
SIM CITY 3000 Unlimited ------------------------------------------------
-----------------
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Michael Detwiler c 2000
Version 1.6
Last Update:  1/27/01
E-Mail- Psxmsta847@aol.com
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This FAQ can only be seen on gamefaqs. If it is on any other site please 
e-mail me. 

Version 1.6

How the version update number works: When I first post the FAQ it is 
version 1.0. Whenever I add an entire section I add .5 to the version. 
Whenever I straighten up the FAQ I add .1 to the version.                              

Contents

Intro
What's New?
Part 1  Starting a City
1.1 Customizing Terrain
1.2 Starting to Build
Part 2 Information on Various Structures
2.1 Landscape
2.2 Zoning
2.3 Transportation
2.4 Utilities
2.5 Civic/ Special Buildings
Part 3 When Disasters Strike...
Part 4 Adjust and Review
4.1 Making Money
4.2 Land Value
4.3 Ordinances
Part 5 Goodbye
5.1 Credits
5.2 Coming Soon

*Intro*
    
If you are new to any Sim City games by Maxis Sim City 3000 can be 
overwhelming . There are so many little details to this game.  If you 
have any experience with Sim City 2000 or Sim City Classic you will 
still notice tons of new stuff like garbage disposal (believe me that's 
a biggie), new disasters and new ways to stop them, better scenarios, a 
much improved query tool, and a  LOT more. Another thing, if you're just 
buying this game to cause disasters and blow up stuff don't bother.


*What's New?*
--------------

Version 1.0- The whole FAQ.

Version 1.5- The "What's New" Section,
             Ordinance Section (4.3)

Version 1.6- Straigtend up the FAQ and maps. 

  _____________________________
 / Part 1  Starting Your City  /
/_____________________________/

     One big question everyone asks when starting a new game is "where 
to start". Well if you're brand new to Sim City then start with a 
starter town or use the tutorial. They are very helpful to starters of 
the game. Otherwise, that's why I'm here. Select start new city from the 
opening menu. Now you must make some decisions for the format of your 
city. Your first choice is to select easy, medium, or hard. If your new 
to the game select easy. You then must choose a start date. Pick from 
2000 (easy) 1950 (medium) 1900 (hard). Why this order? Much like real 
life things must be invented before they can be used. Next choose large 
for city size. If you choose anything else you'll run out of room and 
wish your city was bigger. At the bottom you have two more choices. If 
your really brave mark disasters and definitly mark auto-budget. Now 
you're ready to choose you're terrain.

1.1 Customizing Terrain
--------------------------------
     When beginning a new city choosing a good terrain is very 
important. The less mountains and trees you have the easier it will be. 
As for water, well you'll have to decide. Building bridges is a lot 
harder than in previous installments. You can't just drag the road 
across water and expect a bridge to be built. The terrain on both sides 
has to be perfect  elevation and there can't be any buildings around, so 
for your first city keep the water low except for a river and a pond or 
two. As for when you pick the physical features NEVER make your city and 
island. This will cut off all neighbor deals except for the garbage ones 
which really stink : (  Make the middle a river. Now you're ready to 
start building.

1.2 Starting to Build
---------------------------
     You're done with that, so now what? The answer is to start 
building. How? I'll give you an example

R = road
r = residential   (light)
c = commercial  (light)
i = industrial  (light)
O = oil power plant
F = fire station
P = police station
w = body of water
p = pumping station * 
I = incinerator + 
H = hospital
S = school
L = power lines
                                                            
      wwwwwwwwwww        
      wwwwwwwwwww
      wwwwwwwwwww
           p
                      H	
   R  R  R  R  R  R  R  R  R O
S  R rrrrrrrR ccccR iiiiiiiR 
   R rrrrrrrR ccccR iiiiiiiR 
   R rrrrrrrR ccccR iiiiiiiR       
   R rrrrrrrR ccccR iiiiiiiR F
   R  R  R  R  R  R  R  R  R P
                     R   L
                     R   L
                     R   L
                     R I I I
                     R I I I 
                     R I I I

* If you have mostly salt water use a desalination plant. If you're 
starting before they are invented use a water tower ( thay don't have to 
be near water) and remember to build water pipes.

+ If you start in 1900 use a landfill, incinerators not avilable. 

If you don't quite understand this map I will better explain it later in 
the FAQ.

  _____________________________________________
 /  Part 2 Information on Various Structures  /
/____________________________________________/

2.1 Landscape
-------------------
Okay, these aren't really structures but they are listed here anyway.

Plant Trees-  $3

Planting trees can only have a good effect on your city. (1) They raise 
land value (2) lower pollution and (3) shuts up critics who keep saying 
your city is an industrial wasteland. So by all means go ahead and plant 
trees. They really raise land value if placed around parks.

Create Water- $150 a square (on clear terrain)

Creating water is good if you have mostly salt water in your city 
because unless it is connected to a body of salt water it is always 
fresh water. This will save you countless $$ because pumping stations 
cost less and last longer than desalination plants, and you don't need 
as much of them as water towers.

Lower Terrain- $25 a square (on clear terrain)

Lowers the terrain by one. If you lower it enough you will reach sea 
level.

Raise Terrain- $25 a square (on clear terrain)

Raises the terrain by one. If you raise it enough you will create a 
mountain which raises land value.

Level Terrain- N/A

Levels the terrain. Comes in handy for hilly terrain because you can't 
build on it which wastes a lot of land.

Bulldose- N/A

The larger the object you bulldose the more it costs. Avilable under all 
sub-menus.

2.2  Zoning
----------------
Industrial- Light $10 Medium $20 Dense $50

This is where the majority of your sims work. Always make sure that 
there is equal industrial and residential zone. It is a good idea to 
place industrial zones on the edges of your map so half your pollution 
goes to your neighbor. Land value in industrial zones is usually very 
low so don't worry about that. Just remember: if you start a city in 
1900 you will have heavily polluting industries than if you start in 
2000. If you see a lot of smockstacks in the year 2000 try enacting some 
ordinances to get some clean industries. Industrial zones develop no 
further than five tiles from a road.

Residential- Light $10 Medium $20 Dense $50

This is where your sims live. Make sure it is far away from industrial 
areas to keep land value high. Also, when putting a certain object near 
resodential zones use the NIMBY (not in my backyard) rule. So if your 
placing a jail somewhere in your city, place it away from residential 
zones. You don't want a jail in your backyard, do you? I didn't think 
so. (I'll talk about raising land value later in this FAQ) Look again at 
the map in section 1.2. See now why I have things the way I do? 
Residential zones develop no further than two tiles away from the road.

Commercial- Light $10 Medium $20 Dense $50

This is where the rest if your sims work. If you're looking for 
skyscrapers in your city here's where they are. Commercial zones are 
best placed when seperating industrial and residential zones. In a young 
city you don't need many of them, but as commerce increases you might 
have more of these than industrial zones. 

Landfill- $50

Well, landfills are a cheap way of getting rid of garbage but once you 
put them in you will wish you didn't. They cause pollution, take up 
space, lower land value, and are a pain to get rid of. That's why unless 
you're starting in 1900 build an incinerator. They pollute a lot more 
but as long as you put then out in the middle of nowhere they're fine. 
If you are thinking of putting one in they need road access.

Seaport- $250

Cheaper than airports, these help boost commerce in a young city. To 
develop they must be on a coast and be 6x2 tiles. Make sure that they 
are on a waterway that is flowing out of your city or else they will do 
nothing. These also allow you to have garbage deals with your neighbors.

Airport- $500

These really boost commerce but produce a lot of pollution. They must be 
3x5 to develop. If you put them out in the middle of nowhere put subways 
and or bus stops and trains besides just roads. This will help cut down 
on heavy traffic. Be sure to put them away from residential areas.

Dezone- $2

Erases a zoned area. The area must be clear to do this (bulldoze any 
thing on top). I really don't use this very often because you can zone 
right over zones. Useful for getting rid of empty landfills.

2.3 Transportation
-------------------------
This is how your sims get around. You must have a good transpotation 
system, but it is almost impossible to have a large city with no major 
traffic problems. It seems like the more you build, the more people 
complain.

Road- $10

The basic way of getting around. They are the easiest for you...well in 
the beginning. Their's no doubt you need roads, but don't rely on them. 
Rely on other forms of mass transit. All the sims do is grumble about 
roads. And if you are like me and live in Ohio you know what it feels 
like.

Highway- $600 (4x4)

Just roads that are really expensive and are double. I build these in my 
city but no one hardly ever drives on them. Also, they are very hard to 
put up. You not only need the highway but the onramp to the highway.

Onramp- $75

Connects a road to a high way.

Here is an example of how to build highways and onramps:

H = Highway
R = Road
O = Onramp
HR = Highway/road crossing

             R  R  R  R  R   R
             R  O  O  O      R
      H  H  HR  H  H  H  H  HR  H  H  H  H  H  H  H  H  H
      H  H  HR  H  H  H  H  HR  H  H  H  H  H  H  H  H  H
             R       O  O  O R
             R  R  R  R  R  R  R  R  R

Bus stop- $150

For those sims who don't have cars but still like roads their are bus 
stops. Place them directly next to roads. Just visualize your city and 
think of where the bus stops would be. Great when placed next to 
airports and seaports.

Rail- $10

My mostest favoritist way of mass transit. Run rails throughout your 
city connecting them to rail stations. Most efficient when one train 
station is in residential areas and one is in industrial areas.

Train Station- $250

Connect them to rails so people can get on the train (duh).

Subway- $150

Most exspensive form of mass transit. Good for space deprived cities. 
Basicly the same as rails only underground.

Subway Stations- $500

Connect to subway so people can get on subway train (duh).

Subway to Rail Connection- $500

A cross between a subway station and a train station. If you try to 
build a rail bridge over water but no matter how hard you try it won't 
let you, build a rail up to the body of water then put a subway to rail 
connection and build subway under water.

2.4 Utilities
----------------
Power Lines- $5

These carry power from the power plants to your sims. Unlike the other 
Sim City games you don't have to build a million of them. It seems that 
roads conduct electricity in Sim City 3000.

***Power Plants***

During the corse of the game you will go through many, many power 
plants. Here they are:

Coal Power- Cost-  $5,000   
            Max. power output- 6,000 MW-h  
            Pollution- Hazardous 
            Max. Age- 62 yrs.

Coal power is a good source of energy if you start in 1900 and are on a 
tight budget. They produce a fair amount of power, put be sure they are 
far away from civilization because thay pollute A LOT.

Oil Power- Cost- $8,500
           Max. power output- 7,000 MW-h
           Pollution- Very High to Hazardous
           Max. Age- 65 yrs.

When I start a new game I always use a oil power plant. They give more 
power than coal, pollute less, and last longer. They are also more 
expensive but are well worth the cost.

Gas Power- Cost- $4,500
           Max. power output- 3,000 MW-h
           Pollution- Very High
           Max. Age- 73 yrs.

I never use gas. It is sinifacantly cleaner than coal, but when you can 
buy a coal plant for just $500 more which gives off double the power why 
in tarnation would you use gas? Becomes avilible in 1955.

Nuclear power- !MELTDOWN DANGER!
               Cost- $20,000
               Max. power output- 16,000 MW-h
               Pollution- Low
               Max. Age- 66 yrs.

NEVER EVER use nuclear power plants unless you have the disasters off. 
What have we learned from the one in Chernobyle? Three Mile Island?? 
Whenever they blow (overuse, over maximum age, destroyed by disaster) 
they let off radiation which never goes away. Avilible in 1965.

Wind Power- Cost- $250
            Max. power output- 200 MW-h
            Pollution- None
            Max. Age- 132 yrs. 

Until microwave plants are avilible, I use wind. You need many of them 
to power a city and they only reach top power output on tall hills but 
they're not to bad. They don't pollute and last a long time. Avilible in 
1980.

Solar Power- Cost- $15,000 
             Max. power output- 5,000 MW-h
             Pollution- None
             Max. Age- 110 yrs.

Solar power is clean, lasts a long time, and is a major ripoff. Coal 
produces more power and is cheaper. The only real advantage is the 
pollution. None what-so-ever.

Microwave- Cost- $30,000
           Max. power output- 14,000 MW-h
           Pollution- None
           Max. Age- 75 yrs

The best power source until 2050 when fusion power is invented. It 
dosen't give off any pollution, produces almost as much power as a 
nuclear plant, and lives to a ripe old age. It is a bit expensive but 
it's worth it.

Fusion- Cost- $50,000
        Max. power output- 50,000 MW-h
        Pollution- Low
        Max. Age- 60

Fusion is the best power plant in the game. Don't worry it's not nuclear 
fusion so their is no risk of a meltdown. It gives off a lot of power, 
hardly any pollution, but its max age is short and you need to replace 
it often.

Water Pipes- $5

These carry water from the water structure to your sims. They give off 
water seven tiles in every direction.

Water Structures

Pumping Station- Cost- $300                                  
                 Cubic Centimeters per Month- 1,500
                 Max. Age- 110 yrs.

The best way of getting water to your sims. If you have mostly fresh 
water setup the pumping stations along the coast. Once you make more 
money you can create your own water to use the pumping stations to their 
full potential:

W = water you created
P = pumping station
L = land

L L L L L L L L L L L L L L L L L L L L L L L L L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L W P W P W P W P W P W P W P W P W P W P W P W L
L L L L L L L L L L L L L L L L L L L L L L L L L


Water Tower- Cost- $150
             Cubic Centimeters per Month- 600
             Max. Age- 130 yrs.

Water towers take up a lot of unnessacary room and pump less than 
pumping stations. On the upside they don't need to be near a body of 
water.

Water Treatment Plant- Cost- $15,000
                       Cubic Centimeters per Month- 60,000
                       Max. Age- 70 yrs.

If you have high water pollution put some of these in. They will clean 
up your water.

Desalination- Cost- $1,500
              Cubic Centimeters per Month- 5,000
              Max. Age- 100 yrs.

If you have mostly salt water in your city and and can't afford to put 
your own water in use a deslination plant. It turns salt water to fresh 
water.

*Garbage Disposal*

Recycling- Cost- $5,000
           Max. Age- 75 yrs.

In my best city I was able to eliminate 38% of my garbage by recycling. 
It can be a major $$$ saver. To check and see how much garbage you are 
eliminating go to view data and see. Also, make sure your recycling 
system is adequate by clicking on it with the query tool. Becomes 
avilible in 1970.

Incinerator- Cost- $7,500
             Tons a Month- 4,500
             Max. Age- 80 yrs.
             Pollution- Hazardous

I prefer these over landfills even though they pollute a lot more. If 
you accept a garbage deal definitly get one of these.

Waste-to-Energy Incinerator- Cost- $25,000
Tons a Month- 5,250 
Max. Power Output- 5,000 MW-h
Max. Age- 62 yrs.
Pollution- Very High

Greatest way of garbage disposal, and not a bad power source either. 
Definitly worth the cost. Produces as much power as a solar power plant.

2.5 Civic/ Special Buildings
------------------------------------

Police Station- $500

These are very important fot the safty of your sims. Without these riots 
will break out and there will be noting to stop them. Each one covers a 
certian amount of land so you will need more than one. Go to the data 
maps under view data to see where you need more police stations. Also, 
make sure the funding is high, but not to high because then you will 
have police oppression.

Jail- $2500
      Number of Cells: 300

Jails are where your criminals go after they are caught. Without them 
the criminals will go back out on the streets and your crime rate will 
skyrocket. Keep an eye on how many crimainals are in each one to see 
they don't get over crowded. Don't build them close to residential 
zones.

Fire Station- $500

Fire stations are where the fire department lives and works along with 
the dalmations. Without them you won't be able to put out fires. If you 
disable disasters you won't need any.

Health and Education

All health and education buildings get a grade, A-F.

Hospital- $500

This is where sick sims come to get better. Hospials also boost commerce 
because if your neighbors have poor healthcare they will come to your 
city if you have good healthcare. Every hospital can only hold so many 
people.

School- $500

Young sims attend school here. It raises their I.Q. Like hospitals they 
only carry a limited capacity so you will need many schools. These are 
best placed near residential zones.

College- $3000

Just like schools, only they are for older people. They also promote 
high-tech industries.

Library- $1000

Keeps aging adults I.Q. sharp. Great in residential areas.

Museum- $1500

Kinda like a library only on a bigger scale.

Parks and Recreation

...can be found in the land value secton. I'll list them here, though

Small Park
Large Park
Fountain
Pond
Playground
Marina
Zoo
Sports Park

Landmarks

Free! Great Right? Not! They do nothing and you only pay to rip them 
down! 

Rewards and Oppertunities

Sometimes a petitioner may come to your city. They offer you stuff to 
put in your city.

Some are Good For your city  (winter wonderland park)
                                          (spaceport)
Some are bad, but pay money (toxic waste conversion plant)
                                        (gigamall, Casino)
More info in the land value section.

  __________________________________ 
 /  Part 3 When Disasters Strike.../ 
/_________________________________/

*Go to Disaster*

Centers the screen to your disaster if you have one.

*Activate Warning Siren*

Alerts sims if there is a disaster. Can save lives if it is put on early 
enough.

Disasters
---------

Like any real city your city can have disasters. Here they are and how 
to control them.

Fire

Easiest disaster to stop. As soon as it starts dispatch firefighters to 
the area and surround it too. If you don't have a fire department 
bulldoze everything around it and hope it dosn't spread.

Tornado

Nothing you can do to stop it. Many times it will miss your city, 
though.

Earthquake

Over in a matter of seconds. Causes fires so follow the procedure for 
putting out fires.

Riot

A walking talking firestarter. First dispatch police to break up the 
riot then the fire dept. to put out the fires they cause.

UFO

Little aliens come in their UFO's and zap up stuff (especially 
landmarks) no way to stop them.

Whirlpool

Not a very dangerous disaster because it won't cost you anything 
(hardly). It only wrecks seaports which rebuild automaticly and marinas.

Space Junk

Satellites that crash into your city. They cause huge diviots in the 
land and catch things on fire.

Toxic Cloud

Happens where ever you have high pollution. The toxic rain comes down on 
your city and melts it. If you live on the boarder of Canada near the 
big cities of the east then you've had some experience already (acid 
rain), only this is 100 times worse!

Plauge of Locusts

This disaster only happens when you have farms. They will eat all the 
vegetation, including trees.  Dispatch the crop dusters to the farms in 
which they are heading. Don't spray the poison on the locusts 
themselves, but on the crops so you can poison them.
  _____________________________
 /  Part 4  Adjust and Review /
/____________________________/

4.1 Making Money
----------------
Well, having all the stuff I mentioned above is nice but you can't have 
it without money. This section will help you make money and maintain a 
balanced budget.

The Budget

Taxes

Always keep your residential, industrial, and commercial tax at 7%. Any 
more people will move away. Any less you won't make any $$$. So keep it 
there and don't change it.

Ordinances

If you need money enact money making ordinances. If you have money enact 
ones to make your city a better place. (More in ordinance section) 

Loans 

Never take out a loan unless following my directions, And if you do 
never make it more than a total of $50,000. Any more and you will be so 
deep in debt that you will be voted out of office. (you have to pay 150% 
on all loans :(  

Neighbor Deals

Oh, the neighbor deals. Some are good if your city is young (import 
garbage). Some are good if you have money (export garbage, import 
power/water) some are bad no matter what (export water). Some are good 
if you want $35,000,000 in just around 200 years (export power). Want to 
know how I did it? (1) Take out a loan for $50,000. (2) Buy as many oil 
power plants as you can and place them on the corner of your map. (3) 
When you neighbors offer you a power deal accept it. Right now you 
should be deep in the red, but don't worry. Soon you'll be rollin' in 
the dough. When ever your neighbors want to renagotiate build more power 
plants. Once your oil ones get old build microwave and then fusion. In 
around 200-300 years you should have around $35,000,000 without 
cheating.

Business Deals

Here they are along with the pros and cons:

Toxic Waste Conversion Plant-  
Pros: $400 a month
Cons: Pollution

Maximum Security Prison-       
Pros: $250 a month
Cons: Crime Magnet

Gigamall-                                        
Pros: $300 a month
Cons: Stifels Commerce

Casino-                                         
Pros: $350 a month
Cons: Attracts Crime
      Must have legalized gambling ordinance (crime)

City Departments

Never lower the funding for these. Only raise them when you get richer. 
Exception- Leave the police budget where it is. You don't want police 
oppression in your city.              
 
4.2  Land Value
-----------------

The land value of your city depends on the type of buildings that will 
develop in your zones. The higher the land value, the higher the 
buildings.

Things that increase land value:

Small park- $100
Large park- $1000
Fountain-   Uses up water, better then small park.
Pond- Uses up water, better than fountain, comparable to large park.
Playground- Best when next to schools
Marina- Must be in water, Usually too far away to make significant 
difference in land value.
Zoo- expensive, really raises land value
Sports park- comparable to zoo
Police & Fire Stations- Give sims sense of protection
Hospital, school, library, college, museum- raises I.Q.
Rewards & Oppertunities- any that don't pollute or raise traffic.

Things That do Nothing

Fusion, wind, solar, and microwave power- clean, an eyesore
Water structures- sure to have water, but an eyesore 
Transit stops- cuts down on traffic, many people near your house
Highways- cuts down on traffic, noisy

Things that lower land value

Industrial Zones- While being low in land value, they bring down 
surronding land value, too.
Landfill- Pollutes, stinks
Airport- Heavy polluter
Seaport- pollutes
Power Lines- eyesore
Any power plant not listed that does nothing- pollutes, nuclear- risk of 
meltdown
Any garbage disposal- pollutes, recycling centers don't but still stink
*all of the above are best placed in industrial areas, which must be 
placed far away from residential areas.
                
 4.3 Ordinances

 Well, here it is the complete ordinance section (new in version 1.5)

*Utilities*

- Water Conservation  *Costs money*

  The sims are forced to used less water. If you have any money
  I would just build a pumping station.

- Power Conservation  *Costs money*

  Saves power. If I were you and were low on cash I would put
  in some wind power plants.

- Stairwell Lighting  *Costs money*

  Saves power in the sim's home's stairwells. Just like above.

- Mandatory Water Meters  *Costs money*

  This is an ordinance that if you enact it you will lose money
  two ways. (1) You have to pay for it and (2) you will lose money
  because these are for people who are getting ripped off on
  their water bill so you lose their money. If you don't enact
  it you will loose popularity.

*Health, Education, And Aura*

- Community CPR training *Costs money*

  This trains you sims to perform CPR. It will cut down on the 
  number of hospitals you have to build.

- Free Clinics *Costs money*

  For people who are down on their luck, free clinics provide a
  place for them to see a doctor. It will raise your health rating.

- Junior Sports *Costs money*

  This will cut down on crime. Instead of blowing up buildings,
  (joke) the youth of your city will be playing sports.

- Nuclear Free Zone *Costs money*

  This bans nuclear power plants from your city. While the common
  person really doesn't fret about the threat of a meltdown the
  snotty peoply just think it is dreadful. Enact this ordinance
  to keep them happy.

- Pro Reading *Costs money*

  Raises the IQ of your younger sims.

- Public Smoking Ban *Costs money*

  This ordinance is good for your city because it raises the health                      
  levels (secondhand smoke harms people). Of corse smokers will    
  complain.
  
*Public Safety*

- Mandatory Smoke Detectors *Costs money*
 
  You won't have to put in as many fire stations.

- Neighboorhood Watch *Costs money*

  Cuts down crime and you won't have to build as many police stations.

- Crossing Guards *Costs money*

  Raises health levels.

- Youth Curfew *Costs money*

  Makes a time limit for how late teens can stay out. Cuts down on   
  crime but teens will complain.

*Environment*

- Leaf Burning Ban *Free*

  Enact this ordanance! It's free and it makes free air.

- Landfill Gas Recovery *Costs money*
  
  Cuts down on landfill pollution.

- Backyard Composting *Costs money*
  
  Cuts down on garbage.

- Paper Reduction Act *Costs money*

  Cuts down on garbage.

- Trash Presort *Costs money*

  Recycling. Cuts down on garbage.

- Lawn Chemical Ban *Costs money*

  Less land pollution.

- Clean Air *Costs money*

  Read name.

- Industrial Waste Disposal *Makes money*

  Industrial companies must pay to dump their wastes.

- Mandatory Car Smogging *Costs Money*

  Less air pollution.

- Tire Recycling *Costs money*

  Read name.

*City Planner*

- Industrial Pollutant Impact Fee *Makes money*

  High-polluting industries must pay a fee or pack up and go. Attracts 
  clean industries.

- Electronic Tax Incentive *Costs money*

  Attracts high-density commercial busnisess.

- Farmers Market *Free*

  Free. Enough said.

- Conservation Corps *Costs money*

  Keeps you city beautiful.

- Electronics Job Fair *Costs money*

  Same as Electronic Tax Incentive.

- Public Access Cable *Costs money*

  Same as above.

- Clean Industry Association *Costs money*

  Same as above, only with industrial zones.

- Biotech Tax Incentives *Costs money*

  If you haven't caught on yet you're dense.

*Transportation*

- Parking Fines *Makes money*

  Read the title and use some common sense :)

- Carpool Incentive *Costs money*

  Cuts down on traffic and pollution.

- Alternate Day Driving *Costs money*

  Same as above.

- Shuttle Service *Costs money*

  Same.

*Finances*

- Legalized Gambling *Makes big money*

  Allows you to build a casino, and even if you don't you still make      
  money. Raises crime, though.


  ______________________
 /  Part 5 Goodbye     /
/_____________________/

Well this has been my first FAQ. I want to improve it so please send me 
your questions and comments or tips for the game. You will be given full 
credit. After all, what is an FAQ without some FAQ's?

5.1 Credits

To CjayC at gamefaqs for (hopefully) publishing this FAQ.

Want to have your name here? Send me info and I'll publish your name. 
(I'm really looking for cheats)

5.2 Coming Soon

(I need your help here too)

-new improved ordinance section..........Done! (in ver. 1.5)
-all of the rewards and oppertunities
-FAQ section (only if you send me questions)
-any corrections
-Cheat Codes






