____ _ ____ _ _ _ _ ____ _ / ___|(_)_ __ ___ / ___(_) |_ _ _ | || | | _ \ _ _ ___| |__ \___ \| | '_ ` _ \| | | | __| | | | | || |_ _____ | |_) | | | / __| '_ \ ___) | | | | | | | |___| | |_| |_| | |__ _| |_____| | _ <| |_| \__ \ | | | |____/|_|_| |_| |_|\____|_|\__|\__, | |_| |_| \_\\__,_|___/_| |_| |___/ _ _ | | | | ___ _ _ _ __ | |_| |/ _ \| | | | '__| | _ | (_) | |_| | | |_| |_|\___/ \__,_|_| Author: Warfreak Version: 0.6 Date Started: 31/10/07 ------------------------------------------------------------------------------ Table of Contents  Introduction, Rigged for Life [1.01] Introduction [1.02] Version History  Transportation [2.01] One Way Roads [2.02] Avenues [2.03] Ground Level Highways [2.04] Monorail [2.05] Grand Railroad Station [2.06] Elevated Rail [2.07] Public Parking Garage [2.08] Toll Booths [2.09] Ferry Terminals  Graphs and Data [3.01] Congestion v Volume Maps [3.02] Traffic Volume  Taxes [4.01] Agriculture  MySims [5.01] Microphone [5.02] U-Drive-It [5.03] MySims Transport  Purely Pointless [6.01] Signs and Labels [6.02] Building Style Control [6.03] Disasters [6.04] Transportation Map  Not So Pointless [7.01] Route Query  Strategies [8.01] Movement [8.02] Region Play [8.03] Utilities [8.04] Civics  Closeup [9.01] Power [9.02] Water [9.03] Garbage [9.04] Education [9.05] Healthcare [9.06] Rewards [9.07] Ordinances [9.08] Transit  City Building [10.01] Small Town [10.02] Medium Village [10.03] Large Suburb [10.04] Massive Metropolis [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Well, given the lack of guides on Rush Hour, I've decided to make one on the new features in Rush Hour, despite the game being released 3 years ago. It doesn't matter, I love this game. Anyway, lets start the guide on the features new to Rush Hour. As a note to those who haven't already, go to Simtropolis and download the latest NAM (Network Addon Mod). Why? Because it makes your Sims that much smarter in terms of pathfinding. They won't use cars all the time when the local subway system is faster. And for those who also haven't already, please read thy451's guide. It is a must read as it will help you understand the concepts. And forgive the obsession with the Subway, the best public transportation system on earth. ------------------------------------------------------------------------------ [1.02] Version History Version 0.1 [31/10/07] Finished my Sims 2 Pets Guide, starting a pet project. It should finish in about 2 to 5 updates. And I need to get the ASCII up there. Chapter 2 is done and that is the biggest area. The other chapters are relatively moot and easier to finish. 2 to 5 updates is certainly doable. Version 0.2 [1/11/07] ASCII art added. The guide is basically complete. I hope this helps for those playing Rush Hour and gives some tips on the new content. Version 0.3 [30/6/08] Felt like it needed an update. Moved it into an FAQ instead of an in-depth guide. Version 0.4 [1/7/08] Update, finishing this as an FAQ. 6 parts of Chapter 9 and Chapter 10 need to be finished for completion. Version 0.5 [2/7/08] Chapter 9 Complete. Now Chapter 10 needs to be finished. Version 0.6 [3/7/08] Completed Guide. I hope this helps people. ------------------------------------------------------------------------------ [2.01] One Way Roads Well, these roads do as they imply. They are one way roads, where traffic flows in one way, the way you decide it flow. Because it only travels in one direction, the road's capacity is doubled. It will make it far easier on intersections as there is no need for turning, and given the amount of turns and intersections in my city, there is a need for these. However, these do bring a problem. By foring traffic to flow in one direction, you should have a second one way road, in the other direction, to force traffic in another direction. Needless to say, the zoning for these areas should be commercial, given the desirability of the area, there will be a lot of traffic. In terms of commercial zoning, more traffic means more customers, a bonus for the Commercial Zones, which would thrive. The reason why it is not as good for Residential Zones, and some might disagree over its impact, is that traffic noise will be hell. Also, there will be problems over pollution. Given that if you have placed the roads properly, there will be a large number of cars given that the roads are forcing the flowing of a large number of cars. This large volume will produce large amounts of pollution, and this isn't too good for any zone. My opinion is that these shouldn't be used too often. I normally use a large public transportation system to ease traffic. However, if you are a keen motorist, you probably will need these in the heart of your traffic flows to ensure that traffic flows, and not create traffic jams. Let me show you an example of how these should be used. |->->->->->->->->->| |CCCCCCCCCCCCCCCCCC| |CCCCCCCCCCCCCCCCCC| |CCCCCCCCCCCCCCCCCC| |CCCCCCCCCCCCCCCCCC| |CCCCCCCCCCCCCCCCCC| |CCCCCCCCCCCCCCCCCC| |<-<-<-<-<-<-<-<-<-| Let the little arrows point show the one way roads and their direction. You can see that for every one way road, there should be another one nearby in the other direction. ------------------------------------------------------------------------------ [2.02] Avenues These are the most wonderful additions to Rush Hour. Although you can build 2 roads next to each other, the avenue has benefits over dual roads. First of all, traffic flows in one direction. Let me provide you an example of the two examples, one of dual roads, the other of an avenue. Dual Roads =========================== ->->->->->->->->->->->->->- <-<-<-<-<-<-<-<-<-<-<-<-<-< =========================== ->->->->->->->->->->->->->- <-<-<-<-<-<-<-<-<-<-<-<-<-< =========================== Avenues =========================== ->->->->->->->->->->->->->- ->->->->->->->->->->->->->- =.=.=.=.=.=.=.=.=.=.=.=.=.= <-<-<-<-<-<-<-<-<-<-<-<-<-< <-<-<-<-<-<-<-<-<-<-<-<-<-< =========================== The key is that the arrows point in a direction indicate the traffic direction and the lane direction on the roads and the avenue. As you can see, the avenue is far superior to dual roads. The traffic flows in two lanes, rather than one, unlike the dual roads where it is still one lane. As such, there is a higher speed limit on the avenue, making it faster and better for relieving your conjested roads. Roads simply cannot cope with the amount of traffic, while the avenue can handle is so much better. Where should you place these. Obviously, in your highly conjested areas. Of course, you will need to demolish some buildings if your city has no room for improvement, like mine. However, when you are planning new residential zones, especially the high density zones, you will need avenues to replace the roads, and the streets if you use auto streets, because high density will produce a lot of traffic, even if you have public transport. However, don't be too liberal with avenues. They do cost a fair amount to maintain if you have a lot, but, the amount of happiness your Sims will gain, and the improvements on commute time will be paid for in taxes. Let me show you a method to plan your residential areas, well, this is how I now plan them anyway. =============================== =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC= =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC= =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC= Key =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR= = means Road =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR= + means Avenue =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR= C means Commercial Zoning +++++++++++++++++++++++++++++++ R means Residential Zoning +++++++++++++++++++++++++++++++ =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR= =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR= =RRRRRRRRR=RRRRRRRRR=RRRRRRRRR= =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC= =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC= =CCCCCCCCC=CCCCCCCCC=CCCCCCCCC= =============================== Well, this doesn't include anything such as police, education, and such, nor does it include public transport. However, the main theory behind this is that the residential lots face the road. By doing so, all traffic from the residential zones flow onto the avenue. By doing so, this will relieve the conjestion from the roads. Also, the reason for the Commercial Zones is that is will provide close jobs, that will relieve pressure on the avenue as it will be conjested as the area becomes High Density and more cars come along. Anyway, this is a basic plan. You can use it, not use it, take some ideas, or laugh at it. If you do use it, place public transport and the other anemities needed to make it a better place. While I am at it, public transportation is best with a little mod off Simtropolis. It is a mod, the name escapes me, where you can place a bus/ subway station on a road, avenue and street. This makes it easier as it does save space and allows for two transportation system in one, with little maintenance cost. With this mod, I spend about Ã‚Â§3000 in maintenance of the stations and subway, making about Ã‚Â§8000 in fares. Who says public transport sucks? ------------------------------------------------------------------------------ [2.03] Ground Level Highways I am not a big fan of Ground Level Highways. I will admit this straight off the bat. However, I am not a fan of Highways altogether. The only impressive thing about Highways is that its massive commercial buster effect. Anyway, let me talk about Ground Level Highways. The Ground Level Highways are most cost effective, therefore, cheaper to build and maintain than their Elevated counterparts. However, unlike the Elevated Highway, the Ground Level Highway cannot build roads or streets unleath it. This is a problem as the Ground Highway requires you to build overpasses to allow traffic to cross over the Highway. This serves as its own problem as it is expensive to maintain a lot of overpasses. Well, the beneficial part of overpasses is that they also serve as entry points of the highway. This is important as it also acts as a U turn for the highway. That is, traffic can entry through the Side Onramps, which allow traffic to join the Highway on a parallel road, and reverse their direction on the overpass. Like the elevated Highway, there are three lanes. Unlike the avenue, there are problems with Highway use altogether that I find problematic and don't like. The first and first, is intersections. Whereas on roads and avenues, the intersections can act as turning points as well as U turn areas. The Highway has no way for that to work without the use of T junctions and the Cloverleaf, both consume large amounts of space. The Cloverleaf is the worst by far. It sucks up large amounts of valuable real estate that can be better used to build up your economy. It is also expensive to maintain. The second intersection is the T junction. This, unlike the Cloverleaf which combines 2 Highways, combines 1 with another, meeting at a perpendicular junction. This also sucks up large amounts of space as well. The second problem are the lanes. There are 3 lanes, as usual, but there is no real method to change from one direction to another. The use of overpasses need to be common because that is the only method to change lanes from side on ramps. This is a problem not common with the elevated Highway system as you can have roads underneath the highway to another Side ramp. Therefore, the only use I can find for Highways is the Commercial buster of 100,000. For more information, consult thy451's guide available freely on GameFAQs. Other than that, it is a waste of space that can be easily fixed with clever use of roads, avenues and a public transport system. However, sooner or later in the game, your Avenues are not going to be able to keep up with all the extra residents who want to use their car instead of public transport. This means that you are going to have to replace the Avenue with Highways. The problem is, both Highways need some onramps and offramps that require you to do some demolishing. I really don't like demolishing, since there are jobs and people living there. ------------------------------------------------------------------------------ [2.04] Monorail The monorail is a fast moving public transport system that you can use in your city. Indeed, the monorail is a fast system, look at the speed of the monorail unit. I have use these systems before, and there are some pros and cons that I wish to discuss with you. Lets start with the benefits first. The first benefit is the speed. The units are fast, reducing the commute time of those who use the monorail. This will be great for your city as lower commute time increases the desirability of an area, making you more in taxes. Another benefit is that doesn't interfere with your road system. Don't get too carried away. You cannot actually build on the roads, you can pass over them with your monorail. This is great, because, unlike trains, this will not hold up your impatient Sim drivers below. The third, and most pointless benefit is because it looks much better than its Elevated Rail counterpart. Again, pointless point. However, there are several disadvantages of a monorail system. The first is that the rails are inflexible. Unlike the Subway, where you can have the rails bend in any way, shape and form, the monorail is rather like the train system. You need to have a curve to turn the monorail, taking up valuable space below. Of course, you can place this over a road, but it will need slightly more space than that. The second arises from the first. Because the system is inflexible, there will not be many stops. Again, unlike the Subway system, where you can have a stop anywhere, you can only have a stop, logically one would assume, on monorail tracks only. To have full coverage of a city, even on the smallest map, your monorail system will be in criss crosses everywhere to provide full coverage. And for those who ask, my monorail city was a failure. It didn't provide the fast commute I was hoping for. The third disadvantage is that it still consumes land. Although roads can be built beneath it, just as a crossing mind you, most of the monorail will consume the land beneath it. Nothing can be built beneath it, making it rather annoying, and a waste of space. No Zoning, no buildings, nothing. For the last time, let me compare this with the Subway. Although the Subway system has a very high initial setup cost, it doesn't not waste as much space, only land for the stations. Therefore, my final verdict? Fail. I won't use it, but that doesn't mean that you shouldn't, or try at least. If you want an above ground rail, use the Elevated Rail instead. Much better than the monorail. ------------------------------------------------------------------------------ [2.05] Grand Railroad Station Well, the Grand Railroad Station is actually a reward. It is model on Grand Central Station of New York. Anyway, if you are a railroad user, which I am not, you can place this in the heart of your Commercial district. This is for the reason that it will increase the desirability of the nearby Commercial zones as well as serve as a railway station. This railway station has the capacity of several train stations, so it would be wise to place it in the heart of Downtown. Again, I prefer to use Subway, better and faster. ------------------------------------------------------------------------------ [2.06] Elevated Rail I would give the same comment as the monorail, rather pointless. However, unlike the monorail, there is a standout difference. The Elevated Rail is the overhead extension of the Subway system. Through the construction of a Subway- Elevated Rail Transfer, you can link the two systems into one rapid transit system. Still, the problem of Elevated Rail remains. It drains up the valuable space above the ground as well as not being able to provide full coverage without the backup of the subway system. Still, if you do use the monorail, I suggest that the Elevated Rail system replace it for several reason. In case of inflexibility, there is the option to revert to the Subway system to provide full coverage of your city, in lieu of the hapless monorail system. This is an added benefit, as if the Subway costs get to expensive, in more open areas, with room to spare such as large distances, the Elevated Rail System, still connected to the Subway system, will be able to appear, without the need to build transfer points. Besides the cost savings, if you decide, for some reason or another, to use the Elevated Rail, you can have the option to service areas that are too steep or hard, such as mountains, in which Elevated Rail cannot service. Again, this is more on a supporting system of the Subway. However, I belive that Subways, and to a smaller extent, Buses, play the most important role in public transportation. The Elevated Rail plays the role of a cheaper, more open form of the Subway. However, when your city does develop, the large open spaces will disappear and soon, your Elevated Rail will perform a full retreat underground. Therefore, stick with the Subway and the Buses, they are the main players, with the Elevated Rail playing a support role if need be. For the love of God, don't use the monorail. It is hopeless. With a capital H, but you get the idea. ------------------------------------------------------------------------------ [2.07] Public Parking Garage These, for me, don't have much purpose in the game. The supposed use of the parking garage is that it provides a place for Sim, who like to drive, a place to park their little cars, and then board a form of public transport. These should be placed in the residential areas for the following reasons. The commute time will be quicker, hopefully. This is because most Sims will drive up to the garages and park there, and ride public transport. With more cars off the streets, your Sims who remain driving will have an easier commute while the Sims who parked will hopefully have a faster commute. Also, Sims only have a car. They don't have two cars, one in a residential area and another in a Commercial car park. Therefore, RESIDENTIAL AREAS ONLY. Let me explain the theory begin the parking garage. You can build less public transport stations in residential areas with the parking garage as your Sim can drive to the garage, walk to the station, and catch public transport. This public transport will then serve all areas in the commercial and industrial areas where they work. Therefore, less stations in the residential area, more in commercial. Once there and out of the station, they walk to their workplace. However, there is a good argument against. If you have a decent public transport system, you will be able to service all areas, residential, commercial and industrial, therefore, the need for these garages is moot. Also, if there a large demand for the garage, this will place a lot of strain on your public transport system, pushing it into overcapacity, and that will lead to slower commute times, instead of faster commute times. Again, however, a reason for is that you can force your Sims to use public transport to go to other citys, if they have jobs, and make money off them. With the addition of the Network Addon Mod, the usefulness of these Garages is near none. Again, it all depends on your public transportation network, because afterall, you might just find a use for these little critters. ------------------------------------------------------------------------------ [2.08] Toll Booths If you really want to make money off your roads, you can now do so. If you have a conjested road, playing a toll booth will force your Sims to pay for use of the road. A few of these can force Sims to pay for entry to one location. You can place tolls on streets, roads, avenues and straight segments of highways. Of course, say if there was only one travel route to an area with a lot of jobs. By placing a toll there, you force all Sims travelling by car to pay you money to get to their end location. And what is to stop you from placing more than one? The more the merrier. You can have 10 tolls on a straight segment of highway from A to B, making you tons in profits. However, is it too good to be true? Point one, the tolls do nothing to relieve the conjestion on the roads. All it does it force Sims to find another, toll-free route to work, creating conjestion on other roads. Certainly not relieving the conjestion. The second point is that the tolls actually increase the commute time. These are not your cashless scanners, these are ones where you stop, dig out some coins and pay the person in the booth. This, therefore, increases the commute time. Not good. The third point is that your Sim do not like paying tolls. No one will want to pay for something that was previously free do they? This will cause for a drop in your mayor rating, which can make the difference between that elusive reward that you've got your eyes on. A final point, which is minor, is that there will be no road access to the zones that face the toll booth. These serve as buildings, therefore, zones will have the no car zot over it. Use these areas to place parks. My opinion? Don't use tolls. There are many other methods to raise money rather than tolls. If you do so, you enjoy the money you make, which will make you, in a way, dependent on toll money. Much like fares from mass transit, it can move up and down, in an unpredictable manner and therefore, an unreliable source of money. You make more from taxes if you play it right. ------------------------------------------------------------------------------ [2.09] Ferry Terminals Well, this is mainly for those with islands on the map, or water. These come in two flavours. Passenger Ferries and Car & Passenger Ferries. This is done to an alternative to a bridge. Bridges are relatively expensive and this is a cheaper alternative to cross the water. You place the terminals on the edge of the water, rotating it and mucking around until you get the terminal right. This has to be done for both your entry and exit point. These need to be connected to a road to passengers and cars can access the terminals. The passenger ferry only takes pedestrians while the car ferry can transport both pedestrians and cars. The two ferries cannot dock at each other's docks, they can only dock on their own type. If you are on the same body of water as another city, you can make travel to other cities with ferry terminals on both sides. However, the problem with ferries is their speed. You commute is likely to suffer until you build the bridges or you pay for the public transport such as buses (with the bridges of course) and the subway, which can bypass water, making it fun. Therefore, ferries, for me anyway, are a no go. Seriously, do not rely on the ferries if you want quick commute. In fact, don't rely on them at all, build mass transit such as Subways and proper use of roads, avenues, and in the rare case, the Highway. ------------------------------------------------------------------------------ [3.01] Congestion v Volume Maps One of the most useful additions to Rush Hour without a doubt, if you want to manage your city properly. The first part of the map is the conjestion map. The conjestion map will show you the conjestion of your city's infrastructure, or to be more accurate, transportation infrastructure. It will show you the road, street, avenue or highway in several different shades of blue. The first will be white. This means it is hardly conjested and is handling rather well. From the white onwards, the shades of blue will progressively get darker. Light blue means it is ok, handling rather well. However, if you get full blue, as in a nice, dark shade of blue, it means the road is heavily conjested and it would be wise for you to upgrade the road. This map basically gives you a general idea the areas that will need improvement, and where the traffic actually flows. The second is that you can change from conjestion to volume. Volume shows you the actual amount of traffic that flows on any specific piece of transport infrastructure. Unlike the conjestion map, the volume graph can, as well as show you the amount of cars on the roads, it will show the amount of people using public transport, such as monorail, subway, rail, etc, as well as the volume of freight trucks around the cities, ferries and pedestrians. This shows you where the most cars are, better if you want to make a successful tollroad. There are two parts to the volume map. These is the morning commute and the evening commute. You must realise that Sims don't always travel the same way to and from work. This will show the effectiveness of your one way roads if you have any as this will have a significant impact on volume. Again, like the conjestion graph, there are 5 shades of volume. Green means that there is little traffic, while yellow means a fair amount. Red basically means that you need some serious improvement. If it is red for a road system, it can be easily replaced by avenues. However, if the avenue is red, that will cause you some problems as only the Highway can outdo the avenue, and placing a brand new highway in downtown can cause some serious problems. Therefore, you are going to have to relieve those red areas with public transport, either buses or subway, depending on your preference. Let me remind you that you can also check the volume of your public transport system. This will show you the areas that you can remove to save some money because no one is using it, and show you the areas that you need to back up with more infrastructure. Do not forget that you should be careful with using buses to relieve your conjested road system. The problem is, because you are using buses, a road vehicle, it will add to conjestion. It should remove the volume of cars, but will still conjest the roads as it will increase the volume of buses. In case you don't understand, by using buses, you will be increasing conjestion on the roads because buses are still road vehicles. The reason I have titled it Conjestion v Volume is because there is a difference between volume and conjestion. Conjestion means how much the road is over capacity. Volume shows the amount of users of a specific transport infrastructure system. For example, you can have a Highway that is not conjested, ie, white, whereas the volume is high. This is because the highway can handle large amounts of traffic. The other extreme is a street. It can be heavily conjested, ie, a deep shade of blue, while its volume is relatively low. This is because it is far overcapacity, because the street cannot handle large amounts of traffic, where the volume might not actually be that large. This is easily demonstrated by the fact that a Highway can hold 4 times the traffic of a road which in turn, holds 10 times more traffic than a street. Check thy451 guide for more about the capacity of roads, streets and highways. Therefore, remember the difference. Conjestion is how much a road is over its base capacity and volume is the amount of users of a specific transport mode, be it cars, buses, freight trucks to rail. ------------------------------------------------------------------------------ [3.02] Traffic Volume The new form of graph data available to you as mayor. This basically shows you the composition of all traffic used. But with this graph, you must remember that some Sims may "double dip" so to speak. This is because they may walk towards a subway system to get to work, making that Sim's travel show up twice. This is easily demonstrated in a large city. You can use the graph and add up all the traffic volumes, and that will easily exceed your population. Therefore, this double dipping system is true to an extent. Anyway, if you have public transport, as Mayor, your concern is to have a large volume of public transport travel over cars. You do not want cars to dominate traffic for several reasons. 1. It will jack up pollution faster than a fighter jet at top speed. Even with the Automobile Emissions Reduction Act, pollution will be terrible. 2. It will not be good for commute time. The more cars on the road, the more people who will block the flow of traffic. 3. It isn't a difficult task to have a road system compared to a efficient public transport system. Ergo, you should use the traffic volume to see where your city is heading. And try to keep cars as low as possible, since you don't want commute time up to your neck. Why am I so towards a shorter commute? Well, commute time will be a big factor in desiribility, and that means taxes. Shorter commute will lead to more Sims wanting to desire to be there, leading to Ã‚Â§Ã‚Â§Ã‚Â§ Sims, making you more money. This is the reason for short commute. And mass transit can provide this. Proof of this is my Metropolis, which is a city on the LARGEST POSSIBLE MAP. Guess the Commute Time. 60 minutes. The maximum possible is 150. So it isn't too bad, but could be better. ------------------------------------------------------------------------------ [4.01] Agriculture Whereas in SimCity 4, agriculture was there for the farmers market, to pollute your water and to look pretty, in Rush Hour, they are a tad more useful, providing some money to your city's coffers. Don't get carried away with this however. They do not provide a lot of money. In fact, I have built some cities, where it is just farmland, no residents, no shops, no anything except for farms. The taxes are enough to maintain the wind turbines and the roads with a little profit of Ã‚Â§100 at most. Therefore, do not rely on farms for taxes. You are better off rezoning your light density industrial land to medium or high, as you make more in taxes from dirty, manufacturing and high tech. Of course, you will rely on high tech in the end if you want a sprawling metropolis. How your Sims get their manufactured goods from firms that wheel and deal in Tiberium beats me. Actually, it does make sense, because Tiberium is basically a crystal that sucks in minerals. Guess Kane isn't all that crazy after all, nuking GDI's orbital command. Anyway, Agriculture taxes isn't too great, and is really, a last resort for you. ------------------------------------------------------------------------------ [5.01] Microphone MySims, which has become a game on Wii and DS, has been expended in Rush Hour. The first big improvement is your Microphone tool. Really, it is vox popping a random Sim on the street. Anyway, there are two colours from your Sims thought bubbles, red and green. Red obviously means you're doing a crap job here in their opinion whilst green means you're doing fine. The icons they use are symbolic of what they think. The scales for example, means law and justice, the little snake on the staff (I seriously cannot remember the name of that thing), represents health, cars means traffic and commute time whilst the graduation hat means education. Sometimes, you might get the sun, which probably means pollution, but can be pointless. To use the microphone tool, click on the MySims panel and click on the Microphone tool. Zoom down to street level, and click on a random Sim with the Microphone tool. If you are allowed to vox pop them, you will see the mike change colour. Click on them to see their opinion. Everytime I try, they seem to disappear. Guess they don't like me interrupting their morning walk but they interrupt me with pointless banter, and yes, I'm talking to you Bob Newbie. ------------------------------------------------------------------------------ [5.02] U-Drive-It One of the most highlighted features of the Rush Hour expansion pack. A basic summary of u-Drive-It is that you get control of a random vehicle and drive it around your city. Actually, it has many, many uses. There are missions that you can drive around with, test out your city's roads and earn some nifty rewards. Part 1, the vehicles that you can drive, sail or fly. The first lot of vehicles are cars that you can drive around the city, on your road network. Below I will list the cars available and the buildings that are needed to unlock them. These cars are available for use anytime you want with your catalog, provided that the buildings required still exist. * Car = Police Car * Unlocked By = Police Station * Car = Police Van * Unlocked By = Deluxe Police Station * Car = Fire Truck * Unlocked By = Fire Station * Car = School Bus * Unlocked By = Elementary School * Car = Garbage Truck * Unlocked By = Landfill or Waste to Energy Plant * Car = Ambulance * Unlocked By = Hospital * Car = Mayor Limousine * Unlocked By = Mayor's House * Car = City Bus * Unlocked By = Bus Station * Car = Army Tank * Unlocked By = Army Base Business Deal * Car = Army Truck * Unlocked By = Army Base Business Deal * Car = Hearse * Unlocked By = Cementery * Car = Taxi Cab * Unlocked By = Small Landing Strip * Car = News Van * Unlocked By = TV Station * Car = Toxic Waste Truck * Unlocked By = Toxic Waste Dump Business Deal * Car = Ice Cream Truck * Unlocked By = 2 Elementary Schools * Car = Ã‚Â§ MySim Car * Unlocked By = Ã‚Â§ Wealth MySim * Car = Ã‚Â§Ã‚Â§ MySim Car * Unlocked By = Ã‚Â§Ã‚Â§ Wealth MySim * Car = Ã‚Â§Ã‚Â§Ã‚Â§ MySim Car * Unlocked By = Ã‚Â§Ã‚Â§Ã‚Â§ Wealth MySim The second batch of vehicles are the trains. These trains can only be driven provided that you have the rails that they run on. It is actually quite fun to drive these. * Train = Passenger Train * Unlocked By = 2 Stations and 20 Tiles of Rail * Train = Steam Train * Unlocked By = 2 Stations and 20 Tiles of Rail * Train = Freight Train * Unlocked By = 1 Freight Station and 20 Tiles of Rail * Train = Monorail * Unlocked By = 2 Monorail Stations and 20 Tiles of Monorail Track The third lot of vehicles are airplanes. Yes, you can actually fly planes as Mayor, including UFOs and Military Fighters. Nothing much when your Police Chief asks you to use a Fighter Jet to demolish a lot downtown, nothing much at all. * Plane = Medical Helicopter * Unlocked By = Hospital * Plane = Attack Jet * Unlocked By = Area 5.1 * Plane = Attack Helicopter * Unlocked By = Army Base (Air Force Base) * Plane = News Helicopter * Unlocked By = TV Station * Plane = Police Helicopter * Unlocked By = Deluxe Police Station * Plane = Fire Plane * Unlocked By = Fire Department Landing Strip * Plane = Sky Writing Plane * Unlocked By = Small Landing Strip * Plane = Crop Dusting Plane * Unlocked By = Small Landing Strip * Plane = Sky Diving Plant * Unlocked By = Small Landing Strip NB: The last three planes are only available from a Landing Strip, not an Airport. Therefore, if you want these planes, you will need the landing strip. The final batch of vehicles need some water to play on. Yes, these vehicles are boats. They are relatively fun to muck around with, smashing a fishing boat into an ocean liner, nothing much. * Boat = Ferry Boat * Unlocked By = Car Ferry * Boat = Speed Boat * Unlocked By = Marina * Boat = Fishing Boat * Unlocked By = Marina * Boat = Motor Boat * Unlocked By = Marina * Boat = Cigar Boat * Unlocked By = Marina * Boat = Tug Boat * Unlocked By = Marina * Boat = Yacht * Unlocked By = Marina NB: I have missed a boat, I'm not telling which. Guess who. To drive a vehicle, it is relatively simple. All you need to do is to follow the instructions on the status bar. However, there are missions that you can do in these vehicles. I will list down the vehicle, mission, requirements and of course, the rewards. By unlocking rewards, you bypass the requirements that one would normally need to undertake before that can use that reward. For example, you would need a certain population to get a radio station, but that can be bypassed with some of these missions. Evil missions are listed as Evil. NOTE: All missions are either good or evil. Good missions will give you an increase in Mayor's Rating while Evil missions, which are marked so, will decrease Mayor's Rating. I'm noting this now so I don't have to do more typing later on. CAR MISSIONS Mission : On the Trail Car : Police Car Requirements : Police Station, >100 Commercial Lots, >50 Residential Lots Reward : Complete 4 Police Missions to unlock the Deluxe Police Station Mission : Disturbance Reported Car : Police Car Requirements : Police Station, >50 Residential Lots Reward : Complete 4 Police Missions to unlock the Deluxe Police Station Mission : Catch the Robbers Car : Police Car Requirements : Police Station, >50 Commercial Lots Reward : Complete 4 Police Missions to unlock the Deluxe Police Station Mission : Nab the Car-Jacker Car : Police Car Requirements : Police Station Reward : Complete 4 Police Missions to unlock the Deluxe Police Station (Any of the above 4 missions will do, these are the "Good" missions) Mission : Shakedown (Evil) Car : Police Car Requirements : Police Station, >100 Commercial Services Ã‚Â§ Lots Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Cop Gone Bad Car : Police Van Requirements : Deluxe Police Station, >100 Commercial Services Ã‚Â§ Lots Reward : Mayor Rating Mission : Freedom of Expression (Evil) Car : Civilian Car Requirements : Police Station, >50 Commercial Lots Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Escape with the Loot Car : Get Away Van Requirements : Deluxe Police Station, >50 Commercial Lots Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Fire! Car : Fire Truck Requirements : Fire Station, Raging Fire Reward : Complete this 3 times to unlock Fire Department Landing Strip, Mission : Hose Down the Cats (Evil) Car : Fire Truck Requirements : Fire Station, >500 Residential Lots Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Help the Cats Car : Fire Truck Requirements : Fire Station, >500 Residential Lots Reward : None Mission : Get Little Binghamton to School Car : School Bus Requirements : Elementary School, >50 Residential Lots Reward : Private School Mission : Study for Profit (Evil) Car : School Bus Requirements : >1 Elementary School, High School, >50 Commercial Lots Reward : Nuclear Power Plant Mission : Uncle Vinnie Asks a Favor Car : Garbage Truck Requirements : Police Station, 1 Residential Lot, Landfill Capacity Reward : Federal Prison Mission : A Special Load of Garbage (Evil) Car : Garbage Truck Requirements : Police Station, 1 Commercial Lot, Landfill Capacity Reward : Toxic Waste Dump Mission : Slipped on Llama Dung Car : Ambulance Requirements : Hospital, >50 Commercial Lots Reward : Disease Research Centre Mission : Shady Ambulance Driver (Evil) Car : Ambulance Requirements : Hospital, >50 Commercial Services Ã‚Â§ Lots, >50 Commercial Services Ã‚Â§Ã‚Â§ Lots Reward : Court House Mission : You CAN Throw Money At It Car : Mayor's Limousine Requirements : Mayor's House, >50 Commercial Lots Reward : City Hall Mission : High Roller in Town (Evil) Car : Mayor's Limousine Requirements : Mayor's House Reward : Casino Mission : Mayor [Name] Visits Landmark Car : Mayor's Limousine Requirements : Mayor's House, >0 Landmarks Reward : None Mission : Ribbon Cutting for [Mayor Name] Car : Mayor's Limousine Requirements : Mayor's House, >200 Commercial Lots Reward : None Mission : Sick Bus Driver Car : City Bus Requirements : >3 Bus Stations Reward : Convention Centre Mission : Dr. Vu Steals a Bus (Evil) Car : City Bus Requirements : >1 Bus Station, >50 Residential Lots Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Launch Time Car : Army Truck Requirements : Missile Testing Range, Army Base Reward : None Mission : Steal a Warhead (Evil) Car : Army Truck Requirements : Army Base, Deluxe Police Station Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : New Missile Testing Car : Tank Requirements : Army Base Reward : Missile Testing Range Mission : Tank Joy Ride (Evil) Car : Tank Requirements : Deluxe Police Station, Army Base Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Teach Those Strikers a Lesson (Evil) Car : Tank Requirements : Army Base, >0 Commercial Lots Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Dr. Vu Gets a Tank Car : Tank Requirements : Army Base, Mayor's House, >50 Residential Lots, Police Station Reward : Movie Studio Mission : Get the Deceased to The Funeral Car : Hearse Requirements : Cemetery, >50 Residential Lots Reward : House of Worship Mission : Sinlent Orange (Evil) Car : Hearse Requirements : Cemetery, >50 Commercial Lots Reward : Army Base Mission : Scientist Late for Flight Car : Taxi Cab Requirements : Small Landing Strip, >50 Residential Lots Reward : Opera House Mission : Insane Taxi!!! Car : Taxi Cab Requirements : Small Landing Strip, >50 Residential Lots Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Mayor's Got New Socks! Car : News Van Requirements : Mayor's House, TV Station Reward : The Bureau of Bureaucracy Mission : Paparazzi (Evil) Car : News Van Requirements : Mayor's House, TV Station Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Goo for the Masses (Evil) Car : Toxic Waste Truck Requirements : Toxic Waste Dump, >100 Residential Lots Reward : Cemetery Mission : Ice Cream Delivery Car : Ice Cream Truck Requirements : >2 Elementary Schools Reward : State Fair Mission : Pure Evil Ice Cream (Evil) Car : Ice Cream Truck Requirements : >2 Elementary Schools Reward : Part of Area 5.1 Mission : Run Some Errands Car : Ã‚Â§ MySim Vehicle Requirements : >50 Commercial Services Ã‚Â§ Lots, Ã‚Â§ MySim Reward : None Mission : Knock Over [Target] (Evil) Car : Ã‚Â§ MySim Vehicle Requirements : Police Station, >1 Residential Lot, >2 Commercial Services Ã‚Â§ Lots, Ã‚Â§ MySim Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : [MySim] Goes Shopping Car : Ã‚Â§Ã‚Â§ MySim Vehicle Requirements : >100 Residential Lots, >2 Commercial Services Ã‚Â§Ã‚Â§ Lots, Ã‚Â§Ã‚Â§ MySim Reward : None Mission : White Collar Crime (Evil) Car : Ã‚Â§Ã‚Â§ MySim Vehicle Requirements : >1 Residential Lots, >0 Commercial Services Ã‚Â§Ã‚Â§ Lots, Ã‚Â§Ã‚Â§ MySim Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Take a Break at the Casino Car : Ã‚Â§Ã‚Â§Ã‚Â§ MySim Vehicle Requirements : Casino, >1 Residential Lot, Ã‚Â§Ã‚Â§Ã‚Â§ MySim Reward : None Mission : [MySim] Goes Gift Shopping (Evil) Car : Ã‚Â§Ã‚Â§Ã‚Â§ MySim Vehicle Requirements : >500 Residential Lots, >2 Commercial Services Ã‚Â§Ã‚Â§Ã‚Â§ Lots, Ã‚Â§Ã‚Â§Ã‚Â§ MySim Reward : None Mission : Take the Casino For a Bundle Car : Ã‚Â§Ã‚Â§Ã‚Â§ MySim Vehicle Requirements : Casino, >1 Residential Lot, Ã‚Â§Ã‚Â§Ã‚Â§ MySim Reward : None Mission : [MySim] Wants to See [Landmark] Car : Any MySim Vehicle Requirements : >1 Residential Lot, Landmark, MySim Reward : None TRAIN MISSIONS Mission : Whistle Stop Tour Train : Passenger Train Requirements : >3 Passenger Train Stations, >20 Rail Tiles Reward : Tourist Trap Mission : Hijack the Train (Evil) Train : Passenger Train Requirements : Passenger Train Station, Deluxe Police Station, >20 Rail Tiles Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Train Ride for Rocket Formula Train : Steam Train Requirements : Freight Train Station, >20 Rail Tiles Reward : Part of Space Port Mission : Sell Secret Rocket Formula Train : Steam Train Requirements : Freight Train Station, Deluxe Police STation, >20 Rail Tiles Reward : Part of Area 5.1 Mission : Super Seatbelt Fabric for Space Ships! Train : Freight Train Requirements : >1 Freight Train Station, >20 Rail Tiles Reward : Part of Space Port Mission : Train Station Tour Train : Passenger Train Requirements : >3 Passenger Train Stations, >20 Rail Tiles Reward : Grand Railroad Station Mission : Monorail Ride Train : Monorail Requirements : >2 Monorail Stations, >20 Monorail Tiles Reward : Solar Power Plant AIR VEHICLE MISSIONS Mission : Give Jenny a Hand, and a Heart Plane : Medical Helicopter Requirements : Hospital, >50 Residential Lots Reward : None Mission : Organs for Profit (Evil) Plane : Medical Helicopter Requirements : Hospital, >50 Industrial Lots Reward : University Mission : Cripple [City Name] Industrial Complex (Evil) Plane : Attack Jet Requirements : Area 5.1, >100 Industrial Lots, Power Plant Reward : Hydrogen Power Plant Mission : Take Out Dr. Vu's "Secret" Lair Plane : Attack Helicopter Requirements : Army Base, >100 Industrial Lots Reward : Advanced Research Centre Mission : Raid on [City Name] (Evil) Plane : Attack Helicopter Requirements : Army Base, Train Staion, Water Source, Mayor's House Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Cover the Hostage Crisis Plane : News Helicopter Requirements : >50 Residential Lots, >50 Commercial Lots, TV Station Reward : Radio Station Mission : Get the Perp's Story (Evil) Plane : News Helicopter Requirements : TV Station, >50 Commercial Lots Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Catch the Crook From the Air Plane : Police Helicopter Requirements : >50 Commercial Lots, Deluxe Police Station Reward : TV Studio Mission : Disturbing the Peace (Evil) Plane : Police Helicopter Requirements : >100 Low Density Residential Tiles, Deluxe Police Station Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Water Drop for Fire Plane : Fire Plane Requirements : Fire Department Landing Strip, Fire Reward : City Zoo Mission : Let It Burn! (Evil) Plane : Fire Plane Requirements : Fire Department Landing Strip, Fire Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Who Loves You, Baby? Plane : Sky Writing Plane Requirements : Small Landing Strip Reward : Major League Stadium Mission : Secret Sky Code (Evil) Plane : Sky Writing Plane Requirements : Small Landing Strip Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Farmer's Get Vermin Plane : Crop Duster Requirements : Small Landing Strip, >50 Farm Tiles Reward : Farmers Market Mission : Spread Zombie Dust (Evil) Plane : Crop Duster Requirements : Small Landing Strip, Cemetery Reward : Part of Area 5.1 Mission : Infiltrate Vu's Secret Meeting Plane : Sky Diving Plane Requirements : Small Landing Strip, >50 Industrial Lots Reward : None Mission : Skydiving Show at [Target] Plane : Sky Diving Plane Requirements : Small Landing Strip, Landmark Reward : None WATER VEHICLE MISSIONS Mission : Whale Watching Tour Boat : Ferry Boat Requirements : Car Ferry Reward : Marina Mission : Ferry of Evil (Evil) Boat : Ferry Boat Requirements : Car Ferry Reward : Ã‚Â§Ã‚Â§Ã‚Â§ Mission : Rx Pick-Up and Delivery Boat : Speed Boat Requirements : Marina, Seaport Reward : Resort Hotel Mission : Water-Proof Mind Control Device (Evil) Boat : Speed Boat Requirements : Marina, Seaport Reward : Cruise Ship Building Mission : Here Fishy, Fishy, Fishy Boat : Fishing Boat Requirements : Marina Reward : Lighthouse Mission : Mmm ... Endangered Dinner (Evil) Boat : Fishing Boat Requirements : Marina Reward : Stock Exchange Mission : Water Escape Boat : Motor Boat Requirements : Deluxe Police Station, Marina Reward : None Mission : Jet Ski Fiesta Boat : Cigar Boat Requirements : Marina Reward : None Mission : SOS Boat : Tug Boat Requirements : Marina Reward : Major Art Museum Mission : Rare Fish Viewing Boat : Yacht Requirements : Marina Reward : Country Club ------------------------------------------------------------------------------ [5.03] MySims Transport You can now organise the transport of your MySim as they drive around the city as well as drive their vehicles. This is accessed from the MySim panel with the little car symbol. There are several tools that you can use to get a closer feel of your city. You can first Dispatch your Sim to a location. This is useful as feedback, as they point out what they like and don't like. They can point out healthcare, pollution, and most important, the traffic. This will give you a down to earth analysis of the problems of your cirt. After all, just because your facilities aren't on strike, doesn't mean the job done is a good one. Second is the ability to commandeer their vehicle, or hijack their parked car, a la Grand Theft Auto. This will also allow you to do some missions, mentioned above, if the conditions are right. And of course, you can wreck their cars. You can also choose the car that they drive. When you are only Ã‚Â§ Wealth, their will be only Ã‚Â§ Wealth cars available to you. As you progress to the Ã‚Â§Ã‚Â§ Wealth Level, more cars will be unlocked, same goes for the Ã‚Â§Ã‚Â§Ã‚Â§ Level. As well as the car that they drive, you can also control the way they walk as a pedestrian. Whether they walk punk style, or on a bike, it is up to you. The final two tools involve a shake up of the Sims life. The first is that you can change the residence of the Sim, provided that it is on the same Wealth level that they are currently at. The second is changing their job. Of course, their wealth level will have a say on their job. A worker with the Ã‚Â§ Wealth Level may work as a clerk at a hospital while a Ã‚Â§Ã‚Â§Ã‚Â§ Worker will be the CEO of the hospital, or whatever industry they work at. Quite fun really, to mess around with their lives. ------------------------------------------------------------------------------ [6.01] Signs and Labels If you really want maps, you can now place signs and labels on your streets and tourist attractions. These are found in the God Mode tools by the way. Anyway, signs can be posted anywhere just to remind you of something, like Bob lived here or Santa visited here. Labels are what you apply, generally speaking, on roads, calling a road 1st Avenue, Wall Street, whatever, it doesn't really matter much. With Labels, you can drag the label, stretching the words a bit. Imprint your Ego all over the place. Anyway, you can bulldoze the signs and labels when you get tired of seeing your name all over the place. Or you could just remove them from view. I personally don't bother with them, they are a waste of time. ------------------------------------------------------------------------------ [6.02] Building Style Control With Rush Hour, there are 4 building styles that you can force your buildings to adopt. This really doesn't have an impact on the game, it is there to make it look good. However, some buildings are dependent on some styles, so beware. As Mayor, you can set the city to rotate building styles every X number of years, so really, it is to make your city look good. You can also have several of them so you don't miss out. Really, a pointless addition. ------------------------------------------------------------------------------ [6.03] Disasters With Rush Hour, there are several new disasters that you can befall on your unsuspecting citizens. These are the Autosaurus Wreck, which is a bunch of cars welded together to crush down the buildings in your city. The second is the UFO mothership. Basically, a massive UFO using plasma storms to destroy your city. And it doesn't even do a good job. You suck UFO. ------------------------------------------------------------------------------ [6.04] Transportation Map Another semi pointless map. This basically, on region view, allows you to see the transportation side of the region. It shows where the regions seaports and airports are, the Highway systems, the roads, the avenues, everything that has something to do with transport. This can be switched with your normal map from the Region Options button. ------------------------------------------------------------------------------ [7.01] Route Query An extremely useful tool that comes along with Rush Hour. Given the whole transportation theme, guess what Route Query does. There are several uses for the Route Query. 1. The first use is clicking on a residential building. As long as there are people living in the building, you can use the route query, and by clicking on it, you can see all the working Sims in that building and how they get to work. There is a legend showing how each Sim gets to work. 2. The second use is by clicking on any building that provides work for your citizens. It shows how the Sims working there get to work and shows the routes undertaken to get to their workplace. The opposite of the residential query, as one is to, the other is from. 3. By holding the query over a residential building, it shows the amount of Sims working and holding an job from that building. 4. By holding the query over a commercial, industrial or government building, it shows the amount of Sims who are employed and their methods of travel. 5. By holding it over a piece of transport infrastructure, such as a road, street, piece of a subway network, monorail, etc, it should the amount of users on that specific tile. 6. By clicking a piece of transport infrastructure, is will show the routes of the Sims to get to that certain tile, their destination and where they are based from. Again, there is a colour coded legend for the routes as well as queries for the morning commute as well as the evening commute. Important as it will effect the use of your one-way roads. ------------------------------------------------------------------------------ [8.01] Movement With the NAM, it makes it easier for the Sims to do some pathfinding. The problem without the pathfinding is that Sims are too stupid to use the public transport next to them and use the car, which means a lot of conjestion, which in turn leads to higher commute time, and that will force residents away. With the Avenues, it will replace a dual road and makes it more appealing. After the Avenue is the Highway, which is even higher capacity. However, bear in mind that the car does do a lot of pollution, and given that you may have 3000+ cars on a road PER COMMUTE, that does means that there is going to be a lot of pollution. The only solution to fix this is public transport. The problem with that solution is that it costs money, and depending on your transport, it might cost a lot. Buses are okay because they can carry decent amounts of population and they only need to be placed next to the places where passengers will get on, not at their destinations. Subways are more expensive initially, but can carry far more people than the buses can. Head to Simtropolis.com and download a mod that will allow you to place transit stations on the roads, streets and avenues. These stations will allow you to place bus and/or subway stations on the roads. This is a significant mod because that will reduce the space taking by the transit system as well as reducing building maintenance. You might think that 5 Simoleons to be small change, but in my cities, my building maintenance is greater than 4000 Simoleons. Although the transport costs may be high, a subway/bus system is a very quick way to get around. Ensuring that there is a stop near every workplace will make sure that people have a means of getting around other than the car. An extensive subway and roads network will ensure that the subway trains and the buses have plenty of room to move around. This may seem like a lot of work just for transport, but there are benefits for this. Transport, first of all, are one of the biggest factors for development for high-rise buildings. A short to medium commute time is one of the biggest desirability factors for high rise. Also, a long commute for high-rise tenants, which will be medium to high wealth residents, will force them to look for closer jobs, and when they are all taken, that means they have no jobs, and you will have people abandoning the area like a plague will. Remember that the graph of commute time is JUST AN AVERAGE. It doesn't show that some areas might have a high commute and some might have a low commute and that may skew the results somewhat. For example, my cities have a commute time of 50 minutes, not bad, but some areas have LONG commutes and they leave so be sure that transport is a priority. When you plan your city, make sure that your residential areas have roads but have room to upgrade to avenues, and for larger areas, you need room for the highways when the time comes. Elevated highways are pretty good if you want some roads underneath, but ground highways have overpasses. ------------------------------------------------------------------------------ [8.02] Region Play Region play is going to be a big factor in playing this game. Unlike the previous SimCity installments, indeed future installments, region play will make a big difference. With regions, you can do several things. First of all, demand is shared between connected neighbours. That means that the RCI demand that you will see in one city will be the same with the RCI demand on the other connected city. This makes demand busting much easier. You can bust demand and that will boost damand in the other. Regional play is important in unlocking several rewards. Rewards such as the Tourist Trap need connected cities in order to be unlocked. Neighbour deals, where you can sell off water, electricity and garbage to your neighbours is quite useful. If you find that it is more cost efficient for a large water pump, but can't use all the water, sell it off. If you can't afford to pay for a water pump, buy the water. Region play also ensures that you have certain cities for certain purposes. For example, you don't want your residential cities having massive areas of dirty and manufacturing industries which pollute like crazy. Therefore, you can have an entire city devoted to pollution, whilst you have a clean city with high tech manufacturing. Jobs in one city can be used to employ citizens of another city. This makes it worthwile to have a manufacturing city to employ the dumber citizens but you need to bear in mind that the commute time will instantly be classed as long. ------------------------------------------------------------------------------ [8.03] Utilities There are utilities that you need to provide for your people. You need to provide electricity to power the city, water to make sure people don't shrivel up like a prune, and relieve garbage to make sure people don't live in their own filth. Electricity is one of the more important factors. There are two ways that you can power your city, the dirty, but cheap way, or the clean, yet more expensive way. There are 8 ways to power your city. The dirty was is the Coal, Natural Gas, Oil and Waste of Energy power plants. They are more efficient, but they pollute, and that isn't really good for your town, while the Nuclear, Wind, Solar and Hydrogen plants are cleaner, but less efficient. If you have a start up city, a coal fired or a natural gas plant is going to be a wise choice, but when your city expands and pollution is less tolerable, you are going to choose Nuclear or Hydrogen plants. The water is going to be required after energy. You see, you need electricity to start a city, but not water. Water is required to bring in the high wealth residents and the richer commercial tenants into town. You will want to start low, using water towers to start off, and after 5 water towers, you are going to move up to Water Pumps, and then, Large Water Pumps. The final thing is garbage. You need to take care of the garbage. You need to build landfills, with some road access, to make sure that the trash will be taken care of. Denying road access will stop the trash entering the landfill. This is useful when the landfill is full. When it is full, it will degrade at the rate of 7% or 15 tons a month. Also, the Recycling plant will help remove up to 20% of your city's trash, which from a big city, is quite a lot. The Waste to Energy plant is a big polluter, provides electdicity and removes trash. ------------------------------------------------------------------------------ [8.04] Civics You will need to provide some infrastructure to develop your city. The first need is for law. You need to provide some police stations to make sure that there are no crime waves. You have the option of the police kiosks, police stations, large police stations and the deluxe police station, as well as the jail. The kiosk is just like a police station, except that it cannot hold any prisoners, and that they will need to be transferred to another police station or the prison. The police stations have cells, and the larger they are, the bigger radius of protection they will provide. Police stations are important for the game, because it keeps crime in check. Crime is generated by two factors, the wealth and the education of your Sims. Lower wealth makes people more likely to turn to crime to better themselves, and lower education will also turn people to a life of crime as well. When you have population, you will always have crime, it is not possible to have a crime free city, but it is possible to control crime so that you don't need a prison. Improve your education, and try to make people richer, at the expense of others. The second thing is fire protection. You are going to need to have some fire stations and maybe a landing strip or two to make sure that fires don't break out. A small fire station is good for a small area, but in a bigger city, the larger fire stations and landing strips are going to be necessary to control fires. You don't need fire stations, but if you don't have one in the area, it might take a long time to make sure that blaze is taken care of. The next important thing, and one of the two most important to your Sims is education. There are many facilities to make sure education is on the top. Elementary schools teach younger kids, High Schools teaches the teens and your colleges will teach those young adults. For the Elementarty and High schools, there is an important factor, bus funding. It seems that increasing the funding doesn't do anything, but decreasing the funding will lower the radius for the schools, so don't touch that. Libraries will sustain the education for the adults during their lives by giving them books to read, while the museums will be there to help the aging Sims who have retired. Education will decay if Libraries and Museums aren't there. Libraries are cheap, and have a good radius, while the Meseums have no radius, they have a city-wide radius. The next factor, and the second important thing for the Sims is their health. You can build small clinics or large hospitals. The ambulance funding serves as the radius for the city. Unlike education, Healthcare is used by those who are sick, and as your city grows, your clinics aren't going to be able to handle all those Sims. You are going to need to leave some room to have Hospitals, their large capacity is perfect for high-density areas, while clinics are better for the lower density areas. Also, Clinics with their small radius aren't going to match up to a hospital. The capacity of a clinic is relatively small, while the capacity of a hospital is more than large, and is more efficient. You can easily build hospitals at the start, but is an unnecessary strain on your budget. The next civic function is the landmarks. They basically pretty up the surrounding area for commercial buildings, generating heavy traffic since people want to visit the landmark, making it very desirable to have an office there. With internet mods, you can make these buildings provide some jobs, and the higher end landmarks can provide upwards of 8000 jobs. The next function are your rewards. When your cities meets some certain conditions, such as Education Quotient, population or some other condition, you will get a reward that can allow you to boost demand in your city. The business deals are only listed here if you are in dire straits and need some money. The final function is parks and recreation. This are important for your cities because they make the surrounding area more desirable and boosts demand for your RCI. Although they won't remove pollution, it makes the place more desirable and increase land value. ------------------------------------------------------------------------------ [9.01] Power Like I mentioned before, there are 8 sets of powers that you can choose from. I'll list them below, their output, cost, requirements, and anything that you might need to know. --==Coal Fired Power Plant==-- Build Cost = Ã‚Â§10000 Monthly Cost = Ã‚Â§250 Energy Output = 6000 MegaWatts per Hour Energy per Dollar = 24 MWH per Simoleon Life Span = 75 Years Pollution = Worst than Anything Else Requirements = None --==Oil Fired Power Plant==-- Build Cost = Ã‚Â§17000 Monthly Cost = Ã‚Â§600 Energy Output = 7000 MegaWatts per Hour Energy per Dollar = 11.6 MWH per Simoleon Life Span = 75 Years Pollution = Heavy Requirements = None --==Natural Gas Power Plant==-- Build Cost = Ã‚Â§9000 Monthly Cost = Ã‚Â§400 Energy Output = 3000 MegaWatts per Hour Energy per Dollar = 7.5 MWH per Simoleon Life Span = 60 Years Pollution = Medium Requirements = None --==Waste to Energy Power Plant==-- Build Cost = Ã‚Â§25000 Monthly Cost = Ã‚Â§1000 Energy Output = 5000 MegaWatts per Hour Energy per Dollar = 5 MWH per Simoleon Life Span = 80 Years Pollution = Heavy Requirements = Trash to Burn --==Wind Turbine==-- Build Cost = Ã‚Â§500 Monthly Cost = Ã‚Â§50 Energy Output = 200 MegaWatts per Hour Energy per Dollar = 4 MWH per Simoleon Life Span = 100 Years Pollution = Clean as a Whistle Requirements = None --==Solar Power Plant==-- Build Cost = Ã‚Â§30000 Monthly Cost = Ã‚Â§1000 Energy Output = 5000 MegaWatts per Hour Energy per Dollar = 5 MWH per Simoleon Life Span = 100 Years Pollution = Clean as a Whistle Requirements = 3000 High Wealth Residents Mayor Rating of 55 --==Nuclear Power Plant==-- Build Cost = Ã‚Â§40000 Monthly Cost = Ã‚Â§3000 Energy Output = 16000 MegaWatts per Hour Energy per Dollar = 5.3 MWH per Simoleon Life Span = 60 Years Pollution = Change of a Meltdown, which means Radiation, but Clean Requirements = Population of 85000 Energy Demand of 25000 MWH --==Hydrogen Power Plant==-- Build Cost = Ã‚Â§100000 Monthly Cost = Ã‚Â§10000 Energy Output = 50000 MegaWatts per Hour Energy per Dollar = 5 MWH per Simoleon Life Span = 50 Years Pollution = Clean as a Whistle Requirements = 4000 High Tech Industrial Jobs Energy Demand of 30000 MWH The Coal fired plant is the most efficient, but the most efficient polluter as well. The most efficient clean power is going to be the Nuclear Power Plant but it has a chance of a meltdown if you set it on fire and it actually burns down, and the radiation goes everywhere. It is a nice explosion though so make good use of that. Hydrogen is going to be the choice for large, clean cities since they are clean, but not efficient. For dirty cities, a Coal fired plant won't really matter, since they are dirty. Aim for Coal, then Oil, then Natural Gas, then Nuclear, and finally end up with Hydrogen. Stop along the way when it suits you. ------------------------------------------------------------------------------ [9.02] Water Where are water providing structures as well, so don't forget these. --==Water Tower==-- Build Cost = Ã‚Â§150 Monthly Cost = Ã‚Â§50 Water Output = 2400 Cubic Meters Water per Dollar = 48 Cubic Meters per Simoleon --==Water Pump==-- Build Cost = Ã‚Â§1400 Monthly Cost = Ã‚Â§350 Water Output = 20000 Cubic Meters Water per Dollar = 57.14 Cubic Meters per Simoleon --==Large Water Pump==-- Build Cost = Ã‚Â§15400 Monthly Cost = Ã‚Â§3150 Water Output = 200000 Cubic Meters Water per Dollar = 63.49 Cubic Meters per Simoleon --==Water Treatment Plant==-- Build Cost = Ã‚Â§15000 Monthly Cost = Ã‚Â§350 Water Output = Treats 2400 Cubic Meters Water per Dollar = 6.85 Treated Cubic Meters per Simoleon You will need to start of water towers, they are going to be the basis of your water supply in the start. When you move up to 7 Water Towers, you are going to need to build a Water Pump and demolish the Water Towers to make sure that it is efficient. You get an extra 3200 Cubic Meters of Water this way. Once you end up with about 5 to 9 Water Pumps, it will be time to upgrade into a Large Water Pump. Even when you wait for 9 Water Pumps, you will end up with a saving of 20000 Cubic Meters of water, thats a fair bit of water. Also, the Water Treatment Plant is relatively important for larger cities and cities with industrial manufacturing. They will pollute the water and that needs some clearing. Your Water Treatment Plant will treat the water so that there won't be too much pollution because pollution will shut down the water system if the water in unacceptable and polluted. ------------------------------------------------------------------------------ [9.03] Garbage Garbage disposal is important to your city, you need to take care of the trash, or your Sims are going to be living in their own filth, and that will drive hem off faster than the Black Death. --==Landfill==-- Build Cost = Ã‚Â§50 per Tile Monthly Cost = Ã‚Â§10 per Tile Notes = A Landfill needs to be at least 4 tiles in size --==Recycling Centre==-- Build Cost = Ã‚Â§5000 Monthly Cost = Ã‚Â§350 Notes = Reduces 20% of the Trash generated by 20000 People --==Waste to Energy Power Plant==-- Build Cost = Ã‚Â§25000 Monthly Cost = Ã‚Â§1000 Notes = Incinerates your trash to provide power and pollutes The Landfill is going to be the place where you dump most of your trash. However, you don't want it stacking up, so when your city is getting larger and larger, you are going to need more landfills. When a landfill is full, that is when it can carry no more trash and it is totally full, you need to discommission it and let it rot. Block off all road access to decommission a landfill and let the trash rot by itself. Trash rots, like I mentioned above, at the rate of either 15 Tons a Month or 7%. The 15 Ton limit means that even if 7% of the landfill is higher than 15 Tons, only 15 Tons of trash is going to be degraded a month, 7% if it is lower than that. Remember that one tile can hold up to 300 tons in trash. A minimum landfill of 4 tiles holds 1200 tons of trash, and that takes up to 14 and a half years to take care of. So you either are going to have a trash problem or going to have to find another solution. What is it? Export it to another city, which has many Waste of Energy plants. That takes care of plenty of things. That are some myths that will apparently say that a decommissioned landfill will decommission faster. Waste to Energy plants only take down trash that is freshly generated, it will not touch trash in decommissioned landfills that lie around. Placing road access to the landfill WILL remove the trash, but it is no longer decommissioned. And secondly, trees have no effect. Who the heck made that up? How do trees help things rot faster? Recycling centres work on a population basis. One centre will only serve 20000 people, which is a lot or little depending on your city. It will reduce the trash created by those people by 20%, which is quite a fair bit, but the effects don't stack up if you have 2 Centres for 20000 people, there is only so much you can recycle. ------------------------------------------------------------------------------ [9.04] Education Like mentioned above, Education is one of the major factors that lure Sims to your cities. People want to learn and you need to proide the opportunities to do so. There are many educational facilities, and you need to know which is which. --==Elementary School==-- Build Cost : Ã‚Â§300 Monthly Cost : Ã‚Â§400 Bus Funding : Ã‚Â§100 Coverage : 23 Tiles Capacity : 500 Students Requirements : None --==Large Elementary School==-- Build Cost : Ã‚Â§2100 Monthly Cost : Ã‚Â§1500 Bus Funding : Ã‚Â§500 Coverage : 39 Tiles Capacity : 3000 Students Requirements : Population of 4000 --==High School==-- Build Cost : Ã‚Â§1050 Monthly Cost : Ã‚Â§750 Bus Funding : Ã‚Â§100 Coverage : 30 Tiles Capacity : 750 Students Requirements : None --==Large High School==-- Build Cost : Ã‚Â§7350 Monthly Cost : Ã‚Â§3250 Bus Funding : Ã‚Â§500 Coverage : 47 Tiles Capacity : 4500 Students Requirements : Population of 6000 --==City College==-- Build Cost : Ã‚Â§3000 Monthly Cost : Ã‚Â§1000 Bus Funding : Ã‚Â§0 Coverage : Citywide Capacity : 7000 Students Requirements : None --==Local Branch Library==-- Build Cost : Ã‚Â§1000 Monthly Cost : Ã‚Â§250 Bus Funding : Ã‚Â§0 Coverage : 30 Tiles Capacity : 30000 Books Requirements : None --==City Museum==-- Build Cost : Ã‚Â§1500 Monthly Cost : Ã‚Â§450 Bus Funding : Ã‚Â§0 Coverage : Citywide Capacity : 30 Exhibits Requirements : None There are larger versions of the Schools because they are built for cost savings. They take up less space, have a larger radius and can hold more students than their normal counterpart. Consider building these in high density areas since their capacity is needed. Don't muck with the Bus Funding, lower it will lower the radius of the school in question, which means their area if effect, lower the amount of funding if need be. Increasing bus funding doesn't seem to do anything however, but maybe those buses actually arrive on time. Your Elementary schools teach the younger kids, the High Schools teach your teens and the Colleges will teach the graduates of high school. Note that the students will progressive get lower as they head down the chain, people will drop out of elementry, then high and then colleges. Just because you have 5000 Elementary School Students, it doesn't mean you'll have a future 5000 college students. Libraries and your Museum will make sure that the knowledge of your older citizens, the adults and the elders, will retain and even gain some knowledge in their older life. Those will unlock rewards based on those buildings. ------------------------------------------------------------------------------ [9.05] Healthcare You only have two options for healthcare, the smaller clinic or the larger hospital. Of course, you can only guess which holds more patients. --==Small Clinic==-- Build Cost : Ã‚Â§400 Monthly Cost : Ã‚Â§300 Ambulance Funding : Ã‚Â§100 Coverage : 23 Tiles Capacity : 500 Patients Requirements : None --==Large Hospital==-- Build Cost : Ã‚Â§1100 Monthly Cost : Ã‚Â§1000 Ambulance Funding : Ã‚Â§200 Coverage : 34 Tiles Capacity : 3000 Patients Requirements : None The Small Clinic is going to be the cost effective measure for your city for the time when it is small, but when it gets larger, you are going to need the hospital. Although it can carry more patients, it is much larger, but it is more cost efficient. I guess a few dollars in tax is worth it. ------------------------------------------------------------------------------ [9.06] Rewards Your rewards are going to be gained when you do something good for your city and reach some milestone. These are used to boost demand for your city, and later on in the game, this is going to be invaluable. --==Advanced Research Centre==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Negative Residential Effect, Positive Industrial Effect Mayor Rating : 54 Requirements : 2000 Industrial High Tech Jobs University --==Air Force Base==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Negative Residential Effect, Positive Commercial Effect Mayor Rating : 0 Requirements : Population of 15000 Educational Quotient greater than 60 Downloaded off the Internet --==Bureau of Bureaucracy==-- Build Cost : Ã‚Â§46000 Monthly Cost : Ã‚Â§320 Effects : Negative Residential Effect, Positive Commercial Effect Mayor Rating : 30 Requirements : Population of 39000 Well Funded Education and Healthcare System --==Cemetery #1==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 42 Requirements : Population of 2000 --==Cemetery #2==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 46 Requirements : Population of 15000 --==Cemetery #3==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 50 Requirements : Population of 60000 --==City Hall==-- Build Cost : Ã‚Â§40000 Monthly Cost : Ã‚Â§280 Effects : Positive Commercial Effect Mayor Rating : 20 Requirements : Population of 12500 --==City Zoo==-- Build Cost : Ã‚Â§37000 Monthly Cost : Ã‚Â§260 Effects : Positive Residential Effect, Positive Commercial Effect Mayor Rating : 68 Requirements : 25 Parks --==Colossal Mayor Statue==-- Build Cost : Ã‚Â§57000 Monthly Cost : Ã‚Â§400 Effects : Positive Residential Effect, Positive Commercial Effect Mayor Rating : 60 Requirements : Population of 120000 --==Convention Centre==-- Build Cost : Ã‚Â§32000 Monthly Cost : Ã‚Â§220 Effects : Negative Residential Effect, Positive Commercial Effect Mayor Rating : 40 Requirements : 25000 Commercial Jobs Airport --==Country Club==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 55 Requirements : 2000 High Wealth Residents --==County CourtHouse==-- Build Cost : Ã‚Â§44000 Monthly Cost : Ã‚Â§310 Effects : Positive Commercial Effect Mayor Rating : 33 Requirements : Population of 40000 City Hall --==Disease Research Laboratory==-- Build Cost : Ã‚Â§26000 Monthly Cost : Ã‚Â§180 Effects : Positive Industrial Effect Mayor Rating : 45 Requirements : Population of 56000 3 Hospitals --==Farmer's Market==-- Build Cost : Ã‚Â§4900 Monthly Cost : Ã‚Â§30 Effects : Positive Residential Effect, Positive Commercial Effect, Positive Industrial Effect Mayor Rating : 34 Requirements : 600 Farming Jobs Population of 3000 --==House of Worship #1==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 40 Requirements : Population of 1000 --==House of Worship #2==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 44 Requirements : Population of 5000 --==House of Worship #3==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 48 Requirements : Population of 3000 --==House of Worship #4==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 52 Requirements : Population of 120000 --==Impressive Mayor Statue==-- Build Cost : Ã‚Â§6400 Monthly Cost : Ã‚Â§40 Effects : Positive Residential Effect, Positive Commercial Effect Mayor Rating : 60 Requirements : Population of 30000 --==Magnificant Mayor Statue==-- Build Cost : Ã‚Â§22000 Monthly Cost : Ã‚Â§150 Effects : Positive Residential Effect, Positive Commercial Effect Mayor Rating : 60 Requirements : Population of 60000 --==Main Library==-- Build Cost : Ã‚Â§19000 Monthly Cost : Ã‚Â§130 Effects : Positive Residential Effect, Positive Commercial Effect Mayor Rating : 37 Requirements : Population of 34000 5 Functional Libraries --==Major Art Museum==-- Build Cost : Ã‚Â§13000 Monthly Cost : Ã‚Â§90 Effects : Positive Residential Effect, Positive Commercial Effect Mayor Rating : 45 Requirements : 12000 Medium and High Wealth Citizens 4 Functional Museums --==Major League Stadium==-- Build Cost : Ã‚Â§48000 Monthly Cost : Ã‚Â§340 Effects : Negative Residential Effect, Positive Commercial Effect Mayor Rating : 30 Requirements : Population of 85000 Minor League Stadium --==Mayor's House==-- Build Cost : Ã‚Â§1800 Monthly Cost : Ã‚Â§10 Effects : Positive Residential Effect, Positive Commercial Effect Mayor Rating : 20 Requirements : Population of 500 --==Mayor's Statue==-- Build Cost : Ã‚Â§3700 Monthly Cost : Ã‚Â§30 Effects : Positive Residential Effect, Positive Commercial Effect Mayor Rating : 60 Requirements : Population of 5000 --==Minor League Stadium==-- Build Cost : Ã‚Â§17000 Monthly Cost : Ã‚Â§120 Effects : Negative Residential Effect, Positive Commercial Effect Mayor Rating : 20 Requirements : Population of 22500 16 Parks or Recreation Facilities --==Movie Studio==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Commercial Effect Mayor Rating : 52 Requirements : Population of 110000 Television Studio --==Opera House==-- Build Cost : Ã‚Â§28000 Monthly Cost : Ã‚Â§200 Effects : Positive Commercial Effect Mayor Rating : 52 Requirements : 48000 Medium and High Wealth Residents Major Art Museum --==Private School #1==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 0 Requirements : 750 High Wealth Residents Education Quotient less than 85 --==Private School #2==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 0 Requirements : 3750 High Wealth Residents Education Quotient less than 85 --==Private School #3==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Residential Effect Mayor Rating : 0 Requirements : 7500 High Wealth Residents Education Quotient less than 85 --==Radio Station==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Commercial Effect Mayor Rating : 30 Requirements : Population of 18000 --==Resort Hotel==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Commercial Effect Mayor Rating : 52 Requirements : 50000 Medium and High Wealth Citizens in Region 4 Cities Low Pollution --==State Fair==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Negative Residential Effect, Positive Commercial Effect Mayor Rating : 48 Requirements : Population of 3500 1200 Farming Jobs --==Stock Exchange==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Positive Commercial Effect Mayor Rating : 45 Requirements : 25000 Commercial Jobs --==Television Studio==-- Build Cost : Ã‚Â§0 Monthly Cost : Ã‚Â§0 Effects : Negative Residential Effect, Positive Commercial Effect Mayor Rating : 50 Requirements : Population of 65000 Radio Station --==Tourist Trap==-- Build Cost : Ã‚Â§10000 Monthly Cost : Ã‚Â§210 Effects : Negative Residential Effect, Positive Commercial Effect Mayor Rating : 0 Requirements : Regional Population of 40000 6 Cities in Region 4 Connected Cities --==University==-- Build Cost : Ã‚Â§12000 Monthly Cost : Ã‚Â§1500 Effects : Positive Residential Effect, Positive Commercial Effect Mayor Rating : 42 Requirements : Population of 15000 **************** *Business Deals* **************** --==Army Base==-- Build Cost : Ã‚Â§0 Monthly Gain : Ã‚Â§350 Effects : Negative Residential Effect, Positive Commercial Effect Notes : Population Requirement --==Casino==-- Build Cost : Ã‚Â§0 Monthly Gain : Ã‚Â§300 Effects : Negative Residential Effect, Positive Commercial Effect Notes : Increases Crime --==Federal Prison==-- Build Cost : Ã‚Â§0 Monthly Gain : Ã‚Â§250 Effects : Negative Residential Effect, Negative Commercial Effect Notes : Holds your city's Inmates as well --==Missile Range==-- Build Cost : Ã‚Â§0 Monthly Gain : Ã‚Â§450 Effects : Negative Residential Effect, Negative Commercial Effect Notes : Chance of Accidential Misfire, requires Army Base --==Toxic Waste Dump==-- Build Cost : Ã‚Â§0 Monthly Gain : Ã‚Â§400 Effects : Negative Residential Effect, Negative Commercial Effect Notes : Creates Radiation Contamination, Creates Water Pollution The rewards are best used to relieve the demand caps on your city. For more on that, read the thy451 guide on Simtropolis or Gamefaqs. ------------------------------------------------------------------------------ [9.07] Ordinances There are several laws that you can enact in your city to make it more efficient, but a positive effect here will more likely lead to a negative effect somewhere. --==Community CPR Training Program==-- Increases the health of your Sims, and will lead to an increase in the Health Quotient. This trains all your Sims in CRP, which is a life-saving tool. Cost : Ã‚Â§50 + Ã‚Â§1 per 200 Sims --==Water Conversation Program==-- Decreases the amount of water used by your Sims but leads to a decrease in Industrial Demand. It forces all Sims to save water, but industry likes wasting water. Cost : Ã‚Â§50 --==Paper Waste Reduction Program==-- Decreases the amount of waste generated by your commercial offices, but leads to a drop in demand in Commerce. You know that Commercial offices like their filing papers and all. Cost : Ã‚Â§20 + Ã‚Â§1 per 200 Sims --==Free Clinic Program==-- Increases the health of your Sims since this provides care for your most disadvantaged Sims. This creates free healthcare with volunteer doctors and nurses for socio-disadvantaged Sims. Cost : Ã‚Â§50 --==Smoke Detector Program==-- Decreases the change of fire starting out in the city with working smoke detectors everywhere. This leads to a decrease in the chances of fire outbreak and with Fire Stations, fire is more or less insignificant. Cost : Ã‚Â§1 per 1000 Sims --==Tourism Promotion Program==-- Advertises your nation to other regions, luring more tourists to your city, which in turn leads to more commercial demand in the city to deal with all the tourists. Cost : Ã‚Â§50 --==Power Conservation Act==-- It reduces the powered used by your Sims by making them turn off lights when they aren't using it. It will prolong the life of your Power Plants and reduce power comsumption, but decrease industry demand. Reduces your Mayor Rating. Cost : Ã‚Â§1 per 100 Sims --==Carpool Incentive Program==-- It forces your Sims to carpool with each other to ensure that less cars are on the road. Reduces pollution and traffic by cars with less traffic. Reduces traffic significantly. Cost : Ã‚Â§50 + Ã‚Â§1 per 100 Sims --==Commuter Shuttle Service==-- It is meant to force your Sims to use public transport, but in reality, this actually doesn't work at all, pathfinding mods will fix this all up. Useless in the short and long term. Cost : Ã‚Â§20 --==Clean Air Act==-- Reduces the pollution by your dirty and manufacturing industries, but has a negative result in the demand of dirty industries. Cost : Ã‚Â§20 --==Youth Curfew Act==-- Forces your younger Sims to be home by a certain time. It has a reducing effect on the crime in your city, but creates some discontent in the city. Reduces your Mayor Rating. Cost : Ã‚Â§40 + Ã‚Â§1 per 500 Sims --==Auto-Mobile Emission Reduction Act==-- Reduces the amount of pollution created by the automobiles that are on your road by forcing manufacturers to do something about it. Reduces pollution generated by cars. Reduces your Mayor Rating. Cost : Ã‚Â§20 --==Tire Recycling Program==-- Recycles the tires that are too worn to be used anymore. This will reduce the amount of waste that your city will generate. Cost : Ã‚Â§20 + Ã‚Â§1 per 1000 Sims --==Nuclear Free Zone==-- This will stop you from using any form of Nuclear Power Stations and existing ones will be shut down and decommissioned. This will increase your Mayor Rating however. Cost : Ã‚Â§50 + Ã‚Â§1 per 500 Sims --==Pro-Reading Campaign==-- This will encourage your Sims to go to their local library to go and read some books. This will increase your Education Quotient. Cost : Ã‚Â§50 + Ã‚Â§1 per Library --==Neighbourhood Watch Program==-- Reduces crime since the neighbourhood will be more alert and report any dodgy activity to the police. You need a police station for this to work, otherwise, you won't be watching anymore. Cost : Ã‚Â§10 + Ã‚Â§1 per 1000 Sims --==Junior Sports Program==-- Reduces Crime since the kids are too busy playing sport than to be robbing banks and commiting murders. You need a park or recreation facility to make this work, otherwise, they can't play. Cost : Ã‚Â§100 --==Landfill Gas Recovery Program==-- This requires a Natural Gas Power Plant and a Landfill. This uses your landfill to collect methane gas that is generated by your landfill and be burnt by the Gas Power Plant. Increases capacity of the Power Plant and decreases air pollution around the landfill. Cost : Ã‚Â§20 + Ã‚Â§30 per Landfill --==Trash Pre-Sort Requirement Program==-- You need a Recycling Centre for this. It forces your Sims to sort out their recycling trash out to make it easier. Reduces the trash from your Sims and increases capacity of the Recycling Centre. Cost : Ã‚Â§20 + Ã‚Â§1 per Recycling Centre --==Legalised Gambling==-- Allows the Casino to come into town, and will leave once this is removed and is not enacted. It will however, increase the crime in your city. You do get a slice of the profits however. Gain : Ã‚Â§100 per month There is only one that you want to exact, and that is the Carpool one. That will reduce traffic like crazy. And the Automobile Emission can't hurt either. CPR, Free Clinic, Smoke Detector, Tourism and Pro Reading are also good to enact if you have the money. If you have the requirements, the Neighbourhood Watch, Junior Sports, Landfill Gas and Trash Presort are also good choices as well. ------------------------------------------------------------------------------ [9.08] Transit There are many transport options that you have at your disposal. You have roads and public transport. ******************* *Private Transport* ******************* --==Streets==-- Build Cost : Ã‚Â§5 per section Maintenace : Ã‚Â§0.05 per section per month Capacity : 100% --==Roads==-- Build Cost : Ã‚Â§10 per section Maintenace : Ã‚Â§0.1 per section per month Capacity : 10X Street Capacity --==One Way Road==-- Build Cost : Ã‚Â§10 per section Maintenace : Ã‚Â§0.1 per section per month Capacity : 20X Street Capacity (But in One Direction) --==Avenue==-- Build Cost : Ã‚Â§60 per section Maintenace : Ã‚Â§1 per section per month Capacity : 40X Street Capacity --==Highway==-- Build Cost : Ã‚Â§600 per section Maintenace : Ã‚Â§1 per section per month Capacity : 40X Street Capcity As you can see, your avenues are going to be the best option to replace the Highway, but there are no traffic lights or intersections on the Highway and that will significantly boost the capacity of the highway over the avenue. Note that one way roads have high capacity, but they allow traffic in one direction. ****************** *Public Transport* ****************** --==Buses==-- Build Cost : Ã‚Â§150 Maintenace : Ã‚Â§5 Requires : Roads Passengers : 1000 --==Subway==-- Build Cost : Ã‚Â§500 Maintenace : Ã‚Â§20 Requires : Subway Tracks, Underground Passengers : 2000 --==Train==-- Build Cost : Ã‚Â§100 Maintenace : Ã‚Â§10 Requires : Train Tracks, Above Ground Passengers : 2000 --==Monorail==-- Build Cost : Ã‚Â§500 Maintenace : Ã‚Â§20 Requires : Monorail, Above Ground Passengers : 2000 --==Elevated Rail==-- Build Cost : Ã‚Â§500 Maintenace : Ã‚Â§20 Requires : Subway, Below Ground, Elevated Rail Tracks, Above Ground Passengers : 2000 --==Passenger Ferry==-- Build Cost : Ã‚Â§150 Maintenace : Ã‚Â§10 Requires : Water Passengers : 1000 --==Car and Passenger Ferry==-- Build Cost : Ã‚Â§300 Maintenace : Ã‚Â§20 Requires : Water Passengers : 1000 Note that the ferries can only have 16 stations in a city. The public transport that you should take is up to you. Train is cheap and easy maintenance, as well as buses. Subways and Elevated rail are expensive but work together and have good capacity. Monorail is expensive but quick. Take a pick. ********** *Airports* ********** --==Small Air Strip==-- Build Cost : Ã‚Â§20000 Maintenace : Ã‚Â§700 Passengers : 10200 --==Medium Air Strip==-- Build Cost : Ã‚Â§5700 Maintenace : Ã‚Â§900 Passengers : 13100 --==Large Air Strip==-- Build Cost : Ã‚Â§5700 Maintenace : Ã‚Â§1100 Passengers : 16000 --==Small Municipal Airport==-- Build Cost : Ã‚Â§35000 Maintenace : Ã‚Â§900 Passengers : 28800 --==Medium Municipal Airport==-- Build Cost : Ã‚Â§6400 Maintenace : Ã‚Â§1450 Passengers : 34100 --==Large Municipal Airport==-- Build Cost : Ã‚Â§7200 Maintenace : Ã‚Â§1700 Passengers : 40000 --==Small International Airport==-- Build Cost : Ã‚Â§50000 Maintenace : Ã‚Â§1225 Passengers : 70000 --==Medium International Airport==-- Build Cost : Ã‚Â§6400 Maintenace : Ã‚Â§1450 Passengers : 80000 --==Large International Airport==-- Build Cost : Ã‚Â§7200 Maintenace : Ã‚Â§1700 Passengers : 90000 The reason why Medium and Large Airports are cheap is because you aren't really building a new airport, it is upgrading the existing airport from small or medium to medium or large respectively. The reason to build an airport is because of the massive commercial boost that it gives your city and that is certainly a good thing. ------------------------------------------------------------------------------ [10.01] Small Town You need to start some town building, and first of all, you are going to need some power. You should build a Coal Power Plant at the far end of the map, using the power lines to connect it to the other side of the city. Have the landfill there as well, connecting the road to it. Build some low density zones for each, but keep industry far away since the pollution isn't going to be all that pleasent. Let the city build and have the citizens walk into your city to start up a new town. However, around your residential areas, have the roads connect the residents from their homes to their jobs ready for upgrade to avenues. This is done later, but make sure that there is room for it. Now, you need some facilties. You need a police station and a fire station to cover all your buildings, to make sure they don't burn down to the ground. Your worst fire hazard is industry, they are the most likely area where fire is going to start. Also, place on near the power plant if you can, don't if you already have it covered. You don't want that investment blowing up. Now, you need to look at the budget. This time of the game, you are most likely making a loss. Well, we are going to have to fix this. First, build some more zones that are under the cover of your existing police stations and fire stations to avoid building a new station. Move your city along, and since you still have a fair amount of money from the start, you need to attract some more, high wealth customers into your city. You also need to improve the lives of your Sims, so these two steps are going to be interchangable. You are going to need some water to get some people into your city. Start off small with a water tower, using pipes to link all the commercial and residential zones, but not the industrial zones. There is going to be some dirty industry and they pollute, so don't connect them. They don't need it anyway. The second step is to provide some reason for your Sims to come into the area. You need an elementary school to educate your Sims and a Healthcare Clinic to cover your Resdiential areas only. This will increase the desirability of your city, and that makes it more desirable for some of the wealthier Sims to move in. Now, this is where it gets tricky. You are going to need to balance that budget, or your city isn't going to last that much longer. This bill is calculated monthly, so the pressure is up on you to make sure it balances, because what you lose in one year is twelve times the losses on the budget screen that you see. You cannot afford to go overboard right now. You need to squeeze every single dollar that you can. For Schools and Healthcare, wind back the service funding so that the total capacity of your centre is the amount of patients that you have at the moment. Make sure that all the zones that are under the cover of the police and fire stations are used. Use the RCI bar to see what is currently being demand and build up accordingly. However, like I said earlier, you need some room around the main transit corridors in your city so it has room to expand. Short-sightedness how will lead to serious problems later on in the game. Do not raise taxes at all, leave them as they are. If you cannot balance the budget, but get close, you can build some new zones, place a new fire station or a police station to ensure that you can expand a little, but again, leave some room for your expansion. With the expansion, you should be able to balance the budget. Demolish the Clinic, seriously demolish it and instead, place down a hospital. The ambulance cost isn't that bad, and it is far more cost efficient than the Clinic. Don't forget, once you have more healthcare, it is better for your Sims, more people move in, and that means more money. Once you have a population of 5000 and a positive budget, we can move onto the next stage. ------------------------------------------------------------------------------ [10.02] Medium Village When the small town behind us, you need to make sure that we get a larger population and more people. You are going to need to make sure that the city gets off the ground. You need some more revenue to make sure that your city is going to work. First of all, check the water supply of your city. If you needed several Water Towers, once you reach 5, place down a Water Pump and demolish the Tower to save money for extra water. Now, check your Elementary School. Look at it. Look at the capacity of the school. Raise the capacity if need be. You still have a small population, but that will soon change. You now need to expand a bit more if you haven't done so already. Build the zones, police stations, fire stations, elementary schools and hospitals with water connection and access to the landfill to make sure they are happy. But if you have expanded a fair bit, you need to start moving to the skies. Zone your zones denser. You've been previously zoning them on low, try medium or even high if you have the guts to do so. Rezone the residential, commercial and the industrial areas, but just place the zone over it, don't demolish, since rezoning doesn't demolish anyway. Zone Residential, Commercial and Industrial to High if you have the money. This will lead to a period of rapid, and I mean, rapid growth for your Commercial and Residential Zones. Commercial Zones means that you need to supply more water, electricity and take back more trash. Consider an upgrade to a landfill, or a neighbour connection. Residential Zones are going to be more demanding on your services. High Density Residential Zones means that a 4X2 Building can hold up to 3000 High Wealth residents. You need to seriously expand your services without blowing a hole in the budget. The rapid expansion in your city is going to get you a lot of money in taxes, and that means, providing more services. Your Elementary schools are going to be bursting at the seams. You need to upgrade to the Large Elementary School, since it can hold more people and is more cost efficient. Consider building a Large High School, enough to cover the entire residential areas. Your next mission is to check the healthcare of the city. Your Hospitals should be coping, but you need to place more in the newer areas, and the recently expanded areas to ensure that you have enough supply to keep up with the demand. New hospitals will relieve the demand on the current hospitals, and stop them going on strike. Now, you need some new services. You will need a city college to make sure that your new entrants, the high wealth commercial offices, have some people to hire. I might have rushed those steps, but make sure that you take your time so that your budget doesn't burst through the seems. Make sure that you take this step by step so that the budget is in either a small loss, balanced or at a gain. A surplus is what you want. Also, by this stage, you should be getting access to some rewards. It is up do you, by place them if you want some more demand. These effective bust demand caps, that is, the limits on demand. By busting demand, you get more to play around with, and that certainly is good for a city that is starting to get off the ground. ------------------------------------------------------------------------------ [10.03] Large Suburb Now, your city is getting larger. You need to decorate your city more, place some recreational facilities to make sure that the area is desirable. Also, you need to play some new services, and replace some older ones. By now, rezone all the land into High Density. That is your first problem done. The second problem is going to be transport. You need to solve a transport problem before it decides to get out of hand. If you downloaded the mod that allows transit stations to be built on roads, good, if not, do so. It allows you to build subway and bus stations on the roads and streets, which is important for your city. If you have not, and don't want to search Simtropolis, build a mass transit system, either Buses or Subways, or both, because they are simply the most efficient, and is possible to make a profit off it. Transit is going to be a nightmare when you become a metropolis. Also, start upgrading your roads. Your heaviest transit corridors, using the traffic data mode, will have to be replaced with Highways, the heavy corridors with avenues, roads for normal use, the little use will be done with streets. Your next problem is going to be Fire and Police. You need to upgrade those small stations with Larger varients. Fire will need to be done with Fire Landing Strips and Large Fire Stations. Police need to be replaced with Large and Deluxe Police Stations. You shouldn't need a jail at all. Now, Education. you should have upgraded before, large Elementary Schools and Large High Schools should relieve the demand, but build more if that need be the case. Now, you need to add the final two parts of Education, the Library and the Museum. These will improve the knowledge of your Sims over time, when they pass College and beyond. This is useful to ensure that your Sims can get the best of the jobs, the companies come on knocking. Healthcare should be taken care of if you have been building enough hospitals to keep up with the demand that I've told you about. Now, your utilities are going to need an upgrade. You need more power. If you have access to the Nuclear Power Plant, that is going to be a good option for you. A few more Water Pumps is going to be required as well to make sure you have enough supply to keep up with demand. And finally, the garbage. You should build a neighbour to take care of that for you, a landfill city if you will. Thats that taken care of. ------------------------------------------------------------------------------ [10.04] Massive Metropolis How, you need to make some more changes to make sure your city works out fine. First of all, you need to kick out the dirty and manufacturing industries to ensure that you only get the High Tech industries walking into your city. These industries take water, but are clean and provide jobs. To kick out the dirty industries, jack up the tax for those industries all the way to the max, 20%. This will make no one gets in, and demolish those that are in the city. That will cause a problem for a while. But high tech will soon move in, and that is the thing you want. They provide jobs, and don't pollute. You also want to keep an eye on transport. You want a massive mass transport system to keep your Sims happy and off the road. Enact the ordinances that are listed above to boost demand and make sure your city will function. Remember that there are things zones want. All want low pollution, crime, power and water. Residential zones want good healthcare and education, with a low commute and low traffic noise. Commercial Zones want high traffic (which means customers). Industry wants low freight trips, which means close to the border. For a Metropolis, add some Seaports if you have access to water to boost the demand for industry. By now, add an Airport, an International one if you can afford it and the maintenance, to give a MASSIVE BOOST to your Commercial demand. Also, neighbour connections. They boost commercial demand and allow for jobs to be placed around cities. This is important because you need to be able to give away some extra resources, and get resources if you are lacking. At this stage, there really is nothing I can do to make your city a success. You need to address all the problems of your cities so that you know what you are doing. I cannot do anything, only you can. This is just a general pointer on how to start building a city, thy451's guide has a bigger and better and detailed version, but does not take account changes in Rush Hour, so keep that in mind. ------------------------------------------------------------------------------ [A] Contact Information APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Hey, what do you know, it looks just like my previous legal things, cause I'm too lazy to make another one. That block button is mighty fun to use. ****************************************************************************** Before you E-Mail me, read the guide first. If the answer is not in here, then E-Mail me. 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