | Abandoned Buildings: Oversupply and Unemployment   | 88    |
----------------------------------------------------------------------------
| PART III(D) | Traffic, no not the movie                          | 89    |
----------------------------------------------------------------------------
| Info 12a    | Traffic: Build transit only if needed              | 90    |
| Info 12b    | Traffic: Station "Coverage" and Connection         | 91    |
|             | - Table: I12b: Connection                          |       |
| Info 12c    | Traffic: Desirability                              | 92    |
|             | - Table I12c: Choice of Transport                  |       |
| Info 12d    | Traffic: Overcapacity                              | 93    |
| Info 13a    | Underground: Roads                                 | 94    |
|             | - Diagram I13a                                     |       |
| Info 13b    | Underground: Away with Junctions                   | 95    |
|             | - Diagram I13b                                     |       |
| Info 14     | Multiple Lanes or Tracks                           | 96    |
|             | - Diagram I14: Multi-lane                          |       |
| Info 15     | Subway Infinite Loop Bug                           | 97    |
|             | - Diagram I15: The loop                            |       |
| Info 16     | Paternalistic Approach to traffic                  | 98    |
|             | - Diagram I16: Highway                             |       |
----------------------------------------------------------------------------
| PART X      | X for Extra stuff                                  | 99    |
----------------------------------------------------------------------------
| Mew 1       | Easter Eggs                                        | 100   |
| Mew 2       | Multiple Save Games                                | 101   |
| Mew 3       | Idea Incubator                                     | 102   |
| Mew 4       | Positivist or Natural / Stoics approach to cheats  | 103   |
| Mew 5       | Sim City websites                                  | 104   |
----------------------------------------------------------------------------
| Appendix 1  | IdOIts walkthrough to 40,000                       | 105   |
----------------------------------------------------------------------------
.                                                                          .
.             ------------------------------------------------------       .
.             |            SECTION B: ONLINE MANUAL (OM)           |       .
----------------------------------------------------------------------------
| Chapter 1   | Introduction                                       | 106   |
----------------------------------------------------------------------------
| Chapter 2   | God Mode                                           | 107   |
|             | (1) Terra-forming                                  | 108   |
|             | (2) Changing region & city size                    | 109   |
|             | - Diagram 2.1                                      |       |
----------------------------------------------------------------------------
| Chapter 3   | Zones                                              | 110   |
|             | Table 3.1: Density & Industry type                 |       |
|             | (1) Zoning Desirability                            | 111   |
|             | Table 3.2: Desirability                            |       |
|             | (2) Industrial Pollution                           | 112   |
|             | Table 3.3: Pollution Index                         |       |
|             | Table: Zones                                       | 113   |
----------------------------------------------------------------------------
| Chapter 4   | Transportation                                     | 114   |
|             | (1) Cloverleaf and on ramp                         | 115   |
|             | (2) Rail turning                                   | 116   |
|             | - Diagram 4.2                                      |       |
|             | Table: Transport                                   | 117   |
----------------------------------------------------------------------------
| Chapter 5   | Utilities                                          | 118   |
|             | Table: Utilities                                   | 119   |
----------------------------------------------------------------------------
| Chapter 6A  | Police, Fire, Education and Health                 | 120   |
|             | Table: Civil buildings                             | 121   |
----------------------------------------------------------------------------
| Chapter 6B  | Landmarks, Rewards and Recreation                  | 122   |
|             | Table: Landmarks                                   | 123   |
|             | Table: Rewards and Business Deals                  | 124   |
|             | Table: Recreation                                  | 125   |
----------------------------------------------------------------------------
| Chapter 7   | City Information                                   | 126   |
----------------------------------------------------------------------------
| Chapter 8   | Budget                                             | 127   |
|             | Table: Ordinance                                   | 128   |
----------------------------------------------------------------------------
| Chapter 9   | My Sims                                            | 129   |
|             | (1) My Sim as a special agent                      | 130   |
----------------------------------------------------------------------------
.                                                                          .
.             ------------------------------------------------------       .
.             |                   CONCLUSION                       |       .
----------------------------------------------------------------------------
End 1         | Credits                                            | 131   |
End 2         | Copyright: Yeah right...                           | 132   |
End 3         | Information on posting this on your site           | 133   |
End 4         | Version History                                    | 134   |
End 5         | Mailing Info                                       | 135   |
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--------------------------------------------------------------------------1---

PART I: First city, a slum for all 

------------------------------------------------------------------------------

Slum Town:                        |Walkthrough Town:
Pop: 31,000                       |Pop: 40,000
Current cash: $100,000 +          |Current cash: 65,000 +
Time: 21 years                    |Time: 16 years
Budget: $1600 - $1700 surplus     |Budget: I: 9156 / E: 7625 Profit: 1531
Map: Mid size (Not a map on the edge of the region)
Neighbours: None

If you have trouble following PART I and prefer a step by step and year on 
year walkthrough proceed to Appendix 1: IdOIts walkthrough to 40,000, which is 
at the end of SECTION A. I will refer to this as the walkthrough from now on.

By the way just because the city in the walkthrough has reached a higher 
population in a shorter time then slum city does not mean PART I is rendered 
otiose in the face of the walkthrough. It is just that I have more experience 
when creating the city in the walkthrough. Besides I strongly recommend you to 
read PART I before using the walkthrough as I assume you have read it and 
hence do not repeat some of the tips in the walkthrough.

--------------------------------------------------------------------------2---

Tip 1: Raise Taxes

Before the game even starts set your taxes to:
R: $: 8.3/ $$: 8 /$$$: 7.5
C: 7 for all
I: $: 9 /$$: 7.5 / $$$: 7

Feel free to play around with the tax to determine your optimum.

--------------------------------------------------------------------------3---
Tip 2a: Utilities - Tight fiscal control

As with everything in this game, take full of control your budget. Do not 
create an over supply as that will only bleed your budget. Be mindful as to 
not over cut funding to the point where your infrastructure starts breaking 
down for that will only cost you more money in replacing everything. 

However as with everything always adopt a cost-benefit analysis. Reducing 
water funding will lead to the destruction of pipes and damage of buildings. 
Hence water funding should be kept at the default. However a drop in funding 
of power will result in sparking poles but if you plan your city well, there 
should not be that much poles. Hence a cut in power to meet demand is 
something you must do, especially at the start.

..........................................................................4...

Tip 2b: Utilities - Power

Coal power plant: 
Set funding all the way down such that capacity used should ideally be around 
70%. If you make the plant operate at a higher % your plant will age faster.

Funding and Deterioration:
Changing the individual power station funding affects the global funding. 
Therefore it might be impossible to prevent sparking poles short of keeping 
funding full, which I do not recommend. Hence try to arrange you city such 
that you do not need that much electricity poles. I still however recommend 
adjusting the power individually through the query tool. This is especially so 
if you have more power plants later on in the game.

Because deterioration occurs much faster when global funding is below 50%, I 
recommend that you should not build a new power plant until the present one is 
close to full capacity. 

Check out the tip 2e on pollution and placement.

..........................................................................5...

Tip 2c: Utilities - Water

Water Towers: 
Use towers rather than pumps. Since operating cost is $50. You should continue 
building water towers until 5th one, as by then a pump would produce more and 
cost less. After building a pump remember to destroy the rest of the towers.

Pipes: 
Since water area is six on each side, you should leave 12 squares in between 
the pipes

Note: There is no means to reduce water budget except through the budget
screen which I strongly advice you not to. Unless you want to have burst
pipes all across you city.

Check out the tip 2e on pollution and placement.

..........................................................................6...

Tip 2d: Utilities - Landfills and Waste Power Plant

Landfills
Build only 4 squares at a time. In my game by the time I reached 16 squares, 
I had enough cash to buy the garbage to waste plant. You should really buy it 
at that point. You should have quite a large surplus at that point. 

Waste to power: 
When you build a second coal station after your garbage plant cannot keep up 
with demand, you should keep funding for the waste plant at high and lower 
down the funding for the coal station instead. Alternatively, you may use the 
plant as an incinerator by reducing the funding. But you will not get any 
power out of it although the garbage will still be destroyed.

De-zoning landfills: 
Landfill clears over time. There is no need and you should NOT demolish the 
roads leading to it especially if you have a waste plant. Two reasons:

1) This is because if there is a waste plant, the garbage trucks would take 
already existing garbage from the dump to burn thereby increasing the rate of 
clearance.

2) If you have a waste plant, garbage would not be dumped onto the landfill. 
If it is being dumped, it means that your waste plant is over capacity. 
Removing the road will only lead to garbage appearing in your city. With a 
waste plant, the city garbage should be at zero or if you just install it then 
the garbage level should be going down.

..........................................................................7...

Tip 2e: Utilities - Pollution and Placement

Power
I placed the coal plant and garbage disposal all at one corner. It is 
near the industrial site but I don't think it should be that close. Maybe 
10 - 15 squares away. Check out Chapter 5 of the Online Manual (OM) for better 
determination of the extent of the pollution created.

Water
Do not build pipes to power plant and landfills. I read that it pollutes the 
water supply thus demanding that you buy a treatment plant.

Build you water system on the opposite end of your industrial / power plant / 
landfill side.

An alternative approach, which I have yet to try, is to have separate water 
supply, pumps and pipes, one for residential and commercial the other for 
industry.

--------------------------------------------------------------------------8---

Tip 3: Slum Town

Education, health, recreation, hi tech industry all sound wonderful but 
really which nation in the world went immediately from third world to first. 
Treat the Sims as mere chattels, whose only purpose is to bring you money. So 
what if they live in a bleak house and have a bleak existence.

The only time when you start building these facilities is when population 
hits a barrier of some sort. Remember and I cannot stress this enough your 
purpose is less of a mayor, at least at the start, and more of an evil 
industrialist bent on chaining and exploiting the masses.

--------------------------------------------------------------------------9---

Tip 4: Slum town expand sideways

Remember as long as there is space on the map and demand for Industry or 
Residential expand it sideways. This means zoning more rather than zoning 
denser. If you are starting out with the largest map, you obviously do not 
need to fill up the entire map before zoning denser.

--------------------------------------------------------------------------10--

Tip 5: Mid density zones

Use mid density for industry and residential at the start.

After zoning mid or low density and if you wish to increase the density later 
on, all you have to do is drag the higher density zone over the area. There 
is no need to demolish any buildings whatsoever. However, since the higher 
density only develops if there is the demand and that you city is of a 
sufficiently high population, you may not see immediate changes.

--------------------------------------------------------------------------11--

Tip 6: Connections

Even if you have no neighbours at all, make connections. For this shortens the 
freight time, which I assume attracts industry. Also it helps bust the demand 
caps thereby allowing greater growth. Besides it is free. 

Note: Look at Hint 6 in Part II for some further expansion on connections

--------------------------------------------------------------------------12--

Tip 7a: Jobs from industry

The reason why people come to a place is to find jobs. So zone as much 
industry as possible.

..........................................................................13..

Tip 7b: Export oriented economy

Since any developing nation is an export-oriented economy rather than a 
consumer based one, there is really no need to build that much commercial 
zones at the start. A few squares here and there would be sufficient.

Take note that in the beginning the only desired commercial area is the low 
density one, that of small shops rather than offices. Therefore I would advice 
zoning light density rather than medium at the start.

--------------------------------------------------------------------------14--

Tip 8a: Basic Structure: Death to the auto-roads

Set up the road structure first rather than use the auto roads. In other 
words, I have no streets at all. Alternatively, if you have the patch use the 
shift key to prevent streets from appearing. 

Make sure that the arrows (<) in the lots face the roads if not you will get 
the no connection sign.

..........................................................................15..

Tip 8bi: Basic Structure: Proper planning: Industry

Set industry at the edge of the map to take advantage of the connections. 
Leave a space in between each zone but there is no need to build a road. My 
plan is to place a rail, subway stations or bus stations there much later on 
in the game. By the way this is proper industry not agriculture. 

If you wish to build agriculture look at PART III, Info 7b: Alt. Zoning: Short 
term farms and farmer's market, for more discussions on the main and in my 
opinion the only viable merit to build a farm. Also look at the Online Manual 
under Chapter 3, I&B 3: Agriculture, on the reasons for and against farming. 

Look at the diagram below.

----------------------------------------------
|Diagram T8bi: Industrial and Breathing Space|
----------------------------------------------

I: Industry
-: Road
.: Gap/space
H: Residential / houses

            1         2         3         4   
   123456789012345678901234567890123456789012345678
  1------------------------------------------------
  2-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  3-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  4-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  5-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  6-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC----
  7-....-....-....-....-....-....-....-...------.-H
  8-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  9-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
 10-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  1-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC----
  2-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  3-....-....-....-....-....-....-....-...------.-H
  4-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  5-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  6-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC----
  7-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-.
  8-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-.
  9---------------------------------------------.-.
 20-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC----
  1-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  2-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  3-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  4-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  5-....-....-....-....-....-....-....-...---------
  6-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  7-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  8-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  9-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
 30-....-....-....-....-....-....-....-...---------
  1-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  2-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  3-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  4-IIII-IIII-IIII-....-IIII-IIII-IIII-...-CCCC-.-H
  5------------------------------------------------
                                      <----------->
                                              ||
..............................................||..........................16..
                                              \/
Tip 8bii: Basic Structure: Proper planning: Breathing space

Leave a 3 square gap not including the road (including it would make it 5 
squares) and have another strip of 4 blank for future commercial expansion. 

In other words there should be 10 squares from the last point of industry to 
the first point of residential. This is to take into account the dirty 
industry that will spring up, thus polluting the air.

Note: Refer to Diagram T8bi: Industrial and Breathing Space, above.

..........................................................................17..

Tip 8biii: Basic Structure: Proper planning: Residential

Super structure:
Set up this residential superstructure (RS) in the middle of the map. Look at 
the diagram below.

Elementary School Basis:
If you place an elementary school in the middle its default coverage will just 
fit the entire RS. But do NOT place a school at this point.

Note: You should count from the industry side. Don't be afraid to build a 
long stretch of road and to make some markers through the creation of 
junctions in case you loss count.

Across: 
I selected a 4x4 residential area with all sides surrounded by roads rather 
than streets.

Down:
Leave 3-space gap not including the roads through the centre for mass transit
or amenities to be built in the future.

Centre:
Leave it unoccupied. It is for your schools and other amenities. In other 
words there should be 32 blocks of residential 4x4.



---------------------------------------------
|Diagram T8biii: Residential super Structure|
---------------------------------------------

Key:
H: Residential / houses
-: Road
.: Gap / empty space
S: Future development location of Elementary School


            1         2         3 
   123456789012345678901234567890123
  1---------------------------------
  2-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  3-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  4-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  5-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  6---------------------------------
  7-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  8-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  9-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
 10-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  1---------------------------------
  2-HHHH-HHHH-...........-HHHH-HHHH-
  3-HHHH-HHHH-...........-HHHH-HHHH-
  4-HHHH-HHHH-...........-HHHH-HHHH-
  5-HHHH-HHHH-...........-HHHH-HHHH-
  6---------------------------------
  7-.........-.....SS....-.........-
  8-.........-.....SS....-.........-
  9-.........-.....SS....-.........-
 20---------------------------------
  1-HHHH-HHHH-...........-HHHH-HHHH-
  2-HHHH-HHHH-...........-HHHH-HHHH-
  3-HHHH-HHHH-...........-HHHH-HHHH-
  4-HHHH-HHHH-...........-HHHH-HHHH-
  5---------------------------------
  6-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  7-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  8-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  9-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
 30---------------------------------
  1-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  2-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  3-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  4-HHHH-HHHH-HHHH-.-HHHH-HHHH-HHHH-
  5---------------------------------

I have an alternative zoning method. It is found in PART III under Info 7a: 
Alt. Zoning: Neighbourhood schools.

..........................................................................18..

Tip 8biv: Basic Structure: Proper planning: Gaps

Also after each residential or industrial superstructure, you should leave a 
gap of six including the road (RGGGGR) before the next industrial strip or 
residential area.  This is for future mass transit expansion or large 
amenities such as hospitals.

I also left three squares between the edge of the map and any roads or 
structures I built. The first reason is for mass transit expansion and the
second is to prevent accidental destruction of buildings through the creation 
of connections in the other cities.

-----------------------------------------------
|Diagram T8biv: Middle section for perspective|
-----------------------------------------------

This is a small middle cross section taking into account the industry,
breathing space, commercial district and the gap down.

I: Industry
-: Road
.: Gap/space
H: Residential / houses

 30-....-...------.-----------
  1-IIII-...-CCCC-.-HHHH-HHHH-
  2-IIII-...-CCCC-.-HHHH-HHHH-
  3-IIII-...-CCCC-.-HHHH-HHHH-
  4-IIII-...-CCCC-.-HHHH-HHHH-
  5---------------------------
  6.........-....-.-....-....-
  7.........-....-.-....-....-
  8.........-....-.-....-....-
  9.........-....-.-....-....-
 40---------------------------
  1-IIII-...-CCCC-.-HHHH-HHHH-
  2-IIII-...-CCCC-.-HHHH-HHHH-
  3-IIII-...-CCCC-.-HHHH-HHHH-
  4-IIII-...-CCCC-.-HHHH-HHHH-
  5---------------------------


--------------------------------------------------------------------------19--

Tip 9a: Amenities: When to build

Fire station: 
Unless you like to save and reload I recommend you build this as your first 
structure. It should be built maybe after the population reaches 5000 or more. 
Or you could build it after you first fire if you do not mind the possibility 
of a disaster. The coverage should be at the industrial areas rather than the 
residential as they are more susceptible to fire.

Look at Walkthrough: Idiot's Town: YEAR 3

Education: 
I started my first elementary school at the pop of around 14000. That was when 
demand for everything seems stagnant and the population was not growing. I 
had three RS before my first school.

The high school is the most expensive to maintain education structure at least 
at the start. A library or a college can be built as I discover because the 
amount of people using them will be very low. My college upkeep was about $20, 
operating at 1 professor. This is the world's saddest college. The library 
upkeep was about $40 and that was enough to satisfy demand.

Look at Walkthrough: Idiot's Town: YEAR 8 and YEAR 9

Health. 
I built the large hospital in the middle of the two RS. Again this was 
slightly after the elementary school construction.

Look at Walkthrough: Idiot's Town: YEAR 8

Recreation: 
I built about 8 beaches in the slum all side by side. Of course to better 
spread its effect you should place the facilities around town. But since I had 
only one place for a beach and really wanted a big beach here it was. You may 
choose whatever facilities you wish. 

In the walkthrough, I built two tennis courts instead as residential demand 
cap busters. 

Refer to:
1) PART III(B): High Density Skyscraper City to find out which structures 
   best increase the ceiling.
2) OM: Chapter 6B: Landmarks, Rewards and Recreation to check out the general 
   effects of the buildings.

..........................................................................20..

Tip 9b: Amenities: Budget control

Again scale accordingly to demand through the buildings itself.

--------------------------------------------------------------------------21--

Tip 10: Commercial Development

I started producing large areas of commercial squares around 20,000 pop. You 
can see its demand rising. By year 21, I had 9100 commercial jobs contrasted 
to 8900 industrial jobs.

I think that my population growth from 20000 to 30000 was fuelled by the 
commerce because by then I ran out of places for industry, the left side of 
the map is used up. My commerce is on the right.

It is IMPORTANT to take note that if your education system is up to the task,
then you may face a decline in the dirty industry as more people choose not to 
work there. This commercial development is to provide the newly educated with 
alternative employment.

Again I use a 4x4 sometimes 4 x 5 structure. A 6x6 commercial structure is now 
my preferred placement. Make sure that if you do use the 6x6, all the lots 
have road connections. I placed both mid and high density structures. I do 
not have any fixed structure for it, simply because the map square does not 
allow any more huge super structure areas.

Refer to:
OM: Chapter 3: Zones: I&B 1: Zoning

--------------------------------------------------------------------------22--

Tip 11a: Budget: Some figures

At the peak of my surplus, which is around the time before I built any 
amenities I was pulling in as much as $4000 surplus a month. 

The lowest point was during the time the pop was between 18000-24000 when I 
had 'all' the amenities. 'All' meaning just education (5 elementary, 1 high 
school), health (1 large hospital), fire (1 small station) and recreation 
(8 beaches). I was making about $800 surplus. Really as you can then see the 
people are really living quite badly. Also ignore the population's request for 
water treatment and all other stuff other than the basics needed to expand.

But when the commercial area starts kicking in, the surplus started increasing 
again to $1600.

..........................................................................23..

Tip 11b: Budget: Ordinance

Tourism ordinance: only $50. It increases commercial demand. Helpful since 
this is the first city and there are no neighbours to aid your demand.

Smoke detector: After getting too much outbreaks of fire. Remember you should 
pause after the fire crew put out the fire to allow them to return. Because I 
did not and another fire started when the fire crew was so far away.

..........................................................................24..

Tip 11c: Budget: Rewards

Government buildings: 
Yes, the mayors house, three statutes and the town hall all look very nice 
but I have yet to build them in the slum town because they require 
maintenance. However in the walkthrough, I did place them because I could 
easily afford them.

Look at Walkthrough: Idiot's Town: YEAR 14

University: 
I stated in the earlier version that I believe that building the university 
rather than the college will save money. However, given the low cost of 
operating the college at the start it is not likely.

Free upkeeps: 
Of course feel free to place the worship sites, graves, radio station down 
since they cost nothing to maintain. I placed my cemetery next to the power 
plants and landfill. However, since it does have some positive residential 
effects, you could place it near your residential zones. But I felt that using 
a simple park is more effective given the size of the cemetery. Alternatively, 
you can place the cemeteries at the area where the industry ends and 
residential begin as the cemetery helps reduce air pollution.

--------------------------------------------------------------------------25--

Tip 12a: Potential future problems

Industry changes: 
Despite still not having a college in the slum town version at least, your 
demand for high tech is will be increasing while that of dirty is falling. 
Furthermore, the slightly better educated people are not that keen on working 
in a dirty industry.

Pollution
This relates to the clearing of the huge brown cloud over the industrial area 
so that the high tech can move in. Read on to PART II for means to remove 
them.

Urban renewal: 
For further increase in population you have to put more facilities, which 
might add greater pressure on the budget. But properly managed it should not 
be a problem.

..........................................................................26..

Tip 12b: Some solutions

Creating another city or more in another map may help. Additional cities help 
to increase demand and also spur the growth of the population thereby 
increasing income of the city.


................................END OF PART I.................................



--------------------------------------------------------------------------27--

PART II: Second City, a hint of hi-tech

------------------------------------------------------------------------------

PART II(A): Pre hi-tech

--------------------------------------------------------------------------28--

Pre hi-tech City:
Pop: 37,000 and still growing month to month
Current cash: $88,000 +++
Time: 16 years
Budget: $2200 surplus and growing rapidly
Map: Mid size (To the left of slum town)
Neighbours: One
Deals: None at year 16 although there were some deals along the way

Note:
I have had several attempts on the creation of a second city. I was hoping to 
create a completely hi-tech hub for the second city. But it was not 
successful. That is why this part consists of two sections pre hi-tech and 
hi-tech. However, if you know of any method to create a hi-tech city 
immediately after playing about 21 plus years for your first city please 
advice.

I have crafted the layout of this part similar to that of part I. Therefore 
the hints would, but not always, correlate to the tips, so, Hint 1: Tip 1, 
Hint 2: Tip 2 and so forth. That way you can see the different or similar 
approach I take for the construction of the second city. There are some hints, 
which are completely different from the tips such as Hint 7 and Tip 7. 
 
--------------------------------------------------------------------------29--

Hint 1: Raise Taxes

Set your taxes to:
R: $: 8.3/ $$: 8 /$$$: 7.5
C: 7 for all
I: $: 9.5 /$$: 7.5 / $$$: 7

While you wish to discourage dirty industries, I found I still needed them, at 
least at the start to bring in the cash and develop the city.

--------------------------------------------------------------------------30--

Hint 2a: Utilities: How to get a deal

I have read the forums and seem to find this question appearing quite a few 
times. There are three pre-requisites. 

..........................................................................31..

Hint 2ai: Necessary connections

That is power line for power, pipes for water and roads for garbage. Just drag 
whatever is needed to the edge of the map and reply in the affirmative when 
asked to make a connection. You should know that building or zoning on a power 
line would destroy the connection.

..........................................................................32..

Hint 2aii: Nemo dat quod non habet

This little Latin phrase simply means no one can give what she does not have. 
So applying that (in a manner totally out of the phrase's context), before you 
wish to buy or sell, you have to make sure that the relevant neighbour has the 
supply and you the money and demand. You must at least have a year's supply of 
money before a deal is possible.

..........................................................................33..

Hint 2aiii: Time 

You should not need to wait long. A few days of game time should suffice, 
before a deal is offered. It will appear in your little message box. A little 
trick I do if I do not want the deal but want to preserve such an offer is not 
to clear that particular message offering the deal. 

While the message may seem to suggest only one deal is on offer such as trash, 
power or water, in reality once you click on the underlined words, all 
possible deals appear. After accepting one deal you can control your deals 
through the budget screen.

I do not know whether did this occur only in the patch but I can obtain a deal 
simply by going to the budget screen. Of course you still need to satisfy the 
above two requirements.

..........................................................................34..

Hint 2b: Utilities: To build or to deal

There may be times where you will find it to your advantage to purchase either 
power or export garbage. However, I find any such deals, at least in this 
stage, to be merely transitional.

Power: 
Again I used a coal power plant. I did this because it eventually will be 
cheaper and the amount of power needed would be more than what my first city 
can offer at this point.

Power deals: 
I did do one power deal when my coal plant was near capacity but I did not 
want to construct another. However this deal did not last long.

Water: 
Since in my first city I continuously had this message that green stuff was 
coming out of the water, I choose not to make any water deals.

Garbage: 
Build landfills at the start, deals in between and waste to power at the end. 
You should have no more than 16 squares of trash.

Garbage deals: 
I started doing the deal when I was into my third landfill and by the fourth, 
12  16 squares, I was spending more than $400 a month. By then I cut the deal 
and built my own trash burner. 

Note: Remember everything that I stated in the tips of the first city relating 
tight budget controls still applies.

Look at PART III(A): Regional Integration. Especially Info 1 and 2.

--------------------------------------------------------------------------35--

Hint 3: A town in development

Your goal, I assume, would be the creation of the hi-tech industrial park. So 
that means while education is important, budget control is still the number 
one priority. Remember while deficit spending may be the American way, this is 
not the Sims way.

What changes is that instead of waiting until you hit a barrier to build 
schools, you should start earlier. It should preferably be before your 
population hits 10,000. I started mine at about 8,000. Some may state that 
this is too late, but I placed four elementary schools and one high school 
down all at the same time. Anyway, I suppose it is your preference.

--------------------------------------------------------------------------36--

Hint 4: Residential over industry

I do have one initial industrial park filled with dirty industries but since 
our goal is for hi-tech, we should restrict our construction of industry for 
the moment. This first industry is to act to increase the population and 
provide some income. I zoned 30 4x4 mid density industry. Looking back it 
seems a bit too much but I am not quite certain. Anyway I placed these near my 
power plant and landfill, so no harm done. 

I suppose if you are willing to wait, there is no reason not to carry on 
zoning industrial parks. Then when there is sufficient hi-tech demand, simply 
bulldoze and tax all the dirty industry away. But that means wasting either a 
lot of money to clear an area or a substantial amount of time, a few months, 
for the pollution to clear.

--------------------------------------------------------------------------37--

Hint 5: Mid density to High density

Again I used mid-density for all my residential areas. 

But I have tried placing high density zoning for industrial and commercial 
areas when the population reaches about 20,000. I had cash to spare at this 
point so I had no problems zoning high density even if the high density effect 
have yet to kick in.

--------------------------------------------------------------------------38--

Hint 6: Connections, freight time and placement

In case you have not realised it, if your industry is next to a connection to 
a neighbouring city then the freight time will be lowered. 

Therefore you should place your industry at the edge of the map. No only will 
it reduce freight time, which increases desirability, but it also means that 
you have only to worry about one side of the pollution.

--------------------------------------------------------------------------39--

Hint 7a: City placement of zones: Initial set up

Mode of viewing: 
All the following discussion takes place by viewing the screen in the default 
mode, which is with north facing the top of your monitor.

Taking advantage of your first city:
If you recall in the first city, I placed my industry on the left side of the 
map. Therefore since the second city is to the left of the first city, it 
obviously means that what is on the right of the map is closer to the first 
city.

Taking into consideration that people can travel between cities for work. You 
should start your residential zones on the right of the map. That way the 
people can go to the first city to get jobs. After all you are not building 
that much industrial zones at the start. 

Confining pollution:
However, for the first industrial zone and the power stations and other 
polluting contraptions, I placed them on the top right hand of the city. 
Initially I wanted to place a residential area there but I realised that by 
shifting this polluting zone to another area would just result in greater 
pollution. This is because as this zone is on the edge, the borders of the map 
negate the effects of any pollution going in their direction.

This little diagram below, which is not representative of the actual 
proportion I used, illustrates what I meant by placing the residential area to 
the right of the city. Please note that each R represents one residential 
super structure akin to the one I mentioned in Part I relating to my first 
city. However, I do not have specific structure in mind for the industry and 
the commercial areas since they do not require that much services.

-------------
|Diagram H7a|
-------------

Key:
I: Industrial zone
R: Residential zone

2nd City |1st City
        I|I
        R|I
        R|I

..........................................................................40..

Hint 7b: City placement of zones: Final set up

Commercial:
I placed a whole strip of commercial zone in the middle. It is about 17 
squares wide. You should be able to build three residential super structures 
and the commercial zone across the map. My placement is RCRR.

Industry:
I did create another two more industrial zones but they are much smaller and 
consists of manufacturing mainly which though polluting is not as polluting.

Breathing space:
The reason why I placed a commercial area on the left of the dirty industry is 
so as to act as a buffer. 

However, thinking back, perhaps it might be better place another industrial 
zone there instead. This is because while hi-tech abhors pollution, 
manufacturing it seems is fine with it. Therefore, perhaps you might further 
raise $I taxes at this point so instead of dirty manufacturing coming into 
this new zone, manufacturing would enter. 

But I did not do it because at that point I did not foresee the need to build 
another non-hi-tech park. Also thinking about it, this might be dangerous 
because the reason for the additional manufacturing zones was to bring in more 
cash, which I needed. So an increase of $I taxes might backfire on my 
financial plans.

Again the little diagram below merely illustrates the layout of the city.

-------------
|Diagram H7b|
-------------

Key: 
I: Industrial zone
R: Residential zone
C: Commercial zone
M: Partially mixed zoning where the top part is industry (manufacturing 
   mainly) and the bottom is commercial. This is so that the pollution does 
   not get into the residential area.
F: Free space left to start your first hi-tech zone

2nd City |1st City
     MMCI|I
     RCRR|I
     FCRR|I

--------------------------------------------------------------------------41--

Hint 8: Basic structure

Everything that I stated in relation to auto-roads, residential areas and 
leaving breathing space for future development still applies. I believe I will 
keep the residential super structure plan for the foreseeable future because 
it is the best means to optimise the services.

However, as I have stated earlier, since industrial and commercial zones 
requires less structures, it really does not matter what structure you choose 
as long as you leave space for future development such as mass transit. It is 
up to you to decide whether is a 4x4 zone for commercial and industrial area 
is better or a (S)x(S) zone better. Where (S) represents the maximum length 
you can drag the zone before a street appears. I now favour a 6x6 zone for 
commercial.

--------------------------------------------------------------------------42--

Hint 9: Amenities

Fire Station: 
Again it should be the first structure you build

Education and Health:
As I have explained in Hint 3, the time you build these facilities should be 
earlier than the first town. 

Hospitals not clinics: 
Personally, I feel that you should always build a hospital rather than a 
clinic and then scale accordingly. I find the clinic reaches its maximum 
capacity too fast thus resulting in strikes. Thus unless you wish to build 
other nearby surrounding clinics, it seem more suitable to build a hospital 
and have a larger service area.

Recreation:
You should build more of these to attract wealthier people to come to your 
city. So plazas for commercial districts, parks for residential areas and 
private schools and the mayor house in your wealthy area. I have about ten 
parks, a few plazas and one tennis court. Remember build these only if you 
have cash to splash. My recreation budget is still small, about $100.

--------------------------------------------------------------------------43--

Hint 10: Commerce as a vehicle of transition

Again I only started commercial construction when the population went close to 
20,000. It really does spur new population growth. Also at this point, your 
hi-tech demand while present may not be high enough. Therefore you need to bid 
your time and build commercial zones to bring in the cash. Just as a point to 
note, by year 16, I had 11,000 commercial jobs compared to 10,000 industrial 
jobs.

--------------------------------------------------------------------------44--

Hint 11a: Budgets: Further clarification

Peak profits:
The peak profits for this second city, pre hi-tech, is again prior to any 
amenities construction. However since I started on education expenditure 
faster, my top profits is only about $3,000. It fell to about $600 after the 
first wave of construction, 4 elementary schools and one high school.

Close to the edge:
Because I was less patient, I started on my second wave of city improvements, 
which included the hospital, library, garbage to power plant, sooner rather 
than later. What this means is that at this point, I was only making less than 
a $100 profit a month. So do not panic when you see your profits falling 
drastically.

You should realise by now, by the number of times I have repeated this, the 
way out of this is the construction a new commercial zones. My population was 
also close of the 20,000 at this point. 

Because of the close budget call, there are three important things you have to 
take note of during or rather before this phase development.

(1) Save game: 
Remember to save before this second wave of expansion. Try not to save over 
this until you start seeing clear and rising profits, preferably several 
hundred dollars of profits. This is just in case things do not go as planned.

(2) Large reserves: 
Because there might be a possibility of loss making coupled with the need for 
the expenditure of large cash to develop large commercial zones, I used 
hi-density zoning, you need to have a large reserve. $70,000 to $80,000 in the 
bank should be more than enough. At the lowest point, my reserves hit $39,000 
but prior to hitting that amount, I already was starting to make a few hundred 
dollars profit. I just wanted to accelerate the rate of increase in 
profitability.

(3) Timing: 
Try not to start the second wave too early. Wait until your population reaches 
a sizeable amount. That way you can use the commercial demand increase method. 
But you do not need to worry too much about this since by the time you 
accumulate the requisite amount of reserves, your population should be at the 
very least in the 15,000.

Note 1: If you are willing to wait for you reserves to build up greatly and 
more people to move in after the first wave, the second wave improvements will 
not be as dicey.

Note 2: Check out Hint 11c for further expansion on what NOT to do during a 
deficit.

..........................................................................45..

Hint 11b: Budget: Ordinance
Clean Air: 
I checked this box immediately after starting the city. It, I assume reduces 
pollution and also dirty industry, $I, demand.

Smoke detector: 
I got a bit irritated at the number of times that I, as a mayor, had to double 
as dispatch for the fire fighters.

Tourism ordinance: 
This will not result in a huge commercial boom. The growth of commerce is 
related to the size of the city, its education and the amount of wealthy 
people in it. Logically, the wealthier you are the more you would spend, thus 
the increase in commerce. 
However, another reason for not placing the ordinance was that my commercial 
demand seems to be quite high. So I did not see a point in increasing demand 
further at this point, since I do have a limited space in my city.

..........................................................................46..

Hint 11c: Budget: Rewards 
Even in my second city, at the year 16 where my profits is at $2,200, I still 
have yet to build the mayors house. Actually, this has more to do with 
finding a nice location. But remember build only if you can afford the upkeep.

Private School: 
Place it wisely to relieve the burden of your education system. Taking into 
account that since only the wealthy goes there, it should be placed where it 
is or it is very likely to be a somewhat desirable location. At the very least 
it should be away from the polluting industries. 

While it may increase desirability, I do not think an entire neighbourhood 
will become wealthy upon placement. Therefore, it is in my opinion that if you 
place it in an undesirable location, you will have very little students in the 
school thus defeating its purpose. I placed it near the centre of my 4 
residential super structures because that offers the best coverage and also my 
wealthier residents are there and it is also very likely that further 
improvements would cover these areas.

Country Club: 
I got this slightly after the creation of my hi-tech industry. I wonder 
whether is it me but, according to the data map, the country club is a den of 
crime. Anybody know why this is so? This has nothing to do with police 
stations by the way, if you are wondering.

Budget deficit rewards: 
These refer to military bases, prisons and so forth. If you have not realised 
by now, fiscal restraint is one of my key aspects of running the city. 
Therefore usually I do not go into deficit spending. And even if there is 
deficit such as in a situation as described in Hint 11a, I do not think you 
should accept these sugar coated poison pill rewards. Furthermore, I believe 
they only appear when you are running out of money, which really should not 
occur. Besides, on top of the negative impact to the city, it takes up 
valuable space.

--------------------------------------------------------------------------47--

Hint 12a: Polluting problems

Again there is the issue of pollution. But because of confinement of the dirty 
industry, it should only affect a small portion of the city. The other two 
smaller industrial zones are manufacturing areas. So while there is pollution 
it should not be as bad.

..........................................................................48..

Hint 12b: Neighbours as solution

While a neighbouring city is not a panacea for all city problems, what it does 
do is help increase demand greatly. That is also another reason why I could 
reach a higher population with greater desirability and have more profits on 
hand in a shorter amount of time as compared to my first city.

--------------------------------------------------------------------------49--

PART II(B): High Tech Arrives

------------------------------------------------------------------------------

I have three methods to bring in your first high tech industry. 

I prefer method III but it is slower and you will not really get your 
high-tech industry now. It simply is creating other cities first before 
coming back to build the high-tech. 

But since I promised high-tech, I shall deliver.

--------------------------------------------------------------------------50--

Method I: Expand

--------------------------------------------------------------------------51--

Hint 13: Raise taxes again

As you should realise, high tech abhors pollution. Therefore the key is not to 
let the dirty industries enter the high-tech park. You should only raise the 
taxes for dirty industries. This would be somewhat delicate as you have two 
manufacturing parks which you would want them abandoned at this point if not 
your budget will really take a big hit

I: $: 10-11 /$$: 7.5 / $$$: 7

There is an alternative to raising taxes and that is through placement. Look 
at Hint 14.

--------------------------------------------------------------------------52--

Hint 14: Placement at the free space

If you recall from my Diagram H7b, you will realise that there is still one 
very large free space to the bottom left of the map. You can place your high-
tech over here. 

Since Hi-tech does not pollute you can place this industry nearer your 
residential areas. An added advantage of this is that the land nearer your 
residential area would, I hope, have a higher desirability value, the other 
industries would not want to move in. This is to a certain extent is a means 
of building hi-tech without actively raising taxes to kick out the polluting 
industries.

--------------------------------------------------------------------------53--

Method II : Urban Renewal

--------------------------------------------------------------------------54--

Hint 15: Raise taxes to crazy European levels

As the key to this method is the building of hi-tech industries on old 
polluting levels, you first task at hand is to kick the polluting industries 
out and make sure they stay out. 

I: $: 12.5-13 or even more / $$: 7.5 / $$$: 7

One might ask why do not I raise taxes for the manufacturing even higher. 
Getting rid of two entire industries immediately will result in a drastic fall 
in population. Remember not everybody can work at your hi-tech park at the 
moment. 

--------------------------------------------------------------------------55--

Hint 16: Upgrading of Old industrial zones

The industry on the top right should really now look like an abandoned 
industrial park. You however, have to demolish all the pre-existing buildings, 
wait for a few months for the pollution to clear before Kane and his hi-tech 
Tiberium brotherhood moves in. 

Fire Disaster demolition: 
This seems to me like a cheat of some sort but as long as you enjoy the game 
which you bought with your own money, who am I to say anything.

Since it is going to cost quite a bit to demolish the buildings, this method 
simply requires you to go into god mode, select the fire disaster button and 
click on the desired building. You have to click and hold on the same 
location, especially if you have smoke detectors and fire coverage. 

By the way ever wonder why when you try to set fire to your own city the fire 
gets extinguished so fast yet when a real fire breaks out nothing like that 
occurs.

..........................................................................56..

Hint 17: Pollution: Source, Effects and Solutions

There are two competing ideas with relation to pollution.
1) Concentrate it at the edge of the map.
2) Spread it out.

The primary advantage of spreading it out is so that you would not get the 
strongest type of pollution, as pollution is cumulative. However, I do not 
think spreading out is any answer. 

As long as you concentrate and confine you pollution to one part of the city, 
the residents will not be affected. And high-tech industries can easily come 
into a city even if there is a large dirty industry present. This is provided 
that the high-tech is zone away from the pollution. 

Source:
1) Power production.
2) Industrial pollution, specifically dirty and manufacturing. Farms causes 
water pollution only.
3) Heavy Traffic.
4) Structures you can build such as civic buildings, rewards or landmarks also 
create pollution but at a very low level.
5) And obviously the toxic waste dump too.

Effects:
1) Negative effect on all types of zones except dirty and manufacturing.
2) Create health problems thereby reducing life
3) With respect to water pollution, it prevents the operation of the pumps and 
towers. However, if you look at the desirability demands on a structure, you 
will realise that it only focuses on air pollution. Therefore I do not think 
water pollution actually have a negative impact on zones.
4) Negative impact on mayor rating.

Solution:
1) A simple two-step solution. First remove the source then wait for a few 
months for the pollution to clear by itself.
2) Removing the source demands:
   a) Raise taxes to drive out polluting dirty and manufacturing industries.
   b) Enact clean air ordinance or any other pollution reduction ordinance.
   c) Start to demolish abandon (black) industrial buildings for they pollute 
   even if they are abandoned and vacant.
   d) Mass transit if you can afford it and actually need it. Pollution by 
   itself should not be a reason for construction of a mass transit.
3) Alternatively you can take active steps to reduce the impact of pollution. 
Build parks or plant trees. But I do not recommend this for the costs outweigh 
its benefits.

An experiment you can do see for yourself the effectiveness of trees as a 
means to reduce the impact of pollution is to start a new map that is very, 
very thickly covered with trees. Place a coal plant into the forest and turn 
on your air pollution data view. Then start bulldozing the trees around the 
plant. You will start seeing how far the pollution extends.

There are some structures that help reduce pollution, but their effect is 
minimal and would not have any impact on the heavy pollution sources. Perhaps 
they might be used to reduce pollution from the traffic but nothing more. 
These include:
1) Some recreation facilities
   a) Garden / park / nature type facilities.
   b) Field, grass type sports recreation facilities, including the rewards 
      such as the stadiums.
   c) Large open space type rewards, specifically the zoo, country club, 
      cemeteries.

--------------------------------------------------------------------------57--

Method III: Wait for the Third City

------------------------------------------------------------------------------

Brand new Third city
Pop: 36,000 and still growing month to month
Current cash: $220,000 +++
Time: 19 years
Budget: $2000
Map: Mid size (Below the first city)
Neighbours: One

--------------------------------------------------------------------------58--

Hint 18: Raise taxes with a vengeance

Before the game even starts set your taxes to:
R: $: 8.3/ $$: 8 /$$$: 7.5
C: 7 for all
I: $: 15 /$$: 12.5 / $$$: 7

Raise taxes for dirty and manufacturing until demand becomes negative. 

---------------------------------------------------------------------------59--

Hint 19: Plan for low pollution

Power:
That means using natural gas plant and placing the structure at the furthest 
possible end. I created a small island of sorts and placed it here. Later on, 
I replaced it with a solar plant and sadly, an oil plant. 

Waste:
Initially I exported it to my first city until it started costing over a 
$1000. I simply cannot waste such money. So I built a Waste to power plant. 
Again place it in the island on the far side of the map.

Trees:
Remember to fill the little dirty island with as much trees as possible before 
starting the city. Fill to the point where when you click the mouse you no 
longer see any more difference in foliage.

Ordinance:
Enact the clean air act.

Deals:
Again I stick to my original statement that for a city at this point of time, 
all deals are merely transitional.

--------------------------------------------------------------------------60--

Hint 20: Commercial Expansion

While this was my first true hi-tech city, it is mainly a commercial centre. 
I had over 22,000 commercial jobs compared to about 6000 industrial jobs all 
of which are high tech.

Personally, the more I played, the more I realise that I prefer commercial so 
much more than industrial even if the industrial is high-tech.

--------------------------------------------------------------------------61--

Hint 21: Amenities construction

While I still do caution against reckless deficit spending, because of the 
demand from the first two cities, you will make money so much faster. The 
amount of amenities in this city is so much more compared to the other two 
combined. I have:

- 3 E. school
- 3 High school
- 3 Libraries
- 1 College
- 1 Large fire station
- 2 Large police stations
- 3 Hospitals
- Several hundred dollars worth of recreation facilities. I have more than 16 
  public recreation facilities because I also have the minor league stadium.
- 1 Port
- Mayor house / City Hall / 2 Statues

You can easily build all these and yet still make more money than your first 
two cities.

--------------------------------------------------------------------------62--

Hint 22: Analysis of methods

Method II definitely gets you a better and more beautiful city. My pollution 
index fell by more than half. But and this is a big but, the potential of a 
disaster occurring is quite high. You may end up with a city of a much lower 
population, making less money and yet only a miniscule amount of hi-tech 
appears.

As I have stated earlier, I prefer Method III creating a third city and using 
that as your hi-tech city. But this is really up to you.


...............................END OF PART II.................................



--------------------------------------------------------------------------63--

PART III: Advance City Tactics

------------------------------------------------------------------------------

I originally started this update with the intention to complete the advance 
city guide. But while doing it, I got an idea to create an online manual. I 
got so caught up in it that I did not spend my free time creating this. I do 
have a whole bunch of information for this part but it is still in a mess.

Furthermore, as your city becomes more developed, it becomes harder to 
prescribe fixed and easy solution to your problems. Generally, as my city 
progress, I find myself using different solution for different cities with the 
same general problem. That is why instead of calling the following Tips or 
Hints, I am calling them Info because while they should mostly work, it is 
more of an information of the various alternative approaches that you can 
take.

Therefore, if you have any definite or mostly successful tactics for advance 
city building you can send them to me.

--------------------------------------------------------------------------64--

PART III(A): Regional Integration, No man is an island...

--------------------------------------------------------------------------65--

Info 1a: Utilitarian Approach: Neighbour deals

There are those who state that neighbour deals are the best means to create a
clean and beautiful city. The main focus is on waste. For you can easily get 
clean power when your city expands. 

As Jeremy Bentham once remarked we should adopt a policy that will result in 
The greatest happiness for the greatest number. Therefore by adopting this 
community above self, utilitarian approach, it means making one city the 
scapegoat and sacrificing it for the good of the others. In other words, you 
shall zone a lot of landfill in the "dump" city. If I am not wrong, the 
greater the supply you have, the cheaper the cost to export waste to that 
place is. 

For, those of you Utilitarians out there, yes, I do know about how "rule 
Utilitarian" easily trumps the "scapegoat" so there is no need to mail me 
about your objections. Furthermore, the "dump" city is not so much a victim 
for it does get its share of money in the neighbour deal.

..........................................................................66..

Info 1b: Utilitarian Approach: Dump and obliterate

I have never tried this before but it does sound quite possible albeit it is 
very close to cheating. Create a dump city and use it until it is full or if 
you wish to create a new city at this location. Then when that occurs, simply 
obliterate the city. I am not sure whether would this mean all the waste is 
returned to the neighbouring city but I do not think so. 

If you so wish to do this, and assuming that it works, try to have minimal 
development in this city, just enough to operate the dump or power. That way 
when it is obliterated, it will not have an impact on the demand on your 
proper city.

..........................................................................67..

Info 1c: Utilitarian Approach: Dump for the region

This is possible although I have never tried it out in the large scale. And 
also I have only done tried this with regards to power. Not too sure whether 
is it possible for waste. 

You can sell power to another city even if this power is purchased from 
another city. To further clarify:

- Neighbour: A & B are neighbours. B & C are neighbours. But A & C are not 
             neighbours.
- Deal     : A sells to B and B in turn sells to C (A > B > C)  

Therefore with the method of transfer all you have to do is to have one city 
or perhaps only a few cities serving the entire region.

The drawback to this is simply that with each resale it is going to cost even 
more. It means the furthest city is going to have quite a strain on her 
budget.

--------------------------------------------------------------------------68--

Info 2: Kantian Approach

I personally prefer this approach with regards to power, water and waste 
management. This is a more individualistic approach where there is no one city 
suffering the ails of the entire region. Furthermore, with the saving on 
export you could improve you city with relation to the type of power used.

The drawback to this approach is dealing with garbage. Even if you have a 
recycling plant, the remainder of the garbage still have to go to a landfill 
or a waste to power plant. Either of these options is terrible for the 
environment and desirability.

--------------------------------------------------------------------------69--

Info 3a: Multiplier Effect: Regional Equilibrium

When you have multiple cities, do not spend too much time on one city. Switch 
cities to optimise, the advantage of multiple city play. 

Remember when you save, the game freezes all the information of that city. 
After successfully building or further playing another city, you will have 
added to your population or at least improve the other city. Play the other 
neighbouring city to make use of the newly improved city. The following is a
brief time line of events as to how cities improve through regional play.

1) Exit City 1: City 1 saves city information
2) Play City 2: City 2 uses City 1 to spur its growth based upon save 
                information.
3) Exit City 2: City 2 now has improved city statistics and information
4) Play City 1: City 1 uses improve city 2 statistics and information to 
                further spur its growth.
5) Play City 2: Using even further improved city statistics and information,
                City 2 grows even more.
6) Repeat the process for optimal result.

..........................................................................70..

Info 3b: Multiplier Effect: Prevent Contagion

The regional equilibrium process also works the other way round. Therefore do 
not create a situation where one city is suffering from an economic depression 
if not the contagion will spread.

Therefore, make it a point to create multiple save each time you play the game 
that way if recession does occur you will not loss that much.

--------------------------------------------------------------------------71--

Info 4a: Engine of growth: High number of neighbours

The strength of the multiplier is dependant upon the number of different 
neighbours that you have. Therefore one tactic if you so choose is to create 
a large map surrounded with small maps. A connection to "Sim Nation" is also 
considered as a connection to another city.

In case you have not realised it by now, connections are the means to bust the 
demand caps of commercial and industry. It has no direct effect on residential 
demand. But it does have an indirect effect because if there is huge growth of 
commerce and industry in the city it will act to attract residence to the 
city.

Look at the entire of Info 5: Demand Busters for information on how 
connections help increase the capacity of your city.

..........................................................................72..

Info 4b: Engine of growth: High population of city

If your computer can handle it or if you do not mind the lag, you could create 
a massive huge city. The high population of this city will make development 
of surrounding cities easier. Demand in the outlying cities will be 
ridiculously high.

--------------------------------------------------------------------------73--

PART III(B): High Density Skyscraper City 

--------------------------------------------------------------------------74--

Info 5a: Demand Busters: Growth Limits

There is a capacity limit for residential, commercial and industry, which 
prevents growth above certain levels. The only way to get past these limits is 
to bust them, hence the term demand busters. The demand busters are is mainly 
structures and connections.

The mechanics behind this from what I gather is that upon reaching the 
capacity, the growth will fall to zero and this will be represented in the 
RCI chart. If capacity has been reached halfway then the maximum growth can 
only be half. Which is if you view the RCI chart closely would be at demand of 
500. 

Therefore by extrapolating this I have created a table on the initial demand 
cap. As with any extrapolation, it may be prone to mistakes. And I have only 
given an estimate of the limit. So email me if you think there is a mistake. I 
seem to have a problem with determining commercial capacity, especially with 
relation to services. Also if you notice I have question marks relating to 
certain zones because these are zone that are impossible to get without 
actually placing any of the demand busters to raise desirability. So I have to 
calculate backwards for these zones.

Table I5a: Starting Capacity
KEY:
LW   : Low wealth residential
MW   : Medium wealth residential
HW   : High wealth residential
F    : Agriculture
ID   : Dirty Industry
IM   : Manufacturing industry
IH   : High Tech industrial population
COM  : Medium wealth offices
COH  : High wealth offices
CSL  : Low wealth services
CSM  : Medium wealth services
CSH  : High wealth services

--------------------------
Zone | Starting Capacity |
--------------------------
LW   | 19,000 - 20,000   |
MW   | 1500 - 2000       |
HW   | 1000 - 1200 ?     |
F    | 28,000 - 30,000   |
ID   | 12000 - 15000     |
IM   | 6000 - 7000       |
IH   | 4000 - 6000 ?     |
COM  | 2000 - 3500       |
COH  | 1000 ?            |
CSL  | 0 ??              |
CSM  | 0 ??              |
CSH  | 0 ??              |
--------------------------

Note: It seems that commercial services may have no fixed capacity because no 
structures placed seem to uniformly raise them

..........................................................................75..

Info 5b: Demand Busters: Residential

Removing residential capacity is a simple matter of placing the buildings in 
the city. If you look at the Key, you will realise that there is no busters 
between the levels of 20,000 to 100,000. This is because I believe there is 
none for this range. Also some of the Ultimate busters may reach up to the 
level of 200,000, 300,000 or even 400,000. I cannot really determine it 
because maximum demand on the RCI chart is fixed at 1000.

Table I5b: Residential Busters
KEY
LW    : Low wealth residential
MW    : Medium wealth residential
HW    : High wealth residential
$C    : Construction cost
$M    : Monthly cost to maintain
0     : Insignificant buster - Raise capacity by </= 100.
*     : Low level buster - Raise capacity by </= 1000
**    : Average level buster - Raise capacity by </= 5000
***   : High level buster - Raise capacity by </= 10,000
****  : Great level buster - Raise capacity by </= 20,000 
***** : ultimate level buster - Raise capacity by > 100,000 

------------------------------------------------------
Structure            | $C  | $M |  LW  |  MW  |  HW  |
------------------------------------------------------
Recreation           |                               |
------------------------------------------------------
Basketball Court     | 90  | 10 |*     |*     |*     |
Beach                | 70  | 5  |*     |*     |*     |
Community Garden     | 70  | 5  |*     |*     |*     |
Gazebo               | 90  | 10 |*     |*     |*     |
Large Flower Garden  | 310 | 35 |***   |***   |***   |
Large Park Green     | 320 | 25 |**    |**    |**    |
Large Plaza          | 400 | 35 |***   |***   |***   |
Medium Flower Garden | 170 | 20 |**    |**    |**    |
Medium Park Green    | 160 | 15 |*     |*     |*     |
Medium Playground    | 210 | 25 |**    |**    |**    |
Medium Plaza         | 210 | 25 |**    |**    |**    |
Open Grass Area      | 40  | 5  |*     |*     |*     |
Open Paved Area      | 40  | 5  |*     |*     |*     |
Playground           | 90  | 10 |*     |*     |*     |
Ranger Station       | 90  | 10 |*     |*     |*     |
Skateboard Park      | 210 | 25 |**    |**    |**    |
Small Flower Garden  | 80  | 5  |*     |*     |*     |
Small Park Green     | 40  | 5  |*     |*     |*     |
Small Plaza          | 90  | 10 |*     |*     |*     |
Soccer Field         | 340 | 35 |**    |**    |**    |
Softball Field       | 400 | 35 |***   |***   |***   |
Tennis Court         | 130 | 15 |**    |**    |**    |
------------------------------------------------------
Reward               |                               |
------------------------------------------------------
Country Club         | 0   |  0 |0     |0     |***   |
Disease R. Lab       |26000| 180|0     |***   |***   |
Farmer's Market      | 4900|  30|****  |***** |0     |
Major Art Museum     |13000|  90|0     |***   |***   |
Major Leag. Sta.     |48000| 340|***** |***** |0     |
Minor Leag. Sta.     |17000| 120|***** |***** |0     |
Opera House          |28000| 200|0     |0     |**    |
Private Sch.         | 0   |  0 |0     |0     |***   |
Radio Station        | 0   |  0 |0     |***   |0     |
Resort Hotel         | 0   |  0 |0     |**    |**    |
Stock Exchange       | 0   |  0 |0     |0     |***** |
Tel. Studio          | 0   |  0 |0     |**    |0     |
Tourist Trap         |10000| 210|***** |0     |0     |
University           |12000|1500|0     |****  |****  |
------------------------------------------------------

Note: Remember generally, with relation to those with the same star (*) 
designation, the more expensive it is, be it monthly cost or construction 
cost, the more effective it is at busting the demand capacity. This rule 
however does not work for rewards.

..........................................................................76..

Info 5c: Demand Busters: Commercial

Commercial busters are mainly connections be it land or air. There are also
buildings that seemingly seem to boost my demand. 

For land-based connections, there is a diminishing rate of returns for each 
similar connection, such as 5 roads, to the same neighbour. While a connection 
to "Sim Nation" is considered as a connection, multiple connections even on 
all four sides will still be viewed as a connection to one neighbour.

Looking at the table I5C, you will soon realise that you can easily get more 
demand from connections than an airport, hence my aversion to airports.

Table I5c: Commercial Office Busters
KEY:
CO    : Medium and High Wealth offices
COM   : Medium wealth offices
COH   : High wealth offices
$C    : Construction cost
$M    : Monthly cost to maintain
**    : Average level buster - Raise capacity by </= 10,000
***   : High level buster - Raise capacity by </= 20,000
****  : Great level buster - Raise capacity by </= 50,000
***** : ultimate level buster - Raise capacity by > 100,000 

-----------------------------------
Buster          | $C  | $M |  CO  |
-----------------------------------
Land            |                 |
-----------------------------------
Road (1)        |  0  | 0  |**    |/\
Road (2)        |  0  | 0  |**/2  |||
Rail (1)        |  0  | 0  |**    |||
Rail (2)        |  0  | 0  |**/2  |||
Highway (1)     |  0  | 0  |***** ||Look at Note 1
Highway (2)     |  0  | 0  |****  |||
Subway (1)      |  0  | 0  |***   |||
Subway (2)      |  0  | 0  |**    |\/
-----------------------------------
Airports        |                 |
-----------------------------------
Small Strip     |20000| 700 |10200|/\
Med. Strip      | 5700| 900 |13100|||
Large Strip     | 5700| 1100|16000|||
-----------------------------------||
Small Municipal |35000| 1225|28800|||
Med. Municipal  | 6400| 1450|34100||Look at Note 2
Large Municipal | 7200| 1700|40000|||
-----------------------------------||
Small Int.      |50000| 1750|70000|||
Med. Int.       |     |     |80000|||
Large In        |     |     |90000|\/
-------------------------------------------
Structure       | $C  | $M  | COM  | COH  |
-------------------------------------------
Convention C.   |32000| 220 |***** |***** |
Tel. Studio     | 0   |  0  |***   |0     |
University      |12000|1500 |***   |0     |
-------------------------------------------

Note 1: The numbers beside the land connection represents the number of 
connections to the same neighbour. While I only provide for two, it does NOT 
mean that any connection after is ineffective. I just did not calculate it.

Note 2: I can give accurate account of the airport figure because I believe it
relates to the amount of passengers in the airport. 

..........................................................................77..

Info 5d: Demand Busters: Industry

I have heard that industrial demand depends on successful freight transfer to 
a connection. This must be true for when I placed the industrial zone in the 
centre of town growth is minimal but when placed at the edge growth starts to 
increase. There are some buildings that have demand busting capability.

Table I5d: Industrial Busters
KEY
$C    : Construction cost
$M    : Monthly cost to maintain or income for Army Base
IM    : Manufacturing
IH    : High tech industry
**    : Average level buster - Raise capacity by </= 10,000
***** : ultimate level buster - Raise capacity by > 100,000 

-------------------------------------------
Structure        | $C  | $M | IM   | IH   |
-------------------------------------------
Adv. Research C. |  0  | 0  | 0    |***** |
Radio Station    |  0  | 0  |**    |      |
University       |12000|1500| 0    |***** |
-------------------------------------------
Army Base        |  0  | 350|***** | 0    |
-------------------------------------------

--------------------------------------------------------------------------78--

Info 6: Here comes the Skyscraper

There have been confusion as to why skyscrapers do not appear and for some 
there is confusion over whether is a building a skyscraper. I have decided to 
give a more detailed explanation due to the amount of discussion this topic 
has raised in the forums.

There are two reported bugs that you should take note of.
1) There might be a skyscraper bug, which still may not have been fixed by the 
   first patch. Thus skyscraper may not appear for some.

2) There may be a bug whereby skyscrapers appear on mid-density zones, 
   especially for residential zones.

There are several points to note about how skyscrapers appear:
1) The most obvious is that it is dependent on population but less obvious is 
   that it is the regional rather than the individual city population that 
   really matters.

2) Skyscrapers will not suddenly spring up across the entire city and on 
   every square the moment you reach a sufficient population, which allows the 
   first skyscraper to appear.

3) An expansion on (2) is that only a proportion or percentage of buildings in 
   the city will be skyscrapers and this percentage is dependant on the 
   population of the region as stated in (1).

4) Since the appearance of skyscrapers means that population of the city will 
   increase, there is a need that growth limits have not been reached. You 
   thus have to focus on the detailed RCI chart rather than the general RCI 
   chart on the menu. Look at Info 5 for information on growth limits.

The following are just some of the mechanics behind skyscrapers. It does not 
really matter if you do not understand them since even knowing them will not 
aid you in getting a skyscraper.
1) Buildings do not just fall into three levels, low, medium or high. Each of 
   these categories are further sub-divided to reflect the different intensity 
   of each level. However, for ease, I will just focus on the main categories.

2) The significance of the sub-category under (4), is simply that when you 
   achieve a higher standard, the percentage of higher density buildings will 
   increase significantly. For those who know a bit on economics, this is 
   somewhat like the issue of NAIRU and the shifting of the Phillips curve. 
   For those who do not, you could go do a bit of research for the basic 
   concepts of this theory are quite simple. If you do so, at least you can 
   claim that games are "educational." Hehe.

Chart I6: Proportion of skyscrapers: RCI

There are some points to take note about the chart.

1) As stated above, I will be focusing only on the main categories.

2) The population level in the graph does not represent the total population. 
   It represents the various types and wealth level individually. Therefore 
   having 5000 middle wealth residents and 5000 rich residents means that you 
   should be looking at the 5000-population level rather than the 10,000.

3) Chart I6a, does not represent a combination of residence and commercial 
   population. It is just that their growth proportions are similar so I 
   placed the two charts together to save space.

4) Finally the following is just a very rough estimate. The main idea is just 
   to give you an inclination of when might you expect to see a higher density 
   building.

5) A placement at 0% simply means that it is less than 5%.

KEY:
|\| : High density buildings
|=| : Medium density buildings
|-| : Low density buildings
%   : This represent the percentage of buildings. 

Chart I6a: Residential and Commercial

    -------------------------------
    |Region Res Pop. or Comm. Jobs|
-----------------------------------
 %  |0|1|2|3|7|1|1|2|2|3|4|5|7|9|1|
    | |1|4|1|0|1|5|0|6|3|4|7|4|6|2|
    | |0|0|0|0|0|0|0|0|0|0|0|0|0|5|
    | |0|0|0|0|0|0|0|0|0|0|0|0|0|0|
    | | | | | |0|0|0|0|0|0|0|0|0|0|
    | | | | | | | | | | | | | | |0|
-----------------------------------
100 |-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|
 95 |-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|
 90 |-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|
 85 |-|-|-|-|-|-|-|-|-|-|-|=|=|=|=|
 80 |-|-|-|-|-|-|-|-|-|-|=|=|=|=|=|
 75 |-|-|-|-|-|-|-|=|=|=|=|=|=|=|=|
 70 |-|-|-|-|-|-|=|=|=|=|=|=|=|=|=|
 65 |-|-|-|-|-|-|=|=|=|=|=|=|=|=|=|
 60 |-|-|-|-|-|=|=|=|=|=|=|=|=|=|=|
 55 |-|-|-|-|-|=|=|=|=|=|=|=|=|=|=|
 50 |-|-|-|-|-|=|=|=|=|=|=|=|=|=|\|
 45 |-|-|-|-|-|=|=|=|=|=|=|=|=|=|\|
 40 |-|-|-|-|=|=|=|=|=|=|=|=|=|\|\|
 35 |-|-|-|-|=|=|=|=|=|=|=|=|=|\|\|
 30 |-|-|-|-|=|=|=|=|=|=|=|=|\|\|\|
 25 |-|-|-|=|=|=|=|=|=|=|=|=|\|\|\|
 20 |-|-|=|=|=|=|=|=|=|=|=|\|\|\|\|
 15 |-|-|=|=|=|=|=|=|=|=|\|\|\|\|\|
 10 |-|-|=|=|=|=|=|=|=|=|\|\|\|\|\|
  5 |-|=|=|=|=|=|=|=|=|\|\|\|\|\|\|
  0 |-|=|=|=|=|=|=|=|\|\|\|\|\|\|\|
-----------------------------------

Chart I6b: Industrial

Since low density industrial is agriculture, there are only medium and high 
level density buildings.

KEY:
|\| : High density buildings
|=| : Medium density buildings
%   : This represent the percentage of buildings. 

    -------------------------------------
    |Regional Industrial Job Population |
-----------------------------------------
 %  |0|2|4|7|9|1|1|2|2|3|4|5|7|9|1|
    | |4|1|0|0|1|5|0|6|3|4|7|4|6|2|
    | |0|0|0|0|0|0|0|0|0|0|0|0|0|5|
    | |0|0|0|0|0|0|0|0|0|0|0|0|0|0|
    | | | | |0|0|0|0|0|0|0|0|0|0|0|
    | | | | | | | | | | | | | | |0|
-----------------------------------
100 |=|=|=|=|=|=|=|=|=|=|=|=|=|=|=|
 95 |=|=|=|=|=|=|=|=|=|=|=|=|=|=|=|
 90 |=|=|=|=|=|=|=|=|=|=|=|=|=|=|=|
 85 |=|=|=|=|=|=|=|=|=|=|=|=|=|=|=|
 80 |=|=|=|=|=|=|=|=|=|=|=|=|=|=|=|
 75 |=|=|=|=|=|=|=|=|=|=|=|=|=|=|=|
 70 |=|=|=|=|=|=|=|=|=|=|=|=|=|=|\|
 65 |=|=|=|=|=|=|=|=|=|=|=|=|=|\|\|
 60 |=|=|=|=|=|=|=|=|=|=|=|=|=|\|\|
 55 |=|=|=|=|=|=|=|=|=|=|=|=|\|\|\|
 50 |=|=|=|=|=|=|=|=|=|=|=|\|\|\|\|
 45 |=|=|=|=|=|=|=|=|=|=|\|\|\|\|\|
 40 |=|=|=|=|=|=|=|=|=|\|\|\|\|\|\|
 35 |=|=|=|=|=|=|=|=|\|\|\|\|\|\|\|
 30 |=|=|=|=|=|=|=|\|\|\|\|\|\|\|\|
 25 |=|=|=|=|=|=|\|\|\|\|\|\|\|\|\|
 20 |=|=|=|=|=|\|\|\|\|\|\|\|\|\|\|
 15 |=|=|=|=|\|\|\|\|\|\|\|\|\|\|\|
 10 |=|=|=|\|\|\|\|\|\|\|\|\|\|\|\|
  5 |=|=|\|\|\|\|\|\|\|\|\|\|\|\|\|
  0 |=|\|\|\|\|\|\|\|\|\|\|\|\|\|\|
-----------------------------------


--------------------------------------------------------------------------79--

Info 7a: Alt. Zoning: Neighbourhood schools

The basic residential superstructure lay out in PART I is based upon the 
default bus coverage of an elementary school. An alternate method of zoning is 
based instead on the idea of zero funding bus coverage. This zero funding is 
practical because cutting funding for bus coverage would not drastically 
reduce the radius the school serves. For elementary school, the radius falls 
from the default 23 tiles to 10 tiles while high school coverage fall from 30 
to 14. 

CAUTION: The cut refers to BUS and NOT funding for the teachers.

Advantages:
1) Save over $100 monthly on bus funding. Thus within three months you would 
have saved enough money to build a new elementary school.
2) This plans ahead into the future when population grows greatly. Therefore 
overcapacity will be less of a problem. You will not need to find a place to 
build a new school then to satisfy with the growing population.
3) Since funding can be individually determined, you will not lose any money.

Disadvantages:
1) You need to spend more space placing schools.
2) Therefore residential areas are more spread out. Hence you may then need 
more hospitals or other amenities.
3) Also as residential area is spread out, commute may become longer.

Diagram I7a: Neighbourhood Schools

KEY:
R: Residential
-: Roads
E: Elementary School
H: High School
.: Gap / Empty space for other amenities

            1         2         3         4
   1234567890123456789012345678901234567890123456789
  1-......-.-HHHH..-.-......-HHHH..-.-........HHHH-.-
  2-....EE-.-HHHH..-.-......-HHHHEE-.-........HHHH-.-
  3-....EE-.-HHHH..-.-......-HHHHEE-.-........HHHH-.-
  4-....EE-.-HHHH..-.-......-HHHHEE-.-........HHHH-.-
  5--------.-----------------------------------------
  6-RRRRRR-.-RRRRRR-.-RRRRRR-RRRRRR-.-RRRRRRRRRRRR-.-
  7-RRRRRR-.-RRRRRR-.-RRRRRR-RRRRRR-.-RRRRRRRRRRRR-.-
  8-RRRRRR-.-RRRRRR-.-RRRRRR-RRRRRR-.-RRRRRRRRRRRR-.-
  9-RRRRRR-.-RRRRRR-.-RRRRRR-RRRRRR-.-RRRRRRRRRRRR-.-
 10--------------------------------------------------
  1-......-.-......-.-EE....-......-.-.........EEE-.-
  2-......-.-......-.-EE....-......-.-.........EEE-.-
  3-......-.-......-.-EE....-......-.-............-.-
  4--------------------------------------------------

By the way, just set the residential zoning according to your desire. 
Sometimes instead of the 4x12 block, I use a 4x6 block. Also the space below 
the residential zone is up to you. You can either make it three squares high 
or four squares. As long as all residential area is covered with zero bus 
funding any zoning method is fine.

..........................................................................80..

Info 7b: Alt. Zoning: Short term farms and farmers' market

The main and only proper reason I feel one should build a farm is to get the 
farmers' market. This structure helps increase health slightly but more 
importantly it is a great residential demand buster.

Therefore if you wish to have a farmer's market, zone a huge tract of farm 
to get 600 jobs. Then build the market and clear the farms. By the way, each 
farm does NOT provide only 2 jobs. Size does matter. Do NOT build a farm then 
demolish all the farmland leaving only the barn/building.

By the way if you are wandering why agriculture does not produce taxes, think 
of the EU's Common Agricultural Policy, CAP, and also countries like the US, 
Canada or Japan. You should be happy that the farms in your city do not 
demand massive subsidiaries from you.

Look at the Online Manual under Chapter 3, I&B 3: Agriculture, on the range of 
reasons for and against farming.

--------------------------------------------------------------------------81--

PART III(C): Economic Structural Reforms & Economic Principles

--------------------------------------------------------------------------82--

Info 8a: Education: Employment and Inheritance Effects

Employment Effects
Just because job A is on offer and citizen B is jobless does NOT mean 
that citizen B will definitely take the job on offer. That is one of the 
reasons why buildings especially industrial ones get abandoned over the 
years even if you did not raise dirty or industrial taxes. It simply might be 
vacant because of a lack of supply of labour.

While it is not only education per se that determines the type of job one 
takes, it is quite an important determination, the other being wealth level. 

However, education pushes people out of the lower wealth type of employment 
much faster than wealth level does. For example, a highly educated person will 
not desire to work in dirty industries. And they will after a certain level of 
education NEVER work in dirty industries. However even a high wealth person 
with low education will still work in dirty industries although he may not 
really desire it that much. 

The education pushing out effect is more pronounced in industries than in 
commercial jobs. A slightly educated person will not even work in agriculture 
at all.

Inheritance Effects:
People pass on 80% of their education to their children. Hence the education 
of the offspring will be the base which I think is based on wealth + 80% of 
their parent's final intelligence level. Therefore education affects not only 
the current generation but also the future generations.

..........................................................................83..

Info 8b: Education: Public or Private Schooling

The main issue here is that to get private schooling, other than the need for 
a certain amount of $$$ residence, your overall education system must be 
pathetic. Therefore the question one has to ask, especially when you build 
future cities which can easily start building schools earlier is, are you 
willing to wait and delay development into the education system so that you 
can get the private schooling.

Advantages of Private School:
1) Demand buster for the $$$ residence.
2) Building itself increases the desirability of the surroundings.
3) Reduce the amount of money spent on education.

Disadvantage of delaying education system
1) May play a waiting game since $$$ may be less attracted to a city with bad 
education system.
2) Hurts the entire city's development for advantages that you can easily 
obtain through other buildings.

In my opinion, I do not think you should purposely wait for the arrival of all 
three private schools before beginning on your education. As Dworkin once 
remarked "the final evil of a genuinely unequal distribution of resource" 
occurs when people "have been cheated of the chance other have had to make 
something valuable of their lives." And this valuable thing equates to taxes 
in the game.

--------------------------------------------------------------------------84--

Info 9a: Taxation: Laffer Curve

Whether or not you agree with this former Reagan adviser, Professor Laffer's 
theory provides for an optimum tax rate whereby any raising of taxes would 
result in a drop of total tax collected and any reduction of taxes would also
reduce tax revenue.

In this game the optimum tax rate at the beginning I believe is at 9%. 
However, the important is that this optimum tax rate falls as your population 
increases. So you have to reduce tax rates as your population increases. 

..........................................................................85..

Info 9b: Taxation: No supply side taxation economics

While I did state above that taxes may be reduce slightly over the years, I am 
not advocating the position whereby tax rate is used as a primary economic 
policy to drive the economy. I am sorry to disappoint those supporters of 
George Bush's tax cut policy, for it does not work with in this game.  

The policy of cutting taxes when population rise is not so much to increase 
demand, but rather to prevent taxes as a negative effect on growth. However, 
while a downward drop in taxes may not really increase demand that much, a 
huge increase will definitely destroy demand.

Please do NOT play around with your tax policy frequently. Raising taxes will 
have a negative impact on the city lasting for several months. This is even if 
you raise it for one day and then drop it back to the original level or even 
drop it to a lower level.

--------------------------------------------------------------------------86--

Info 10: Perfect Mobility of Labour

This should be obvious to anybody right now. Unlike in the real world, the 
Sims have no qualms about leaving the city. Without the basic facilities, 
jobs, water, electricity, people will leave within 3 to 6 months. Jobs here 
also include the inability to commute to work and also if they cannot find a 
job that matches their education and wealth status.

The more problematic issue relates to distressed buildings. You need to 
resolve their problems before they leave. Simply send in your special agents 
to discover the problem. They should be able to file a field report to you 
very soon about the problem. In case you have not figured it out the mayor's 
special agents is the My Sims. If you do not want to play them you can always 
send them in, discover then problem then reload.

--------------------------------------------------------------------------87--

Info 11a: Abandoned Buildings       

The last few info I think is quite obvious to most people, I hope. Yet there 
are some who understand them but do not understand the bigger picture and 
question why are there abandoned buildings. Therefore if you have abandoned 
buildings, simply go through the list above and also checking out on the 
issue of desirability. 

Look at Online Manual, Chapter 3, (1) Zoning Desirability.

..........................................................................88..

Info 11b: Abandoned Buildings: Oversupply and Unemployment

As you carry on playing the game building more and more cities you may forget 
that there is a basic rule of zoning. Residents must be matched to their jobs.
That is the amount of residence should correspond to the amount of commercial 
and industry. Make sure you also take into account the issue of age of the 
residents in the city.

An expansion on the idea of unemployment and oversupply is that is do not be 
over zealous when you zone. The city may start constructing on all the lots 
but upon their completion, your supply shoots up so greatly that demand 
becomes negative. Then your buildings will soon be abandoned within a few 
months of its construction.

--------------------------------------------------------------------------89--

PART III(D): Traffic, no not the movie 

--------------------------------------------------------------------------90--

Info 12a: Traffic: Build transit only if needed

This point is obvious. But I keep seeing people asking about should they 
build a mass transit when their population is only about 10,000 or even 
20,000. Depending on the way you build you can easily reach up till 60,000 
without needing any transit.

Therefore, build mass transit only when it is needed. As Irina Dunn would say 
"A woman needs a man like a fish needs a bicycle." Do not mail me telling me 
the quote is by Gloria Steinem because she said it in an interview that it was 
not her but Irina Dunn. I will not offer my opinion on the statement here but 
the point is do not build a highway or any mass transit when there clearly is 
no need for it. 

To determine whether is it time for mass transit or highway construction, 
look at the commute time on the chart. If it is moving way above the two-hour 
mark and approaching the 150 minutes mark, it is time.

..........................................................................91..

Info 12b: Traffic: Station "Coverage" and Connection

The following provide some mechanics behind the operation of traffic. 
Understanding them will allow you to create a better mass transit system or 
better designed roads.

Station "Coverage":
It was stated in an official Sim City 4 article, Building a Better Transit 
System by Alex Peck, Software Engineer, that people will only walk 6 to 8 
squares. Therefore what many people as the range or coverage of a station 
commonly actually refers to the distance that people can walk.

However, because walking also takes up part of the commute time, the effective 
"range" of a station is definitely less than 8. It has been generally agreed 
that 6 squares is the optimum. However, this means that people who has walked 
6 squares to the station when they alight can only walk a little bit more. In 
other words they will not be able to reach 6 squares away by walking after 
alighting from the station. Remember if you see your commute time, on the 
charts, rising to 2 hours plus, you are heading for disaster.

Changing modes of transportation:
People can change their mode of transportation such as from walking to bus. 
But not all types of transportation are mutually compatible with another.

Table I12b
KEY:
W  : Walking. This is only on roads and streets. No walking allowed on highway 
     and tunnels.
B  : Bus. This building has negative residential effect.
T  : Trains / Railway
S  : Subway
Y/N: Yes / No
WA : This means that connection to this mode of transport is possible but it 
     is done indirectly through the use of walking again. Thus for example a 
     bus passenger connects to a train by walking out of the bus station and 
     into the train station.

-------------------------
Type of  |Connects To:  |
Movement |W |C |B |T |S |
-------------------------
Walking  |--|N |Y |Y |Y |
Car      |N |--|N |Y |N |
Bus      |Y |N |--|WA|WA|
Trains   |Y |Y |WA|--|WA|
Subway   |Y |N |WA|WA|--|
-------------------------

For indirect walking connection, simply place both the stations side by side. 
Take note that walking takes up the longest time so try not to have that many 
connections.

..........................................................................92..

Info 12c: Traffic: Desirability

While everyone in your city has the ability to take all the types of 
transportation, whether do they actually take it is dependant on how rich 
they are. Classified broadly there are three means people get around the city. 
They are, public, private or flexible. Flexible means that the people will 
have no qualms about using either public mass transit or private cars to get 
around as long as they reach their destination in the shortest possible time. 

Table I12c
KEY
LW : Low wealth residents
MW : Medium wealth residents
HW : High wealth residents
PR : Private
PU : Public
FS : Flexible short approach
*  : Least desire
** : Moderate desire
***: Greatest desire

---------------------
Type | PR | FS | PU |
---------------------
HW   |*** |*   |*   |
MW   |*   |*** |**  |
LW   |**  |*   |*** |
---------------------

What this means is that even if you have the best mass transit system any 
mayor can offer if the rich populate your city then very few people will use 
the mass transit.  This is even if taking their cars to work will be longer or 
even to the extent that they cannot reach their work place. 

Therefore the only means to deal with them is to do build your road network 
such that it forces them to use the type of transport you want them to use. 
This is especially so when building a highway since Sims always use the 
"shortest" possible route to work even if that route is completely congested. 

Look at Info 16: Paternalistic approach to traffic

..........................................................................93..

Info 12d: Traffic: Overcapacity

The effect of overcapacity is simple. It reduces speed. Overcapacity does not 
only apply to roads but also to subway tracks and train tracks. This is 
different from station efficiency and capacity when you query the station. 

....................

Chris McFadyen:
I will quote an email Chris McFadyen sent me for it explains the capacity 
of tracks excellently. I have changed edited some of the wording and the 
illustration but the words are still his:

Traffic at stations are cumulative.  Say we have 5 stations:

A >>>>> B >>>>> C >>>>> D >>>>> E

If we have a 1000 people each at A, B, C and D that want to get to E. 
Train leaves Station 'A' with 1000 passengers, gets to 'B' and picks up 
another 1000, gets to 'C', etc... When they get to E they would be dropping 
off 4000 passengers.  Adding more subway stops between, such as:

A >>>>> B >>>>> C >> F >> D >>>>> E

Station 'F' would not increase the capacity of the tracks if nobody got off at 
'F'. Therefore all 'F' does is to add to the capacity if nobody or if less 
people got off then those who got on.

End Quote. Thanks to Chris McFadyen.

--------------------------------------------------------------------------94--

Info 13a: Underground: Roads

This idea originate some years ago when I was playing transport tycoon. Unlike 
Sim City 2, roads can be built on top of tunnels. Therefore it is possible 
to have one road on the surface and another underground to relief traffic 
issues.

There are two ways to build the road tunnels.

Method I: Raise ground
1) This is best done before starting the city at God Mode.
2) Raise certain part of the land in anticipation of the underground roads

Method II: Lower the ground
1) This is for those who already have started the city or does not wish to pre 
   plan so much
2) Lower the ground and build a tunnel-road across.

This diagram is not a top down view. It is a view from the side a cross 
section so that you can look underground.

Diagram I13a

KEY:
S: Surface road
U: Underground road / tunnel
-: Ground
E: Entry into the tunnel

   SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
   -------------------------------
  ---------------------------------
 EUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUE

..........................................................................95..

Info 13b: Underground: Away with Junctions

This is an easier method and less expensive use of the underground roads. All 
you have to do is to raise a little slope such that a tunnel can be created 
under the land. The following is just a small illustration.  

Diagram I13b

R: Surface Road
U: underground road or tunnel
*: Road on top and tunnel below. Therefore there is no intersection.

     R
     R
  RUU*UUR
     R
     R

This little illustration is NOT to size. How much you need to rise really 
depends on your "skill level." As you use this more often, you will find it 
easier to build thus junction bypass with less land raised. You still need 
junctions in the game if not people may not be able to connect from place to 
place. Therefore because of that this is not too good a strategy.

--------------------------------------------------------------------------96--

Info 14: Multiple Lanes or Tracks

Since there is no such as multiple lane roads, you can always create one 
yourself. Traffic problems can be generally reduced to one cause, a shortage 
or fixed supply, the roads, and an excess and growing demand that of cars and 
other vehicles. Therefore increase the supply of road to help relief the 
burden.

Roads:
This obviously means you should plan from the inception of the city. Remember 
those spaces that I told you to leave earlier on? If you do build another lane 
directly side by side, do not connect the two roads at every point such that a 
junction and traffic light appear. Junctions have a lower capacity and I 
believe a lower speed. Look at the diagram below for the two styles of double 
lane roads. You can even create triple lane roads. 

Diagram I14

KEY:
-: Normal road with no junction
#: Junction
.: Gap or place for subway or bus or plazas etc.

Close Roads:     | Boulevard Roads
                 | #------------#
#---------#      | -............-
#---------#      | #------------#

This is to a certain extent is a temporary measure. Since you may have to 
build highway once the three lane roads can also no longer sustain the traffic 
demands. 

Tracks:
More so for subway than rail since I only use rail for intercity connections. 
Simply create another set of tracks like the roads. 

An alternative method is the separate lines construction. Just because tracks 
are next to each other does not mean you have to connect them. Think of the 
mass transit system in the real world. This method has its disadvantages as it 
may mean that passengers stay on the train for longer than necessary. This is 
a stopgap measure until you have the cash to construct the multiple track 
system.

--------------------------------------------------------------------------97--

Info 15: Subway infinite loop bug

I placed this in a category of its own because it has the potential to destroy 
your entire subway system. It simply loops the passengers through each station 
without actually sending them anywhere.

Diagram I15
KEY:
-: Subway Tracks
S: Subway Station

   -    -    -   -
---S----S----S---S-
   -    -    -   -
   -    -    -   -
---S----S----S---S-
   -    -    -   -
   -    -    -   -
---S----S----S---S-
   -    -    -   -

Therefore do not create junctions under your subway stations.

--------------------------------------------------------------------------98--

Info 16: Paternalistic approach to traffic

A simple two-step process determines the way people move from point to point. 
Firstly it decides on the shortest possible route. After that it takes that 
route without any alteration at all. Since congestion or even the availability 
of a faster mode of transport a square away will not affect their decision, it 
means you have to take a hand on approach to traffic.

In my opinion, the game should allow the imposition of road pricing or 
congestion charges on all roads. And that we can determine the price on each 
road thereby affecting the route the Sims takes. Petition to the Sim City 4 
official forum!

...........

Chris McFadyen:
Again, I see no reason to provide my own diagram when Chris McFadyen has 
already provided it for me. I have just changed the key. I have just changed 
the key. The entire diagram is still his creation.

Diagram I16

KEY
= : Highway
| : Underpass. Road below the highway
/ : On / Off ramp. Entrance or exit
- : Road
R : Residential
C : Commercial
. : Empty space for what I assume to be for amenities

   ---------------    -----------------------------
 //-//  //-//  //-////-//  //-//  //-//  //-//  //-//
 ==|======|======|====|======|======|======|======|==
 ==|======|======|====|======|======|======|======|==
 //-//  //-//  //-////-//  //-//  //-//  //-//  //-//
   ---------------....-----------------------------
   -CCCCCC-CCCCCC-....-RRRRRR-RRRRRR-RRRRRR-RRRRRR-
   -CCCCCC-CCCCCC-....-RRRRRR-RRRRRR-RRRRRR-RRRRRR-
   -CCCCCC-CCCCCC-....-RRRRRR-RRRRRR-RRRRRR-RRRRRR-
   -CCCCCC-CCCCCC-....-RRRRRR-RRRRRR-RRRRRR-RRRRRR-
   -CCCCCC-CCCCCC-....-RRRRRR-RRRRRR-RRRRRR-RRRRRR-
   -CCCCCC-CCCCCC-....-RRRRRR-RRRRRR-RRRRRR-RRRRRR-
   ---------------....-----------------------------

..........

This above is just an illustration of how to "persuade" Sims in a more 
forceful manner to take the highway. The layout of the residential and 
commercial is only an example. Therefore you should construct this method of 
highway layout to suit the setup of your own city.



...............................END OF PART III................................
                                  For Now


--------------------------------------------------------------------------99--

PART X: X for Extra stuff

--------------------------------------------------------------------------100-

Easter Eggs: Game observations

Well, these are more of game observations than anything.

Un-dead comes forth:
I have seen this once and initially I thought un-dead walk the cemetery every 
night. But upon reading the message boards, I realised that the zombies only 
appear during October. Anybody with me that EA or Maxis should tie up with 
whatever the company that is doing Buffy so that we can have a "Buffy" reward 
once we have three cemeteries? Or maybe they could also team up with fox and 
create an X files division in the local police station.

Brotherhood of Nod:
One of the high-tech buildings is called Kane Tiberium. Perhaps, this is one 
of the weapons manufacturing plants or refineries. GDI commands you to use 
your "lightning storm" to destroy this nefarious Nod base.

Drive Through Cinemas:
The movie turns on at about 7pm to about 4am. A very short movie of alien 
space ships making crop circles and planes attacking the ships.

Flasher or any crime:
Use the data view to determine the location of the flasher and zone to that 
location to see this display. This works with any other crime. By the way the 
pie throwing is also quite funny. But sometimes you may not see any crime in 
progress.

Sending the police to catch criminals:
You can dispatch the police under the emergency button to catch the criminals. 
You will see the police catching the criminal and placing the criminal into 
the car.

--------------------------------------------------------------------------101-

Multiple Save Games:

For those of you who complain about the lack of save games slots, you could 
always just copy the region to another folder. All you have to do is to go to
my documents and copy the region that you want to another file / location and 
now you have an effective backup of the region. This is what I did when I was 
trying out the various means of creating hi-tech.

--------------------------------------------------------------------------102-

Mew 3: Idea Incubator
------------------------------------------------
1) Strip City: By Chris McFadyen
2) To water or not to water
3) Coverage Construction: By MDMUFF
4) Generation Development: By MDMUFF
5) Policy favouring the rich
6) Grid Unlock City: By Chris McFadyen
------------------------------------------------

This section is for ideas that cannot really be fit into the guide or that it 
is an alternative to the ideas given in the guide. It also includes ideas by 
contributors that sound logically good but I have yet to try it out myself.

--------------------------------IDEA 1----------------------------------------

1) Strip City: By Chris McFadyen

For those of you that read version 1.15, you would realise that I have 
removed a submission called City Plan-X after its creator Chris McFadyen felt 
that it could not sustain a population past 70,000. Here is an improved city 
plan. Although I too build my cities in strips, I will use his plan since he 
had counted and effectively laid out the entire city. 

These do not represent single tiles but a 6x6 zone with surrounding roads. 
This plan is an expansion of the highway diagram I16. 

KEY:
R : Residential
C : Commercial
I : Industry
= : Highway
. : Amenities
* : Cannot remember what this stands for but I think it is most probably 
    government facilities. Unlikely to be an airport since he does not believe 
    in them. Or rather since the highway serves the same function as the 
    airport.


            1         2         3
   123456789012345678901234567890123456
  1====================================
  2IIIRRRRRCCIIICCRRRRRRCCIIICCRRRRRIII
  3IIIRRRRRCCIIICCRRRRRRCCIIICCRRRRRIII
  4IIIRR.RRCCIIICCRRR.RRCCIIICCRR.RRIII
  5====================================
  6IIIRR.RRCCIIICCRR.RRRCCIIICCRR.RRIII
  7IIIRRRRRCCIIICCRRRRRRCCIIICCRRRRRIII
  8IIIRRRRRCCIIICCRRRRRRCCIIICCRRRRRIII
  9====================================
 10IIIRRRRRCCCCCCCRRRRRRCCCCCCCRRRRRIII
  1IIIRRRRRCCCCCCCRRRRRRCCCCCCCRRRRRIII
  2IIIRR.RRCCCCCCCRR.RRRCCCCCCCRR.RRIII
  3====================================
  4IIIRR.RRCC***CCRRR.RRCC***CCRR.RRIII
  5IIIRRRRRCC***CCRRRRRRCC***CCRRRRRIII
  6IIIRRRRRCC***CCRRRRRRCC***CCRRRRRIII
  7====================================
  8IIIRRRRRCC***CCRRRRRRCC***CCRRRRRIII
  9IIIRRRRRCC***CCRRRRRRCC***CCRRRRRIII
 20IIIRR.RRCC***CCRRR.RRCC***CCRR.RRIII
  1====================================
  2IIIRR.RRCCCCCCCRR.RRRCCCCCCCRR.RRIII
  3IIIRRRRRCCCCCCCRRRRRRCCCCCCCRRRRRIII
  4IIIRRRRRCCCCCCCRRRRRRCCCCCCCRRRRRIII
  5====================================
  6IIIRRRRRCCIIICCRRRRRRCCIIICCRRRRRIII
  7IIIRRRRRCCIIICCRRRRRRCCIIICCRRRRRIII
  8IIIRR.RRCCIIICCRR.RRRCCIIICCRR.RRIII
  9====================================
 30IIIRR.RRCCIIICCRRR.RRCCIIICCRR.RRIII
  1IIIRRRRRCCIIICCRRRRRRCCIIICCRRRRRIII
  2IIIRRRRRCCIIICCRRRRRRCCIIICCRRRRRIII
  3====================================

Comment:
Use Info 16: Paternalistic approach to traffic to design your highway system 
in this city. Also you do not need to build a highway immediately, just leave 
the space for it in the future.

--------------------------------IDEA 2----------------------------------------

2) To water or not to water

There are some people who advocate not placing water until your population 
hits about 5000 I believe. But personally, you can hit 5000 so fast, at least 
with water coverage that I do not think this is too good an idea. The amount 
of money save is minimal provided that you are using the water towers. 
However, if the rate of growth from 0 to the time one needs water is similar 
whether you there is water coverage or not, then if one truly wishes to save 
money this is a good idea.

MDMUFF's Comments:
"I have gotten a population of 50,000 without water facilities..." That means 
that a lack of water coverage will only have effect on:
1) Higher population growth: Above 50,000
2) Increased risk of fire
3) Possible prevention or at least a slow down on $$$ moving in. But since the 
   main idea of not have water is to save money, it most probably mean that 
   this city by itself is not very attractive to the $$$. So not much harm 
   done.

You should be cautioned on the point that while people may not mind moving in 
despite the lack of water, the cutting off of water will result in people 
actually leaving. So the moral of the story, if any, is if you wish to treat 
the population badly do so consistently and at the start of your inauguration.

--------------------------------IDEA 3----------------------------------------

3) Coverage Construction: By MDMUFF

I will talk more about this method after receiving a reply from the author of 
it. Basically rather than using a elementary school as a basis of construction 
he seems to suggest using a fire station and its coverage as the basis then  
fitting in the school coverage into the fire coverage.

But more importantly, he places down the structures with coverage such as fire 
and education first. Then turning on the view showing the coverage, he 
constructs zones to fit completely in them. 

Comments:
This plus point of this method of building makes it such that no coverage is 
wasted. The problem, is unless you leave adequate places, when the city starts 
getting really huge, one may have problem preventing the schools from 
overflowing. When the population starts becoming higher, you will find that 
you either have to build another school and overlap the coverage or reduce 
the funding for the buses of the school so as to cut the area of coverage. 
This is simply to prevent strikes from occurring.

--------------------------------IDEA 4----------------------------------------

4) Generation Development: By MDMUFF

Since education is built upon foundations, placing a high school or college in 
a place where the elementary system is not developed is only a waste of money. 
Therefore according to MDMUFF, you should wait several years after placing 
an elementary school before placing a high school, then a college and a 
library. This is a further method of saving money. 

Comments:
However, its effect is in my opinion somewhat limited. The only savings that 
you can make is in the first few years and it is a bit of a hassle to 
remember the date you place the school at and then calculate the next phase of 
development. Although the remembering of the date can easily be remedies 
through the naming of the school to the date it was founded.

The only savings you make is through bus coverage. And if you adopt a zero bus 
funding coverage then you will make little savings. This is because if there 
are very little students in the college or high school, it does not mean you 
are wasting money since you can easily reduce their funding.

However, it is my opinion that this should not really matter since most of the 
time you do at least wait a few years before placing higher education because 
of budget constraints.  

--------------------------------IDEA 5----------------------------------------

5) Policy favouring the rich

When you decide to start placing facilities into the city, you may find 
yourself unable to get full coverage. Thereby forcing you to select certain 
areas over another. If you adopt this method, concentrate building amenities 
in one area. That is giving this particular area health, education, police 
etc. Make sure this area is at a somewhat desirable location, preferably away 
from pollution. 

At least by providing full facilities to one area, you can attract a higher 
wealth class into that area. Spreading your amenities around may result in 
higher desirability but because of the lack of the other facilities, a higher
wealth class may not move in. 

Remember, facilities are placed with view of using them to further increase 
your income.

--------------------------------IDEA 6----------------------------------------

6) Grid Unlock City: By Chris McFadyen

This is a simple idea. Rather than splitting up the various zones, they are 
placed near each other.

KEY:
R: Residential Zone. This represents not one just one tile but an entire block 
   of maybe 4x4 or 6x6, up to you, surrounded by roads.
C: Commercial Zone. Again this does not represent just one tile.

  CRCRCRCR
  RCRCRCRC
  CRCRCRCR
  RCRCRCRC
  CRCRCRCR

Comment:
This layout helps reduce traffic since people do not have to go across the 
city to get to their work place. This layout may however have problems with 
industry. Even assuming it is a high-tech non-polluting industry freight 
trips will be long. Therefore it might still be advisable to place the bulk 
of the industries at the edge of the map. Of course you could use freight 
stations but that will only take up valuable space and create traffic.

--------------------------------------------------------------------------103-

Mew 4: Positivist or Natural / Stoics approach to cheats

-------------------------------------------------------
1) Ghost town money maker
2) Force Majeure
3) The Time Machine
4) Two in one reward
-------------------------------------------------------

The following are methods that exploit the game under the rules it has. 
Whether you view them as "cheats" depends on if you are a positivist, or a 
follower of natural law. 

As a positivist who views things as it is without reference to moral judgement 
and normative statements, you will easily conclude that these methods are not 
cheats at all for these follow the rules of the game. After all these are not 
means that change the codes or support the use trainers, which circumvent the 
rules laid down.

However, as follower of natural law, which St. Thomas Aquinas has described 
as the "dictate of right reason," you might disagree. Or if you are not of the 
Christian religious belief there is also the natural stoics school of thought. 
Either way you might conclude for whatever reason that these are wrong and 
thus are cheats.

Furthermore, the term cheats is already misleading since the act of cheating 
requires a form of deception with a party being deceived. Even if you view 
your computer as a human being, it cannot be claim to be deceived because it 
is the one acting upon your directions with full knowledge.

For those of you who wonder what this digression is for, it simply is to show 
people there are different ways to approach this issue. But I am not going to 
dictate the way you play a game, which you bought. Therefore do not flame me 
telling me to remove these exploits.

--------------------------------EXPLOIT 1------------------------------------- 

1) Ghost town money maker

The basis of this method is to generate income without expenses or population 
in the city at all. It does not matter that the amount made is small since you 
can also run the simulation for many years to build up the cash. Thus after 
setting it up, you can either take a break or read a book since it may take 
sometime to build up the cash.

There are several variants of it. You can either use them in conjunction or 
separately.

Legalize Gambling:
To start any ordinance you need something built. I think a single residential 
square is sufficient. Legalize gambling to make $100 a month then remove the 
road and wait for the next few hundred years.

Selling power or water:
This only occurs if you have the neighbour with the demand. Similarly set this 
up and allow the simulation to run.

Business deals:
Start up a small town just maybe less than a hundred. Then build a huge 
amount of expenses such as normal power plants or waster to power plants. Run 
your budget into the ground. Accept all the deals possible. Then either remove 
the budget busters or sell power and water to your neighbours if possible. 
Import waste if and only if you have the waste to power plant and NOT a 
landfill.

--------------------------------EXPLOIT 2-------------------------------------

2) Force Majeure

As Winfield & Jolowicz book on tort stated so clearly, "Lightning, 
earthquakes, ... and tornadoes may be acts of God..." Therefore you should use 
them as a means to frustrate any obligations relating to monetary payment when 
destroying buildings. 

Of course the most effective is still the fire disaster. But I prefer to view 
them as arsonists sent on behalf of the mayor. Fire unless started by a 
natural disaster is always man-made, be it through negligence or intentional.

For those of you who have trouble directing your fire-starters, you have to 
realise that you should not release the mouse button until and unless the 
building is blown apart by the fiery cursor. A single click in most cases is 
not sufficient to start a firestorm. 

--------------------------------EXPLOIT 3-------------------------------------

3) The Time Machine

As I have stated in PART III(A) under Info 1b: Utilitarian Approach: Dump and 
obliterate, this approach simply means creating a city with a huge dump and 
destroy it when it is filled. Repeat as often as necessary.

--------------------------------EXPLOIT 4-------------------------------------

4) Two in one reward

Let me quote MaxisDevinoch (Mayor Steven) who is from Maxis / EA and is one of 
the moderator of the official SimCity 4 forum.
     
     "Q: Users can get reward buildings twice. They can open rewards, 
         choose building, then place it. Then, click on the link in 
         the news ticker about the new reward, and place it again.
      A: This is an extra bonus to those clever enough to discover it."

Prior to this, I thought that this was a bug. But since the person writing 
this is from Maxis / EA therefore, one can only say that this is not a bug. 

--------------------------------------------------------------------------104-

Mew 5: Sim City websites

The following are obviously not all or even a great amount of sites. But I 
find these sites either quite useful or these are sites that posted this FAQ
up. Oh no, I hope you do not view me as an egomaniac.

Please note that I have not tried or downloaded any of the trainers or files 
that are on these sites. So use your own caution and discretion.


OFFICIAL WEBSITE: http://simcity.ea.com
- New Buildings and Cities / Patch / Articles / Forum

-----------------------------------------------
Specific website dedicated solely to Sim City 4
-----------------------------------------------
1)  http://www.simcity-4.net/default.asp 
    - Articles / Forums / Download $3.5 Billion / Print version
2)  http://www.simpage.net
    - Articles / Forum / (Popup)
3)  http://www.sc4ever.com
    - Articles / Forum
4)  http://www.simcitycentral.net
    - Articles / Forum
5)  http://myhome.starstream.net/mfox/
    - Region downloads
6)  http://www.dashlink.com/~liltimmy/
    - Guide to 1,000,000 using cheats
    - Despite using the cheat this city did arrive at 1,000,000
    - Therefore the layout may prove to be the solution to traffic
-----------------------------------------------
General game website with things on Sim City 4
-----------------------------------------------
7)  http://www.gamefaqs.com
    - Original Post site. With forum and also obviously articles
8)  http://www.ggmania.com
    - Articles / Trainer / (Popup) <My FAQ is here too>
9)  http://dlh.net 
    - Articles / Trainer / (Popup) <My FAQ is here too>
    - German + English site.
10) http://www.trainerscity.com
    - Articles / Trainer / (Popup) <My FAQ is here too>
    - French + English site. 
    - Note: Articles, trainer, etc are under the heading "Trainers."
11) http://www.ign.com
    - Articles / Forum / <My FAQ is here too>
12) http://www.videogamingforums.com
    -  Articles / Forum / Money Trainer / <My FAQ is here too>


...............................END OF PART X.................................


--------------------------------------------------------------------------105-

Appendix 1: IdOIt's walkthrough to 40,000

Before you flood my mail, yes I spelt idiots, idoits on purpose. This guide 
is place here away from the main sections because I thought it to be 
superfluous as I had believed that PART I enough for your first city. 

This is a step by step guide to 40,000 by year 16. Actually I only got 40,000 
a few months into year 16 but lets not quibble over minor details okay? 
Another reason why I placed this here is because any explanation of why I am 
doing one thing or another will be very brief or none. Feel free to add other 
stuff according to your own city's needs.

Take note of the following:
1) Walkthrough Layout: Chronological order. 
2) Statistics taken at the start of the year.
3) Construction done at start of the year.
4) The map view refers to the default view.
5) I will be referring to the PART I constantly because I do not want to 
repeat myself
6) I will not be repeating the word build over and over again. Whenever I 
mention a structure in BLOCK LETTERS, it means build it.
7) Read PART I, as I may not be restating many of the tips. I will assume you 
already know them.
8) Try not to let budget fall below 40,000
9) Except for the first few months, you will always be making profits so no 
business deals
10) Always build when paused.

..................................Idiot's Town................................

Idiot's Town:
Pop: 39579 > 40,000 (Few months into year 16)
Current cash: 65,000 +
Time: 16 years
Budget: Income: 9156 / Expense: 7625 / Profit: 1531
Map: Mid size
Neighbours: None

.............................Idiot's Town: God Mode...........................

God Mode:
G-1) Create new Region selecting plains
G-2) Select a mid size map. For best effect with the rest of this guide, 
     meaning PARTS II and III, chose a map with the following surroundings. 
     M: Middle Size / S: Small Size / X: Selected mid size map

         M
        MXS
         M

G-3) Go into the city and immediately hit pause.
G-4) Optional: Use the mesa tool and click slightly on the right side of the 
     map. Use quick brush and spread across the right side of the map. If this 
     confuses you then forget it.
G-5) Fill the place with trees thickly. Especially the top left hand side.

.............................Idiot's Town: YEAR 0.............................

Statistics: NA

0-1) Establish the city, make sure the game is still at pause
0-2) Have no construction with the exception of connections along the borders. 
     Leave 3 tiles along all edges and then place a road on the fourth tile. 
     This is an  illustration on the corner of the map. 
     .: Empty / -: Road / P: Coal

     ...-.
     ...-.
     ...-.
     -----
     ...-P

0-3) Raise Tax: Refer to Tip 1
0-4) COAL POWER PLANT: 
     Place on the top left of the map. Look at the above.
0-5) LANDFILL: 
     Just place 4 tiles of it on the right of the coal plant. Make sure to 
     give it road connection to all your city
0-6) INDUSTRIAL: Refer to Tip 8bi and Diagram T8bi. 
     Zone it on the left side of the map and about 23 tiles from the top. Or 
     about 16-20 tiles away from the coal plant.  Place about 12 (4x5) 
     industrial zones. Fill from the top of Diagram T8bi.
0-7) COMMERCIAL: Refer to Tip 8biv and Diagram T8biv. 
     Build it to the right of the industrial zone. Leave the appropriate 
     spacing after the industrial zone. 2 (2x5) commercial zones. One zone on 
     top of the diagram the other somewhere in the middle.
0-8) RESIDENTIAL: Refer to Tip 8biii and Diagram T8biii and T8biv. 
     Build the zone to the right of the commercial and breathing space. Fill 
     up the entire residential super structure (RS) where appropriate. Make 
     sure you follow the diagram and leave the centre empty.
0-9) WATER TOWER: Refer to Tip 2b 
     Place it on the top right of the map or any place away from the 
     industrial site, at least to the right of the RS. Best place near the 
     corner. Note that you should only follow my water placement in the 
     following years if your city actually needs the water
0-10) POWER LINES:
      Power extends about 4 tiles away from a place that has power. Power up 
      everything that is not powered
0-11) Budget control. Refer to Tip 2. Applies to everything with micro 
      budgets. Remember that power demand grows greatly at the start. Check 
      your power plant frequently or allow a high funding at the start, about 
      half or more until most zones are built.
0-12) Cash left is about $58,000
0-13) Make a lot of connections, to the top and the left side. Tip 6. Carry on 
      making connection throughout the years as you expand the city size.

.............................Idiot's Town: YEAR 1.............................

Pop: 1504
Income: $740 (This is not profit. I will not list expense as it depends on 
funding and you will never make a lost except for the first few months.)
Funds: $58,000 (Refers to cash left in the bank.)

1-1) No construction this year.

.............................Idiot's Town: YEAR 2.............................

Pop: 2252
Income: $966
Funds: $63,000

2-1) WATER TOWER (2):
     Water is needed around the time the population hits 2600. About one or 
     two month into the second year.

.............................Idiot's Town: YEAR 3.............................

Pop: 4593
Income: $1136
Funds: $70,000

3-1) RESIDENTIAL: Refer to Tip 8bi and Diagram T8bi.
     Fill another RS completely. This should be placed below the first RS. 
     Make sure to leave the appropriate gap between the two RS.
3-2) COMMERCIAL: 
     1 (5x4). Place it near the middle of both RS.
3-3) INDUSTRIAL: Refer to Diagram T8bi
     Fill up the remainder of the industrial zone as stated in T8bi. You can 
     place the zones closer than in the diagram. For example this time round, 
     I placed 12 (4x6) and 6 (6x7) zones.
3-4) LANDFILL
     Another 4x4.
3-5) WATER TOWER (3)
3-6) FIRESTATION:
     Cover the industrial area.

.............................Idiot's Town: YEAR 4.............................

Pop: 6765
Income: $ 2074
Funds: $ 51,000

4-1) WASTE TO POWER PLANT:
     Turn it's funding to zero. Later in the years whenever you need to 
     increase power supply but do not want to build a new power station, you 
     can turn the funding up. Build this beside the coal power plant
4-2) WATER TOWER (4)

.............................Idiot's Town: YEAR 5.............................

Pop: 8706
Income: $ 2450
Funds: $ 40,000

5-1) COMMERCIAL:
     Fill the zone between the industry and residential. 

.............................Idiot's Town: YEAR 6.............................

Pop: 11,003
Income: $ 3133
Funds: $ 58,000

6-1) INDUSTRIAL: Refer to Diagram T8bi
     Create another of those industrial parks below the first one. Fill up 
     about half of it from the top.
6-2) WATER TOWER (5) 

.............................Idiot's Town: YEAR 7.............................

Pop: 14189
Income: $ 3746
Funds: $ 72,000

7-1) WATER PUMP:
     Demolish the 5 towers and place 1 water pump in its place. 

.............................Idiot's Town: YEAR 8.............................

Pop: 17264
Income: $ 4321
Funds: $ 101,000


8-1) RESIDENTIAL:
     Create a truncated RS below the other RS. Leave a space of 4 tiles 
     excluding road between the second RS and this RS. Truncated means leaving 
     out the top and bottom row of 4x4. This is because there is no space 
     below for a full RS. About 20 (4x4) zones were left on my map.
8-2) COMMERCIAL:
     When you get the radio or even if you do not build 2 (6x6) commercial 
     zones to the right of the RS. Place this in line with the bottom half of 
     the second RS. Leave a gap of 4 excluding roads between the RS and this 
     zone. H: Residential / C: Commercial / .: Empty / -: Roads / F: Future 
     residential development. (12-2)

TOP  H-....-FFFF-FF
     --------------
     .-....-....-..
     .-....-....-..
     .-....-....-..
     --------------
     H-....-CCCCCC-
 B   H-....-CCCCCC-
 O   H-....-CCCCCC-
 T   H-....-CCCCCC-
 T   -------CCCCCC-
 O   H-....-CCCCCC-
 M   H-....--------
     H-....-CCCCCC-
 H   H-....-CCCCCC-
 A   -------CCCCCC-
 L   H-....-CCCCCC-
 F   H-....-CCCCCC-
     H-....-CCCCCC-
 R   H-....--------
 S   -------.......

8-3) INDUSTRIAL:
     Fill up the industrial park created in 6-1.
8-4) COAL POWER PLANT:
     Place it with the rest of the power plants
8-5) You will be reaching your first residential demand cap soon. I believe 
     it is around 20,000. Therefore the following structures will help further 
     increase your population
8-6) ELEMENTARY SCHOOL (1+2)
     Place 2 elementary schools, one in each full RS. Place it in the middle 
     such that the entire RS is covered.
8-7) LIBRARY
     Place one the first RS. Try to cover the entire first RS and part of 
     the second RS if possible.
8-8) HOSPITAL
     I will use the term hospital for large medical centre. Place it in 
     between the first two RS. Try to get as much residential in the coverage 
     as possible.
8-9) TENNIS COURTS (1+2)
     Place 2 tennis courts, one in each full RS. I selected the tennis courts 
     because it is one of the better recreational facilities with a great 
     demand cap remover.
8-10) Remember to adjust the education and health funding individually

.............................Idiot's Town: YEAR 9.............................

Pop: 22216
Income: $ 5260
Funds: $ 76,000

9-1) RESIDENTIAL:
     Create another truncated residential area on the top of the map above the 
     other RS. Leave a space of three, excluding roads between the RS. Fit as 
     much as possible without changing the structure drastically. There is no 
     need to stick completely to 4x4 for this RS. I placed 4 (4x6) zones.
9-2) COMMERCIAL: 
     Create another 2 (6x6) commercial zones. Place them beside the zones 
     created in year 8-2. Again do not intrude onto above the bottom tier of 
     the second RS.
9-3) INDUSTRIAL: 
     Create another industrial park at the bottom left of the map. I could 
     place 12 (4x5) and 12 (4x4) industrial zones at the bottom left. This 
     park would obviously be a little smaller than the other 2 parks.
9-4) ELEMENTARY SCHOOL (3):
     Place at the bottom of the RS. As long as the entire bottom RS is covered 
     do not worry if the coverage spills into the second RS. This is helpful 
     when the school there is at over capacity.
9-5) HIGH SCHOOL
     At the first RS. Try to place it such that it captures the entire first 
     RS and the greatest amount of the second RS.
9-6) CITY COLLEGE
     Place it near the industrial zone. Any place way since its effect is 
     citywide. Except near the water pump.
9-7) WATER PUMP (2)

.............................Idiot's Town: YEAR 10............................

Pop: 25654
Income: $ 5984
Funds: $ 61,000

10-1) COMMERCIAL: 
      Looking at 8-2 to get an idea of the layout. Place 2 (6x6) and 1 (6x7) 
      on the top tier of the first RS. Do not intrude below the top tier of 
      the first RS as you will be building another RS in between this 
      commercial zone and the one created in 8-2 and 9-2.
10-2) LARGE FLOWER GARDEN
      This is again to help bust the demand cap. Place it such that 
      residential areas surround it.


.............................Idiot's Town: YEAR 11............................

Pop: 27469
Income: $ 6900
Funds: $ 79,000

11-1) ELEMENTARY SCHOOL (4)
      Place it in the top RS.

.............................Idiot's Town: YEAR 12............................

Pop: 28030
Income: $ 6676
Funds: $ 93,000

12-1) Notice the fall in income, this shows that your economy is changing for 
      the better. People do not want to work in dirty industries. It is still 
      too early for high-tech industry but it is good for commercial 
      development.
12-2) RESIDENTIAL
      Place half a RS on the right of the other RS. Look at 8-2 and this RS is 
      represented as future development. For this RS, you the gap in between 
      will be four instead of three.
12-3) COMMERCIAL
      Place 8 (6x6) at the bottom and 2 (7x6) at the top commercial zones.
12-4) SMALL FLOWER GARDEN (1+2...6)
      Spread them among your RS.
12-5) LIBRARY (2)
      Second RS. Provided you can cover the entire RS, try placing it lower to 
      cover some of the bottom RS.

.............................Idiot's Town: YEAR 13............................

Pop: 31527
Income: $ 7715
Funds: $ 93,000

13-1) No Construction

.............................Idiot's Town: YEAR 14............................

Pop: 33686
Income: $ 8398
Funds: $ 117,000

14-1) RESIDENTIAL
      Complete the RS created in 12-2.
14-2) COMMERCIAL
      Place another 2 (7x6) zone at the bottom commercial area.
14-3) INDUSTRIAL
      Create a small zone 4, (5x4) and 2 (4x4), at the top of all rest of the 
      industrial parks. With reference to Diagram T8bi, build from tiles 
      22-30. In other words build only two strips of industry.
14-4) HOSPITAL
      Place near the new RS on the right 12-2 and 13-1.
14-5) ELEMENTARY SCHOOL (5)
      At the new RS
14-6) LIBRARY (3)
      At the new RS
14-7) SMALL FLOWER GARDEN (7)
      At the new RS
14-8) WATER PUMP (3)
14-9) MAYOR HOUSE
      Near the new RS or the place you wish to attract richer people. 
      It should definitely away from the residential areas closer to the 
      industry.
14-10) CITY HALL
       Place it near the bottom commercial zones. Try to place it in the 
       middle so that it commercial effect is not wasted.

.............................Idiot's Town: YEAR 15............................

Pop: 38298
Income: $ 8793
Funds: $ 73,000

15-1) COMMERCIAL
      3 (7x6) at the bottom and 2 (7x6) and 2 (6x6) on the top.
15-2) OIL POWER PLANT
15-3) SMALL PLAZA (1+2)
      One at each of the top and bottom commercial zones
15-4) I hope as you have been expanding your city you remember to create 
      connections. You should at the very least have ten connections on each 
      side where there are buildings (top/left/Bottom). Try also to have a few 
      connections on the fourth side too.

.............................Idiot's Town: YEAR 16............................

Pop: 39579
Commercial Jobs: 8126
Industrial Jobs: 11069
Income: $ 9156
Expenses: $ 7625
Funds: $ 65,000

RCI Demand
R: $: 600 / $$: 100 / $$$: 250
CS: $: 1000 / $$: 600 / $$$: 200
CO: $$: 650 / $$$: 200
ID: 400
IM: 1000
IH: 600

Structures
2 Hospitals/Large medical centres
5 Elementary Schools
1 High School
3 Libraries
1 City College
-
2 Tennis Courts
7 Small flower gardens
2 Small Plazas
1 Large flower garden
-
1 Oil power plant
2 Coal power plants
1 Waste to power plant
3 Water pumps

Statistics
Average Income: $28,000
Mayor Rating: 60-70 or 8/12 green bars
Education: 100
Life: 44
Real Time taken: 150 min.


................................END OF APPENDIX..............................



------------------------------------------------------------------------------

                                 ONLINE MANUAL

------------------------------------------------------------------------------

Online Manual: Things that should be in the given manual

I have placed these items at the back of the guide because either: 
  (a) These are merely game information that is collated and placed in a nice 
      table, or
  (b) They are answers to questions that affect the very basic aspect of game 
      play. However they are present because I have seen questions relating to 
      them appear in the forums.

--------------------------------------------------------------------------106-

Chapter 1 : Introduction

The chapters of this online manual correlate to the buttons in the game from 
the top down. Instead of placing the frequently asked questions together, I 
have placed them in their relevant chapters at the start under the heading of 
"Introduction & Basics." 

Before proceeding these are the hotkeys that I find quite useful in the game.

Useful Keys / Buttons:

1) Home & End: Turn the building around for placement.
2) Shift     : Turns off auto roads. Simply press shift after dragging the 
               zone but before releasing the mouse button.
3) Esc       : Undo, sort of. Cancels zones, roads, etc, only if you have not 
               released the mouse button.
4) G         : Shows the grid. This is great for counting and planning.
5) /         : Query. Use it with bulldoze to prevent accidental demolition.
6) B         : Bulldoze / Demolish. 
7) Ctrl S    : Save City

--------------------------------------------------------------------------107-

Chapter 2 : God Mode
-------------------------------
Introduction & Basics
(1) Terra-forming
(2) Changing region & city size
-------------------------------

Introduction & Basics:

Q: Obliterate city warning.
1) Using obliterate auto-saves thus there is no reload.

Q: Disappearing Animals?
1) They need forest cover to survive.

Q: Turning off (Fire) disaster?
1) Fire disaster cannot be turned off. The rest of the disasters do not occur 
   randomly and requires you to actively use them.

Q: Growth of trees
1) How fast the trees grow depends on whether is it suitable for the climate. 
   Climate is determined by the height of the city. 

..........................................................................108.

(1) Terra-forming:

Reconcile:
I recommend that you turn off the reconcile option. Use it only in a city that 
has yet to build anything, unless you wish to lose your buildings at the edge. 

Map Creation:
Personally, I prefer creating maps one by one rather than doing the entire 
region. Firstly, it is so much easier and you get to start playing the game 
faster. Gives you greater flexibility to get the terrain to suit the cities 
that are sprouting up. Of course even if you do the entire region you can 
still change the landscape of the city. But from my experience, you would be 
extremely reluctant to do so. And furthermore if the changes are huge it may 
impact other maps. Even if that is not so, you will have wasted time altering 
the map twice. 

Size and intensity of terra forming:
Shift F1 - F10: Intensity from less (F1) to most (F10)
Shift 1 > 2 > ... > 9 > 0: Size of brush from small (1) to large (0).

The size of the circle remains the same whatever zoom you are at. So zoom in 
to the maximum zoom if you wish to have a smaller effect.

..........................................................................109.

(2) Changing region & city size

A) Introduction to Items:

Program: MS Paint
I used this but believe that any graphics program can be used.

File: Config.bmp
Location: My Documents\SimCity4\Regions\(Any original region. Such as Berlin 
          or Maxisland)
Note: I mentioned the file so for you to get an idea about it. It does NOT 
mean that you use this files for your map. Also create a new bitmap.

B) Region Size:

The pixels of the bitmap determine the size of the region. For Example 
Maxisland is 16 x 16 pixels

C) City Size Colour Coding:
1x1: Red  : Small city.
2x2: Green: Medium city.
4x4: Blue : Large city.

The colour's value must be 255. And in the event that you are unfamiliar with 
MS paint, here is a step-by-step guide.
1) Select "Colours" then "Edit Colours." 
2) Press "Define Custom Colours."
3) Make sure the value of the colour is 255.
   - Colour Red  : Red 255 / Green  0  / Blue 0
   - Colour Green: Red  0  / Green 255 / Blue 0
   - Colour Blue : Red  0  / Green  0  / Blue 255

D) Steps:
1) Create new region. (In the game, obviously but just in case)
2) Create bitmap in MS Paint. (Out of the game) For those who do not know:
   - Ctrl E / Or Under "Image", Select "Attributes..."
   - Set the width and height. Units are to be in Pixels. Select Colours.
   - Remember create a new picture do not use any of the pictures that are 
     provided in the other regions
3) Based on the colour coding as stated above, create your desired region.
   - Do a maximum zoom for easier viewing.
4) Save as Config.bmp and place it in the folder of the new region that you 
   created in step (1).
5) Congratulations, you now have your very own map.

E) Further Illustration
If you wish to make a 6 x 4 small region here is an example. Each letter, S, 
M, or L represents one pixel. 

Diagram 2.1
Key
S: Small
M: Medium
L: Large

   1234
  1MMSS
  2MMSS
  3LLLL
  4LLLL
  5LLLL
  6LLLL

Therefore in this map you will have 1 large city, 1 medium city and 4 small 
cities.

If for example your bit map is only 4 x 4 and you attempt this 

   1234
  1MMSS
  2MMSS
  3LLLL
  4LLLL

Then it will result in only the medium and small city appearing.

--------------------------------------------------------------------------110-

Chapter 3: Zones
-------------------------
Introduction & Basics
    - I&B 1: Zoning
    - I&B 2: Density and Industry type
    - Table 3.1
    - I&B 3: Agriculture
(1) Zoning Desirability
    - Table 3.2
(2) Industrial Pollution
    - Table 3.3
Table: Zones
-------------------------

Introduction & Basics:

I&B 1: Zoning
Q: Zoning on top of a zone to change density.
1) Even after buildings are constructed, you can zone a denser zone without 
   destroying the buildings. 

Q: No immediate effect of denser zoning.
1) When the demand is satisfied after the denser zoning the new buildings 
   will then appear. Thus you may have to wait quite a bit before seeing any 
   effect of the zoning. 

Q: Flood-filling.
1) To flood-fill, create the roads surrounding the zones, select the desired 
   zone then click and hold it at one square and the zone will fill up. Best 
   used for non-square zones.

Q: Road access requirement.
1) Each building needs to have road access. 

Q: Determining road access.
1) After dragging the zone you can see the make out of each lots through the 
   bolder outline. Make sure each of these lots and the ">" sign faces the 
   road. You only have to worry about this if you turn off the auto-roads.

Q: Resolving lack of connections
1) If after placing a large zone without roads and you can see that not all 
   the lots face the roads then you have to rezone the affected lots. Simply 
   de-zone the undeveloped lots only then rezone, making sure the lots face 
   the roads. If you are patient when a large building appears on the lot that 
   is facing the road then all the other lots will be rezoned automatically to 
   face the roads.

Q: Appearance of lack of connection even if there is a road beside it
1) Check the way the sign is facing.
2) Sometimes all you have to wait is a few seconds then development will occur 
   on that lot. If after several months you still have no development then you 
   may have to try to re-zoning method.

Q: Undeveloped interior.
1) Sometimes even with auto roads on the interior does not get developed. This 
   is especially so for industry which can easily zone up to 7x7 without auto-
   roads appearing. The reason for it being undeveloped is that the squares 
   touching the road develops small-single square buildings leaving the 
   interior without roads. The interior will only develop later in the game 
   when huge multi-tile buildings appear. I do not really recommend huge zones 
   especially for industries. While everything might work out in the long run, 
   as John Maynard Keynes once said, "In the long run we are all dead."

Q: Abandoned buildings effects.
1) These still produce pollution and attract crime and are prone to fires. 

..........................

I&B 2: Density and $/$$/$$$:
Density is separate and distinct from the wealth and type of zones. In other 
words low density housing does not mean low wealth residence. The only 
exception, to a certain extent is low density industry, which should really be 
called agriculture. 

The following table gives an explanation of density and types of industry 
since this is the part that some are confused about.

Table 3.1
----------------------------------------------
Density        | Types of industry           |
----------------------------------------------
Low density    | Farms.                      |
Medium density | Dirty / Manufact. / Hi-tech |
High density   | Dirty / Manufact. / Hi-tech |
----------------------------------------------
Industry type  | Corresponding wealth / tax  |
----------------------------------------------
Farms          | No tax                      |
Dirty          | $                           |
Manufacturing  | $$                          |
Hi Tech        | $$$                         |
----------------------------------------------

..........................

I&B 3: Agriculture:
Q: Only two jobs?
1) I believe that is per square. Why? Because I got a farmers market with only 
   two large farms. After creating a large farm, pause your game and wait 
   until about 5pm then you will see many cars leaving the farm and going 
   home. Therefore logically the farm must employ more than just 2 persons.

Q: Any taxes?
1) Farms only bring in jobs and do not add to your taxes.

Q: Connections needed?
1) Seems only road and electricity is needed. Water is not needed

Q: Agriculture and pollution.
1) While agriculture abhors pollution that is air pollution since 
   agriculture itself produces water pollution.

Q: Why agriculture?
1) More for atmosphere rather than a means to make money. 
2) It generates jobs, which bring in people and the demand for agriculture 
   unlike other sectors is usually very high. But I prefer using non-
   agricultural industries to generate jobs at the start. 
3) However, while agriculture does pollute the water it does have less air 
   pollution as compared to the dirty industry.
4) So as to be able to build the farmer's market. This is the best and only 
   good reason to build a farm. Once you get it you can get rid of the farms.

Q: Unable to convert land back to farms.
1) Once the city begins getting quite developed, it is very unlikely that 
   farms will be rebuilt on previously zoned land even if there is no 
   pollution. 

..........................................................................111.

(1) Zoning Desirability

The following table simply reflects what is required for construction of the 
various zones. I have not included all the factors. I have heard that the 
gradient of the land, location with relation to other zones also play a part 
but personally I find actually using them in the game to be quite difficult 
unless of course you have in your mind the layout of the entire city right at 
the start.

Table 3.2

KEY:
R  : Residential
CO : Commercial Offices
CS : Commercial Services
IA : Agriculture
ID : Dirty Industry
IM : Manufacturing
IH : High-tech Industry
-----------------------
H  : High
A  : Average
L  : Low / Short

---------------------------------------------
Factors         | R | CO| CS| IA| ID| IM| IH|
---------------------------------------------
Air pollution   | L | L | L | L |   |   | L |
Crime           | L | L | L | L | L | L | L |
Garbage         | L | L | L | L | L | L | L |
Land Value      |   |   |   | L | L | A | H |
---------------------------------------------
Specific        |                           |
---------------------------------------------
Commute         | L |   |   |   |   |   |   |
Education       | H |   |   |   |   |   |   |
Health          | H |   |   |   |   |   |   |
Freight         |   |   |   | L | L | L | L |
Traffic Noise   | L |   |   |   |   |   |   |
Customer #      |   | H | H |   |   |   |   |
---------------------------------------------
#: If you view the building you will see on information called customer. This 
translates to traffic volume or traffic congestion. Looking at the data map, I 
realised that the areas of commercial with red traffic has high customers. 

Note: I assume that radiation is not tolerated by anything. This is more of a
logical hypothesis than anything. For I have yet to experience a meltdown.

..........................................................................112.

(2) Industrial Pollution

The following table is a ROUGH guide to the length of the extension of the 
pollution. With the exception of the farms, which relates to water pollution 
the rest refers to air pollution. The figures refer to the total number of 
squares the pollution extends. The level of pollution decreases as you move 
further. But I have included all level of pollution into the one figure. All 
these figures operate on the assumption that you have no trees or anything 
reducing pollution.

Table 3.3
----------------------------
Industry      | Air | Water|
----------------------------
Farms         |  0  |  12  |
Dirty         | 22  |  27  |
Manufacturing |  8  |  14  |
Hi-tech       |  0  |  0   |
----------------------------

..........................................................................113.

The cost is similar for the zones with the same type of density.

Table: Zones and costs
-------------------
     |Low|Med|High|
-------------------
Cost |$10|$20|$50 |
-------------------

--------------------------------------------------------------------------114-

Chapter 4 : Transportation
--------------------------
Introduction & Basics:
(1) Cloverleaf and on ramp
(2) Rail turning
Table: Transport
--------------------------

Introduction & Basics:

Q: Potholes
1) You have reduced your funding for the roads, which you should not have 
   done. Since this has never occurred to me, from what I read in the forums 
   you have to replace the roads rather than raising funding and waiting for 
   repairs.

Q: Building a road on an existing road costing money
1) Because of the potholes and the ability to build roads on top of roads even 
   if the road is not damaged, laying a road on top of another costs money.

Q: Bus stations bring in low wealth 
1) Using the My Sims, you will be told that Sims do not like living near them. 
   That is why $$$ may move out.

Q: Coverage of stations.
1) They extend about 6 squares. Check the Info 12b for more explanation.

Q: Junctions and traffic.
1) Traffic increases at each junction not simply because more people arrive 
   there but the amount of cars it can take is much less than normal roads.

Q: Bridge Building
1) Building a bridge is simple. Just drag the road / rail / highway tool 
   across the body of water and abridge will appear. Remember just drag until 
   the bridge appears. If it still does not then move the starting point a bit 
   further back away from the water.

Q: Unable to see trains on tracks
1) Bad connection thus rail network not working
2) Usage is so low that trains do not even appear

Q: Reduction of traffic noise
1) Building a proper mass transit.
2) Enacting ordinance that reduce traffic such as carpool or commuter shuttle 
   service if you do have mass transit.
3) Changing roads back into streets or Rezone to low density. This option is 
   NOT recommended unless you wish to reduce population in the city.

Q: Cause of traffic noise
1) Congestion is not the cause of traffic noise. It is the huge amounts of 
   traffic that created the congestion that is responsible for the noise.

..........................................................................115.

(1) Cloverleaf and on ramp
There are two methods of creating a cloverleaf. The first is when you drag the 
highway across another highway. The other is by placing a cloverleaf on an 
ALREADY EXISTING highway crossing. Please note that while diagonal highways 
are possible diagonal highways cannot create cloverleaf or even cross each 
other.

The following is a diagram of a cloverleaf and on ramp. Please note the 
minimum length required for its placements

Cloverleaf Requirements:
1) Excluding the middle intersection there must at least be 6 squares. 
   Therefore the total length of each side must at least be 14 squares.
2) When using the cloverleaf option instead of the auto cloverleaf, there must 
   already be an existing highway that satisfies requirement (1).

Onramp Requirements
1) Length of the on ramp is 6 squares. Thus the highway must have 6 free 
   squares.
2) If there is a intersection whether do you have a cloverleaf built there or 
   not, you need to have at least a minimum distance of 6 squares.
3) The on ramp cannot be placed at the last square of a highway. There must 
   be at least one square of highway free at the end of the highway that will 
   not be used when you place the on ramp.

-------------
|Diagram 4.1|
-------------
KEY:
C: Cloverleaf
M: Middle of the cloverleaf
O: On ramp
H: Normal highway


             1         2
    12345678901234567890123
   1       HH              
   2       CC              
   3       CC              
   4       CC              
   5       CC              
   6       CC              
   7       CC              
   8HCCCCCCMMCCCCCCHOOOOOOH
   9HCCCCCCMMCCCCCCHOOOOOOH
  10       CC
   1       CC
   2       CC
   3       CC
   4       CC
   5       CC
   6       HH

..........................................................................116.

(2) Rail turning

The tracks cannot turn 90 degrees and must be turned gradually over three 
squares. The following diagram illustrates a 4 way crossing. You cannot place 
a road through any gradual railway turns.

-------------
|Diagram 4.2|
-------------

Key
R: Railway tracks. No road placement
C: Railway tracks. Only at these areas can you build a road across like a rail 
   crossing.

   1234567
  1   C   
  2   R
  3  RRR
  4CRRRRRC
  5  RRR
  6   R
  7   C

..........................................................................117.

Table: Transport
Key:
$C: Cost to build / In the case of medium and large airports, this figure 
    represents the upgrade cost.
$M: Monthly maintenance cost
CA: Capacity
P: Passenger
G: Goods in tons

--------------------------------------
Structure         | $C  | $M  | CA   |
--------------------------------------
Cars                                 |
--------------------------------------
Roads             | 10  | 0.10|      |
Streets           | 5   | 0.05|      |
Bus Stops         | 150 | 5   |1000P |
High way          | 600 | 1   |      |
Cloverleaf        | 3000| 26  |      |
--------------------------------------
Trains                               |
--------------------------------------
Railway track     | 8   | 0.03|      |
Passenger Sta.    | 100 | 10  |2000P |
Freight Sta.      | 100 | 10  |2000G |
Subway            | 156 | 0.30|      |
Subway Sta.       | 500 | 20  |2000P |
--------------------------------------
Airports                             |
--------------------------------------
Small Strip       |20000| 700 |10200P|
Med. Strip        | 5700| 900 |13100P|
Large Strip       | 5700| 1100|16000P|
--------------------------------------
Small Municipal   |35000| 1225|28800P|
Med. Municipal    | 6400| 1450|34100P|
Large Municipal   | 7200| 1700|40000P|
--------------------------------------
Small Int.        |50000| 1750|70000P|
Med. Int.         |     |     |80000P|
Large Int.        |     |     |90000P|
--------------------------------------
Seaports                             |
--------------------------------------
Ports             |10000| 500 |4000G |
--------------------------------------

Note: I have placed a table on how people may or may not transfer from certain 
means of transportation to another under Info 12b: Traffic: Station "Coverage" 
and Connection. I have placed them there because I felt that despite the fact 
that it is in game information, it is necessary to know them before one can 
construct a proper transportation network.

--------------------------------------------------------------------------118-

Chapter 5 : Utilities
---------------------
Introduction & Basics
Table: Utilities
---------------------

Introduction & Basics:

Q: Pipes leaking
1) Global budget for water is too low. Raise it to default.

Q: Sparking poles
1) Global budget for power is too low. Raise it to default.
2) Attempt to build you city where electricity cable lines are not required. 

Q: Electricity coverage
1) If the structures and zones is within 4 squares of another powered area, 
   there is no need to build any lines. Roads are not considered a structure.

Q: Water coverage
1) Extends to 6 on each side of the pipes.

Q: Water treatment
1) By right you should not need to use this building. This is required if the 
   water pollution is so bad that your water pumps cannot work. Place at the 
   source of the water although there is an argument out there that one should 
   place it at the source of the pollution. As long as your water pump does 
   not stop for reason of pollution, I do not think this is needed even if 
   your "city is full of filth." Although, I am not too certain of whether 
   does this improve health.

Q: Landfill effects
1) The "kill" radius of a landfill or rather its negative impact is about 30 
   over squares. 

Q: Landfill road connections?
1) All landfill requires connection even if you new landfill is connected to 
   your old landfill that has road connections.

..........................................................................119.

Table: Utilities

$C: Cost to build
$M: Monthly maintenance cost
MW: Power capacity in MWh per month
P : Pollution description
AP: Air pollution extent in squares. The number in (bracket) represents the 
    extent of the strongest pollution.
WP: Water pollution extent in squares. The number in (bracket) represents the 
    extent of the strongest pollution.
P : Population. If not further clarified it means city size
HW: High wealth residence
IH: Hi tech industrial population
ED: Energy demands including deals
CU: Water capacity in Cu m in one month

The figures for pollution assume that there are no surrounding trees or 
anything that can help reduce pollution.

Power
--------------------------------------------------------------------------
Structure   |  $C  | $M  | MWH  |   P    |  AP  |  WP  |  P   | MR | ED  |
--------------------------------------------------------------------------
Power Lines |  2   | 0.10|      |        |  0   |  0   |      |    |     |
Wind        | 500  | 50  | 200  | Clean  |  0   |  0   |      |    |     |
Natural Gas | 9000 | 400 | 3000 |Moderate|  0   |  0   |      |    |     |
Coal        | 10000| 250 | 6000 |Heaviest|22(13)|18(6) |      |    |     |
Oil         | 17000| 600 | 7000 | Heavy  |16(6) |8 Min.|      |    |     |
Solar       | 30000| 1000| 5000 | Clean  |  0   |  0   |3000HW| 55 |     |
Nuclear     | 40000| 3000|16000 |Meltdown|  0   |  0   |85000 |    |25000|
Hydrogen    |100000|10000|50000 | Clean  |  0   |  0   |4000IH|    |30000|
--------------------------------------------------------------------------
Waste       | 25000| 1000| 5000 | Heavy  |29(19)|25(15)|      |    |     |
--------------------------------------------------------------------------

Note: For oil power plant while there is water pollution it is quite little. 
Unlike the rest of the polluters it does not have any dark yellow pollution.

Water
---------------------------------------
Structure   |  $C  | $M  |  CU        |
---------------------------------------
Pipes       |  11  | 0.10|            |
Water Tower |  150 | 50  | 2400       |
Water Pump  | 1400 | 250 | 20000      |
Treat. Plt. | 15000| 350 | 2400 Treats|
---------------------------------------

Waste
---------------------------------------------------------------------
Structure   |  $C  | $M  |  Notes                                   |
---------------------------------------------------------------------
Landfill    |  50  | 10  | Min zone is 4 squares                    |
Recycling   | 5000 | 350 | 1) Reduce garbage 20% 2) Serve 20000 pop |
Waste power | 25000| 1000| 1) 5000MHz            2) Heavy Pollution |
---------------------------------------------------------------------

Note: For waste to power plant look at the table on power structured for more 
a detailed information.

--------------------------------------------------------------------------120-

Chapter 6A: Police, Fire, Education and Health
----------------------
Introduction & Basics
I&B 1: General
I&B 2: Police
I&B 3: Fire
I&B 4: Education 
I&B 5: Health
Table: Civil Buildings 
----------------------

I&B 1: General
Q: Naming buildings
1) You can name the buildings by using the query tool. Then clicking on the 
   words once the building information appears.

Q: Clearing strikes and effects
1) Upon the occurrence of a strike, rise funding to about 90% or even to its 
   maximum. It should take a month for the strike to break-up. However, after 
   that there are still the after effects of a strike that will last for 
   another month. In the recovery period you may reduce funding to the normal 
   level. Normal being the level where capacity exceeds demand slightly not 
   the previous strike level funding.

I&B 2: Police
Q: Police not clearing striking service workers
1) Police only clears rioters not strikers. There are laws against breaking a 
   strike in most countries. However, I feel that there should be an option 
   to pass legislation to prevent strikes by key sectors of the civil service 
   much like in the real world. Well at least on the bright side, your 
   fire-crew would not ask for a 40% pay rise.

Q: Crime near police station
1) No explanation except perhaps, corruption of the cops or really dumb 
   criminals committing crime the moment they leave the station? Furthermore 
   since crime does not disappear the moment you have coverage, perhaps it is 
   just a statistical luck of the draw thing that there is crime over there.

Q: Riots
1) You need to cut them off with police blocking all the routes

Q: Crime in progress
1) You can deploy the police when you see a crime in progress but it is more 
   of a graphics than anything. You will see the criminal being taken away.

..........................

I&B 3: Fire
Q: Fire crew as spectators
1) Lack of funding so raise it. Takes one month to regain efficiency after 
   raising or placing a new station.
2) Wrong placement of "flag." Click on the "flag" and place it again somewhere 
   near the fire.   

Q: City, city burning bright. Why is my city burning?
1) No fire-coverage. (Fire Station)
2) No smoke alarm ordinance. (Actually this reduces probability of fire 
   occurring rather than increase the probability of fire.)
3) No water.
4) Abandon buildings.
5) Industrial areas are more prone to fire. Especially dirty and 
   manufacturing industries.
6) Even if you have full fire protection there is still a base percentage 
   that a fire will occur each month.

..........................

I&B 4: Education
Q: College coverage
1) The coverage is citywide.

..........................

I&B 5: Health
Q: Clinic v Hospital
1) My theory is that people prefer to go to clinics first. After all if you 
   are ill do you go to a hospital or your clinic? When you place a clinic
   the amount of patients using the hospital falls.
2) There is another theory that clinic serves the poor while hospitals 
   serve the rich. This does not really seem to make sense. Besides even if 
   this was true it really should not matter unless you for some reason or 
   other wish to attract poor people to your city.

..........................................................................121.

Table: Civil Buildings

Key
$C  : Cost to build
$MT : Monthly total maintenance cost.
MTM : Monthly max funding total maintenance cost
$MC : Monthly coverage cost (bus / ambulance cost)
MCM : Monthly max funding coverage
$MF : Monthly service cost
MFM : Monthly max funding service cost (excluding bus / ambulance cost)
CV  : Default Coverage in squares
CV0 : Zero funding coverage
CVM : Max funding coverage
CA  : Default capacity
CAM : Max funding capacity

------------------------------------------------------------------------
Structure      | $C | $MT|MTM |$MC|MCM| $MF| MFM|CV|CVO|CVM| CA  | CAM |
------------------------------------------------------------------------
Police                                                                 |
------------------------------------------------------------------------
Small Police   | 250| 125| 150|   |   |    |    |23| 0 | 26|  2 Cars   |
Large Police   | 800| 250| 300|   |   |    |    |34| 0 | 38|  4 Cars   |
City Jail      |2500| 450|    |   |   |    |    |  |   |   |1000 Inmate|
------------------------------------------------------------------------
Fire                                                                   |
------------------------------------------------------------------------
Small Fire     | 250| 125| 150|   |   |    |    |24| 0 | 26|  1 Engine |
Large Fire     | 800| 450| 300|   |   |    |    |35| 0 | 38|  2 Engines|
------------------------------------------------------------------------
Education                                                              |
------------------------------------------------------------------------
Elementary     | 300| 400| 480|100|120| 300| 360|23| 10| 25| 500 | 550 |
Library        |1000| 250| 300|   |   |    |    |30|   |   |30000|33000|
High School    |1050| 750| 900|100|120| 650| 780|30| 14| 33| 750 | 825 |
City Museum    |1500| 450| 540|   |   |    |    |  |   |   | 30  | 33  |
City college   |3000|1000|1200|   |   |    |    |  |   |   | 7000| 7700|
------------------------------------------------------------------------
Health                                                                 |
------------------------------------------------------------------------
Small clinic   | 400| 400| 480|100|120| 300| 360|23| 11| 23| 500 | 550 |
Large Medical  |1100|1200|1440|200|240|1000|1200|34| 17| 34| 3000| 3300|
------------------------------------------------------------------------

--------------------------------------------------------------------------122-

Chapter 6B: Landmarks, Rewards and Recreation
---------------------
Introduction & Basics
Table: Landmarks
Table: Rewards
Table: Recreation
---------------------

Introduction & Basics:

Q: Disappearing rewards 
1) Upon reload if you no longer satisfy the requirement the option to build 
   may disappear. This seems to occur only for those free to build rewards. 
   Including deficit rewards such as army base. This occurred to me with my 
   army base and prison.

Q: Sports recreation and health
1) There has been some talk in the forum that placing sports recreation 
   facilities such as tennis and softball, will improve the health of the 
   residence. Not quite sure how true is this but it does sound logical.

Q: Rewards appear either as popup or message item
1) For rewards such as mayor or statue, when you can build it a popup will 
   appear informing you about it. But for certain structure such as the minor 
   league stadium, a popup will not appear. Rather it will only appear at the 
   message item. So look carefully at the message before deleting them.

Q: To build a beach
1) The coast must be straight, look below. And part of the beach must be on 
   land while the other in water. Move the cursor around. The little white dot 
   on the beach is the point where water meets land. L: Land / W: Water.
     LLLLL
     WWWWW


..........................................................................123.

Table: Landmarks

KEY:
$C: Cost to build. The figure is in '000s.
$M: Monthly Cost 

---------------------------------
Structure             | $C | $M |
---------------------------------
Alamo                 | 65 | 130|
Alcatraz              | 50 | 100|
Amalienborg           | 70 | 120|
Bank of America       | 110| 210|
Bank of China Tower   | 180| 300|
Big Ben               | 75 | 150|
California Plaza      | 50 | 100|
Chrysler Building     | 170| 330|
CN Tower              | 225| 440|
Coit Tower            | 55 | 110|
Empire State Building | 240| 470|
Faneuil Hall          | 50 | 100|
Fernsehturn           | 85 | 170|
Gateway Arch          | 90 | 180|
Globe Arena           | 70 | 140| Download: SimCity 4 Official Site
Great Pyramid         | 160| 310|
Guggenheim Museum     | 95 | 180|
Hagia Sofia           | 80 | 160|
Hollywood Sign        | 30 | 60 |
Independence Hall     | 60 | 120|
Jefferson Memorial    | 80 | 160|
John Hancock Centre   | 165| 320|
Lincoln Memorial      | 85 | 170|
Living Mall           | 55 | 110|
Palace of Fine Arts   | 90 | 180|
Palacio Real          | 65 | 130|
Rotes Rathaus         | 65 | 130|
Smith Tower           | 55 | 110|
Sphinx                | 50 | 100|
St. Basil's           | 90 | 180|
Statue of Liberty     | 85 | 170|
Taj Mahal             | 105| 200|
Tokyo Tower           | 55 | 90 |
Tower of London       | 175| 340|
U.S. Capitol Building | 135| 260|
Washington Monument   | 70 | 140|
White House           | 70 | 140|
---------------------------------

Note: I believe landmark buildings have no effect on residential zones. It 
only affects commercial zones.

..........................................................................124.

Table: Rewards and Business Deals

KEY:
E: Effects
R / r: Structure has residential effects
B / b: Structure has commercial or business effects
$C   : Cost to build
$M   : Monthly Cost or in the case of budget deficit rewards, monthly income
Pop  : Population requirement. Unless stated otherwise it refers to city size
RP   : This refers to regional population as opposed to city population
IH   : High Tech industrial population
HW   : High wealth residential population
MHW  : Medium and High wealth residential population
Cm   : Commercial population
F    : Farm population
Re   : Residential population
Rg   : Regional population
MR   : Mayor rating

If I use a lower case letter (r/b) with a capital letter then it means 
that the effect represented by the capital letter has a stronger effect. Also 
for those structure with detrimental effect I will place an (!) in front. Thus 
if there is detriment to residence but positive effect on commercial it will 
be (!R B).

------------------------------------------------------------------------------
Structure        | E  | $C  |$M  |  Pop     |MR| Other                       |
------------------------------------------------------------------------------
Advance R. Cent. |!R B| 0   |  0 |2000 IH   |54|University                   |
Bureau of B.     |!R B|46000| 320|39000     |30|Well funded Health + Edu.    |
Cemeteries (1)   | R  | 0   |  0 |2000      |42|                             |
Cemeteries (2)   | R  | 0   |  0 |15000     |46|                             |
Cemeteries (3)   | R  | 0   |  0 |60000     |50|                             |
City Hall        |   B|40000| 280|12500     |20|                             |
City Zoo         | r B|37000| 260|          |68|25 Parks                     |
Colo. M. Statue  | R B|57000| 400|120000    |60|                             |
Convention C.    |!R B|32000| 220|25000 Cm  |40|Major Airport                |
Country Club     | R  | 0   |  0 |2000 HW   |55|                             |
Courthouse       |   B|44000| 310|40000     |33|City Hall                    |
Disease R. Lab   |   B|26000| 180|56000     |45|3 Hospital                   |
Farmer's Market  | R b| 4900|  30|3000/600 F|34|                             |
H. of Worship (1)| R  | 0   |  0 |1000      |40|                             |
H. of Worship (2)| R  | 0   |  0 |5000      |44|                             |
H. of Worship (3)| R  | 0   |  0 |30000     |48|                             |
H. of Worship (4)| R  | 0   |  0 |120000    |52|                             |
Impr. M. Statue  | R B| 6400|  40|30000     |60|                             |
Magn. M. Statue  | R B|22000| 150|60000     |60|                             |
Main Library     | R B|19000| 130|34000     |37|5 Good Library               |
Major Art Museum | r B|13000|  90|12000 MHW |45|4 Good Museums               |
Major Leag. Sta. |!R B|48000| 340|85000     |30|Minor League Sta.            |
Mayor's House    | R B| 1800|  10|500       |20|                             |
Mayor's Statue   | R B| 3700|  30|5000      |60|                             |
Minor Leag. Sta. |!R B|17000| 120|22500     |20|16 Recreation facilities     |
Movie Studio     |   B| 0   |  0 |110000    |52|Television Studio            |
Opera House      |   B|28000| 200|48000 MHW |52|Major Art Museum             |
Private Sch. (1) | R  | 0   |  0 |750 HW    |  |Education less than 85       |
Private Sch. (2) | R  | 0   |  0 |3750 HW   |  |Education less than 85       |
Private Sch. (3) | R  | 0   |  0 |7500 HW   |  |Education less than 85       |
Radio Station    |   B| 0   |  0 |18000     |30|                             |
Resort Hotel     |   B| 0   |  0 |RP50000MHW|52|4 Cities + Low Pollution     |
State Fair       |!R B| 0   |  0 |3500/1200F|48|                             |
Stock Exchange   |   B| 0   |  0 |25000 Cm  |45|                             |
Tel. Studio      |!R B| 0   |  0 |65000     |50|Radio Station                |
Tourist Trap     |!R B|10000| 210|RP 40000  |  |4 Connected neighbours +     |
                 |    |     |    |          |  |6 Connected Cities in region |
University       | R B|12000|1500|15000 Re  |42|                             |
------------------------------------------------------------------------------
Business Deals   | E  | $C  |$M  |  Notes                                    |
------------------------------------------------------------------------------
Army Base        |!R B|  0  | 350| Requires there to be city                 |
Casino           |!R B|  0  | 300| Increase Crime                            |
Federal Prison   |!R!B|  0  | 250|                                           |
Missile Range    |!R!B|  0  | 450| IA! IA! Possibility of accidental misfire |
Toxic Waste Dump |!R!B|  0  | 400| 9 Squares of radiation / Water pollution  |
------------------------------------------------------------------------------

Note: Whether or not you link the toxic waste dump to your city, there still 
will be radiation. The unreasonably negligent drivers of these toxic dump that 
you see is more of a graphic showing the area of the radiation rather than 
actually causing the radiation. This is my theory since I the only time I got 
a toxic plant was when I purposely busted the bank to see all the business 
deals / budget deficit rewards.

..........................................................................125.

Table: Recreation

KEY:
E: Effects
R / r: Structure has residential effects
B / b: Structure has commercial or business effects
$C: Cost to build
$M: Monthly Cost

If I use a lower case letter (r/b) with a capital letter then it means 
that the effect represented by the capital letter has a stronger effect. Also 
for those structure with detrimental effect I will place an (!) in front. Thus 
if there is detriment to residence but positive effect on commercial it will 
be (!R B).

--------------------------------------
Structure            | E  | $C  | $M |
--------------------------------------
Basketball Court     | R  | 90  | 10 |
Beach                | R b| 70  | 5  |
Community Garden     | R  | 70  | 5  |
Gazebo               | R b| 90  | 10 |
Large Flower Garden  | R b| 310 | 35 |
Large Park Green     | R b| 320 | 25 |
Large Plaza          | r B| 400 | 35 |
Medium Flower Garden | R b| 170 | 20 |
Medium Park Green    | R b| 160 | 15 |
Medium Playground    | R  | 210 | 25 |
Medium Plaza         | r B| 210 | 25 |
Open Grass Area      | R b| 40  | 5  |
Open Paved Area      | r B| 40  | 5  |
Playground           | R  | 90  | 10 |
Ranger Station       | R  | 90  | 10 |
Skateboard Park      | R  | 210 | 25 |
Small Flower Garden  | R b| 80  | 5  |
Small Park Green     | R b| 40  | 5  |
Small Plaza          | r B| 90  | 10 |
Soccer Field         | R b| 340 | 35 |
Softball Field       | R b| 400 | 35 |
Tennis Court         | R  | 130 | 15 |
--------------------------------------

--------------------------------------------------------------------------126-

Chapter 7 : City Information
----------------------------
Introduction & Basics:
I&B 1: Data View
I&B 2: Chart / Graph view
----------------------------

Introduction & Basics:

I&B 1: Data View

These provide quite a number of good information. The ones that I find more 
useful is:
1) Crime: To see the type of crime committed. Use to search for the flasher to 
   see him to his deed. Quite funny.
2) Air pollution: To know how far apart to build your zones. Or to find out 
   which roads are producing allot of pollution. Plant some trees there.
3) Traffic: To see which are your congested areas and also to help determine
   areas of high customer volume.
4) Desirability: Desirability of areas with relation to the specific zones.
5) Base Zone: To see just the type of zones minus the buildings. Very useful 
   when you are searching for zones to increase the density.

Note: You can expand the menu for "radar viewing". Especially important when 
you are seeking out the type of crimes being committed. 

..........................

I&B 2: Chart / Graph view

Again these provide quite good information. The useful ones for me at least:
1) Power: Power supply and demand. So you do not have to hunt for it through 
   the station
2) Water: Again to determine supply and demand.
3) Commute time: To see your commute time.
4) Mayor Rating: For more specific information on your rating rather than just 
   little green bars.
5) Garbage: On top of supply and demand this is very important especially when 
   you are not using a landfill. If you are not using a landfill, waste 
   figures should hold steady. If it starts going up either in need to export 
   more or build a new waste to power plant. Remember if you are not using a 
   landfill once the waste starts going up, it will increase very quickly.
6) Jobs & Population: Helps you determine the residents by wealth or amount of 
   people working in a particular industry. Very helpful when seeking out to 
   determine how much more you need to meet a reward requirement. The chart 
   it is submitted, is quite hard to read simply because you cannot turn off 
   the other charts. Thus you are forced to view all the lines in one graph.
7) Breakdown of zoning desirability. 

--------------------------------------------------------------------------127-

Chapter 8 : Budget
----------------------
Introduction & Basics:
Table: Ordinance
----------------------

Introduction & Basics:
Not much of an introduction since everything seems quite self-explanatory. The 
only thing worth mentioning is that city ordinance appears only after a few 
days of starting the city. For information of neighbour deals look above at 
Hint 2a: Utilities: How to get a deal. 

However, I do not know whether did this occur only after the patch but it 
seems that all I have to do now is to press the neighbour deals button in the 
budget and immediately a deal is possible.

I need some help here. Does anybody know the formula for how the computer 
determines the cost of each deal? I believe it has something to do with supply 
but I cannot seem to fix down the exact formulation of it since I am not a 
deal type of mayor. Also does anybody know the exact requirements of a deal 
with relation to demand, excess supply and money available? I think I read 
somewhere that you need at least a year's supply of money before a deal is 
possible.

..........................................................................128.

Table: Ordinance

Key:
F$: Fixed component of the monthly cost or income
V$: Variable component of the monthly cost

--------------------------------------------------
Ordinance                | F$  |    V$           |
--------------------------------------------------
Legalize Gambling        | 100 |                 |
--------------------------------------------------
Comm. CPR Training P.    | 50  |                 |
Water Conservation P.    | 50  | NA              |
Paper waste Reduc. P.    | 20  |                 |
Free Clinic P.           | 50  |                 |
Smoke Detector P.        |  0  |$1 per 1000 Pop. |
Tourism Promotion P.     | 50  | NA              |
Power Conservation Act   |  0  |                 |
Carpool Incentive P.     | 50  |                 |
Commuter Shuttle Serv.   | 20  | NA              |
Clean Air Act            | 20  | NA              |
Youth Curfew Act         | 40  |                 |
A. Emission Reduc. Act   | 20  | NA              |
Tire Recylcing P.        | 20  |                 |
Nuclear Free Zone        | 50  |                 |
Pro-Reading Campaign     | 50  |                 |
---------------------------------------------------------------------
Ordinance                | F$  |    V$           | Requirements     |
---------------------------------------------------------------------
Neighbourhood Watch P.   | 10  |                 |Police Station    |
Junior Sports P.         | 100 |                 |Recreation Amenity|
Landfill Gas Recovery P. | 20  |$30 per landfill |Gas PP + Landfill |
Trash Presort Require.   | 20  |                 |Recycling Centre  |
---------------------------------------------------------------------

--------------------------------------------------------------------------129-

Chapter 9 : My Sims
------------------------------
Introduction & Basics
(1) My Sim as a Special Agent
------------------------------

Never really played with this option too much after hearing about the 
problems. But it is to a certain extent useful. It provided me with details 
about the bad effects of a bus station. Also it will give you an idea of how 
the Sims travel about in your city. Understanding the game mechanics of 
movement can help you create a better city at least with relation to the issue 
of transportation.

Forget about the controversy about cloning because in the world of My Sims 
they are all clones. After the first Sim die, it will be replaced by the same 
Sim with the numbers (2, 3, and so on) depending on its generation.

..........................................................................130.

(1) My Sim as a Special Agent

I mainly use My Sim as an investigative tool. Think of them as the secret 
agents of the office of the mayor. If you are wondering why a certain 
residential area is distressed, then place him or her in that building and you 
will soon receive a field report relating to the problem. 

--------------------------------------------------------------------------131-

SECTION C: CONCLUSION

------------------------------------------------------------------------------

End 1: Credits: (Chronological Order)

1) lShadowzl: For recommending I create this FAQ after I posting a portion of 
   PART I at the message boards.
2) Chris McFadyen:
   - Cumulative traffic explanation, I12d.
   - Highway Diagram I16.
   - Strip and Grid Unlock City in Idea Incubator.
3) MDMUFF: 
   - Coverage Construction and generation development in Idea Incubator.
   - Quote in To water or not to water.

..........................................................................132.

End 2: Copyright: Yeah right...
Honestly, even if you copied the entire thing and claim it as your own, do you 
think I would get a writ of summons against you, most probably not. Anyway, if 
you wish to improve on this feel free to do so. In fact you can even cut and 
paste the whole thing and add you own comments. Really, I am serious, I mean 
I am not here to start a guide writing company. I am sure all comments will 
improve the guide. Think open source. All I ask from you is to give me 
credit.

I suppose I have to say something about you not selling this but hey if you 
somehow managed to ... perhaps you could give me a share of it, haha.

..........................................................................133.

End 3: Information on posting this on your site

Send me an email if you wish to post this on your site. I have yet to refuse 
anybody and cannot foresee actually refusing anybody who asks. Sending me a 
mail will allow me inform you of updates to this guide.

Also those sites that are interested in hosting the print version send me a 
mail too.

..........................................................................134.

End 4: Version History   

Version 1.00: 
      (1) The original

Version 1.10: 
      (1) Added Part II.
      (2) Changed the layout in Part I and also added some stuff there.
      (3) Added Part X.

Version 1.15:
      (1) Added "Online Manual."
      (2) Added Method III under PART II (B): High Tech Arrives.
      (3) Added new sections to Part X and more Easter eggs.
      (4) Just started Part III and is very much under construction.
      (5) Edited Tip 8 and diagram for easier viewing.
      (6) Typos, Grammar and some minor corrections.

..........................................................................135.

End 5: Mailing Info

If you have anything to add you could post it to me. But please, no flames if 
my views are different from you views. Although I do not mind if you shared 
with me your different ideas,
 
If you notice any mistakes, be it factual, spelling or grammatical, please 
inform me.

thy451

thy451451@yahoo.com

...................

That is all I have to offer. It may not the best but I hope it helped. 

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