Sim city 2000 gba manual




















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Learn more - opens in a new window or tab. There are 1 items available. Please enter a number less than or equal to 1. Around the start of Year 3, crime could be a problem. Build a police station in a central location and add more zones. Check the crime and fire maps press SELECT occasionally to see if you need to build more police and fire stations to cover an uncovered area.

Keep in mind that you can increase the range of police and fire stations by increasing their budgets. At Year 4, build a hospital if possible.

No matter how big your city gets, you shouldn't ever have to build more than one. Check your hospital's status press B while highlighting it with the pointer to see how many patients it holds - a good way to determine your town's relative population. It's also probably time to build a school. I like to use schools to separate commercial and residential zones, and later on I usually place the library nearby. Within about five years, you'll need to build a new power plant - probably coal.

Yes, power plants in this game don't produce much power and most have to be replaced every 50 years! It's a fact: Citizens will move away in flocks if they don't have electricity.

What's more, don't go around building too many zones or especially public buildings, since you'll probably need to build another power plant surprisingly soon. Once your town is well established you'll want to add a library, seaport, college, marina, and museum, probably but not necessarily in that order. I'd also pass one or two generally helpful ordinances, like Neighborhood Watch or Homeless Shelter.

Whenever you get a message telling you about a new peak in population, you know you'll be able to access a new goodie from the Rewards menu - like the Mayor's House, City Hall, and Statue. Your house should go in a nice residential area, while City Hall should be placed near the center of your city in a dense residential area.

The Military Base appears a little later. It can add revenue and stimulate growth, but it often attracts crime and creates pollution in the form of noise. The game chooses its location for you - usually in prime waterfront real estate that you might prefer to use for something else. You don't have to add the military base if you don't want to. Watch out around Year 48, as this is when your original power plants will start dying. Make sure to save up some money to replace them - and don't let the allure of free money seduce you into taking out a bond to pay for them I explain this later.

Try to save up enough cash to replace them with equal coal plants, although you can add gas plants, which generate little power per dollar, as a less expensive quick fix. This is a good time to enact the Energy Conservation ordinance. Starting in , windmills are very useful power generators, especially since they never wear out. Unlike in SimCity , they generate the same amount of power regardless of where you place them, so they're a great way to cover zones that are far from roads or that otherwise wouldn't be useful for development.

In later years, you'll keep on adding zones obviously. In addition, you should expand your seaport and build a few more police and fire stations to cover uncovered zones. Ideally, you'll build one road and one rail connection to every neighboring city. Keep expanding your airport until it's fairly big - maybe 8x8.

Surround it by a road and build commercial zones nearby. Eventually, you'll run out of room to develop new things. When this happens, all you can do is tear stuff down and replace it with a dense zone. Really, though, once you've covered every buildable square and added one of every kind of building, you can say you've beaten the game. I reached this stage around the year with perfect play.

Begin repairing any damage once everything's back under control. You'll probably want to change the zoom as soon as the situation begins. To stop riots, simply surround the crowd on each side with police. If successful, they'll soon disperse. Fires are a different story. Because your fire department is helpless in stopping fires of any size, the solution is to bulldoze the entire fiery area.

Select the bulldozer option and hold A so you can select a wide section of land. Tear down the area a little past the fire, and all the buildings will turn to rubble. Then bulldoze this area a second time, eliminating the rubble.

The flames should die down, since they won't have anything to burn. If any active flames are within a tile or two of a building, bulldoze that, too. You'll suffer some loss, but you'll contain the fire before it spreads. Yet there is something perversely delightful, in a Nero-esque kind of way, in watching your entire city burn down.

Focus on the biggest fires at first, and when they're under control you can turn your attention to the smaller blazes. When the fires are gone, try to rebuild to 45, residents in a five-year timeframe. My guides usually include a Zelda reference or two, and my SimCity guides usually mention Majora's Mask. So here goes: At least Romani isn't around.

Stop the riots and put out any fires to win. This is a lot like the Mass Riots scenario. Bush himself, a nucular meltdown. This scenario, which takes place in London, requires you to put out any fires and restore the population to 80, in 10 years. It's similar to Alien Invasion, although it's a little easier. This is where you make the important budget decisions and pass ordinances. Select Next to move to the second screen, which shows your city's projected earnings.

Increase these gradually as your city gets bigger. Remember that the more money a service gets, the more effective it will be. For example, a well-funded fire department will have a wider range than one that is underfunded. But NEVER touch the "Transit" slider, as decreasing funds will cause many potholes and other defects to form, forcing you to spend even more money to fix them. I repeat: Do not. In most SimCity games, you could get loans, which you would repay both principal and interest in a certain number of annual installments, usually Bonds are not loans.

With bonds, you only pay interest annually. With hundreds of your dollars going every year to enrich the bank, there's no way you'll be able to make any kind of decent profit to expand your city or pay off the principal. You can't refinance by taking out another bond to repay the old one, because the more bonds you have, the worse the interest rates will be, and the more you'll have to pay every month. Also, the number of bonds you can issue is determined by your credit score, but there's no way you can check your credit report.

If you mess with bonds, I am sure you will want to pick up your GBA and heave it at the wall while emitting animal-like noises and random curse words. Raise taxes, cut spending, legalize gambling - do what it takes, but don't issue bonds, even if it's necessary for constructing a power plant.

However, there are some things you can do. First, build bus stops. Usually you want to place bus stops in residential zones and near popular destinations, like your stadium or library.

Trains should also factor into your transit plan. Build a few train stations along your railroads, especially near residential and industrial areas. Lastly, make sure all your roads are well-designed my system is fairly effective , and feel free to take inspiration from the transportation systems of the scenario cities.

The best way to keep crime down is to build plenty of police stations. Every police station covers a certain circular area, and they're most effective near the center of that circle.

Therefore, placement is everything. Ideally, you could cover every inch of the map without overlapping or covering an area outside the city limits.

Practically, this is impossible to do. There will always be uncovered areas, especially early on in the game, and that's not necessarily bad.

People always want more police than they need, so don't increase police funding or build new stations just because "Citizens Demand Police" appears on the upper news crawl.

There are three other things you can to do to deal with crime. First, enact the Neighborhood Watch ordinance. Second, you can increase funding for police especially in later years. Third, you can construct a jail. Of all the buildings in the game, the prison is probably the last one you should add. Even though they don't come with an annual maintenance fee, jails are still expensive to build, and they don't do much to fix crime problems.

You'd be wisest to place your pokey in an industrial area. Airports won't develop unless they have power and nearby transportation. They also need to be big - at least 1x4, and preferably larger. You can reduce the need for airport expansion by building sufficient road and rail connections to other cities. Airports generate a lot of air pollution in the form of noise, so keep them far away from residential zones.

Commercial zones often do well near airports, though. If you choose the first option, make sure to at least position your power plant if it pollutes a lot and dense industrial zones a reasonable distance from commercial and especially residential areas. Keeping traffic under control can be tough. If you choose the latter method, keep in mind that you'll initially be spending more on roads and electrical lines. Is R-C-I demand high? Are there plenty of undeveloped zones?

Are there no glaring problems with your city like high pollution or crime? If you answered yes to most or all of these questions, you've probably reached your Population Cap. Try adding a few parks and reward buildings to increase your Population Cap, and you'll probably get a surge of new residents and development.

If a zone doesn't have power, it won't develop, even if there's adequate transportation and no crime or pollution. If a lightning bolt symbol appears over a building for more than a month or two, you know that zone isn't powered. You can also press the B button to check the power status of buildings. Electricity can be transmitted through power lines, zones, and buildings, but not through roads or rails. Usually it's best to use power lines that are two segments long to cross roads and rails one-space long power lines often don't work right.

It's OK to zone over power lines, and when a building is erected on the site, the power line will disappear without causing any kind of electrical disruption. The main disadvantage of nuclear power is the risk albeit a low one of nuclear meltdown. This is rare unless the plant is overworked. Microwave facilities can also be the cause of disasters.

Power plants except for windmills don't last forever; they stop working after 50 years.



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