SimCity 3000

SimCity 3000

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SimCity 3000: VinnyVideo's Official FAQ's/Walkthrough

Table of Contents
[INTR] Introduction
[STRT] Getting Started
[TOWN] Starter Towns and Scenario Cities
[NOTE] Notes on Various Matters
[REWB] Reward Buildings List
[CCAG] Cheats, Codes, and Glitches
[VERS] Version History
[COPY] Copyright/Contact Information

Navigation tip: Use the Find feature (Ctrl-F) to find what you're looking for.
For example, search for [COPY] to jump to the Copyright/Contact Information

Introduction                                                   [INTR]
Greetings and good cheer! This is my third FAQ's/Walkthrough. I submitted my F1
ROC 2 walkthrough just yesterday, and now there's already another VinnyVideo
walkthrough! However, I've been working on this for about eight months, so that
explains why these are appearing in such close succession. The Legend of Zelda:
Twilight Princess, The Legend of Zelda: Ocarina of Time (Master Quest), and
Donkey Kong 64.

SimCity is my favorite PC game. Although it does have a few glitches and
irritations, playing it is still a lot of fun (especially if you enter a secret
code or two). While it was released back in 1999, the graphics still look
pretty good - as good as you need for SimCity. Also, anything too much more
advanced would probably be too slow for most computers. Anyway, enough
rambling. Off to the walkthrough!

Getting Started                                                [STRT]
Or: Building a City That's Bigger Than Buffalo: VinnyVideo's Official Guide to
SimCity 3000

Constructing a city in SimCity 3000 is plenty of fun, but it can also be pretty
tough. Here's one effective way to begin a city. I should note that in SimCity
3000, dollars are called simoleons and are denoted by a special symbol.
However, I just use the good old $ sign in this guide.

Step 1: Consult useful literature
First refer to the manual that appears on a .PDF file on the SimCity 3000 CD.
This will help some with the basics. You might want to print it out for future

Step 2: A Starter Town, or start from scratch?
Pick one of the Starter Towns if you want a head start on your SimCitying. Most
of the city infrastructure will already be in place, so you can just sit back
and watch your city grow (at least at first). More information about Starter
Towns appears in a special section. If you begin a city from scratch, you can
create your own landform. If you want to have a lot of space to develop
sprawling suburbia or a massive metropolis, keep the "water" and "hill" sliders
low. If you want to have higher initial land values, move the sliders to the
right. You can also determine which sides of your city are bordered by ocean.
Also, don't forget the middle; you can have a river, lake, or mountain if you'd

Step 3: Give your town a name!
Every city needs a name. That's obvious. You'll also want to give your mayor a
name (probably your own name). Lastly, decide on the difficulty level. On the
Easy setting, you have $50,000 to work with, which will still disappear
surprisingly quickly. The Medium setting supplies $20,000 to your treasury.
You'll find this total uncomfortably low if you're building from scratch. The
Hard level starts you off with a $10,000 loan - nearly impossible to succeed
with if you're not using a Starter Town or cheat codes.

Step 4: Plan ahead
Most mayors now want to start building (and spending). But first, formulate a
plan for everything, especially transportation. At some point in your mayoral
career, you'll want to build at least one road connection AND at least one rail
connection to each neighboring city. At first, though, one road connection to a
neighboring town should be enough. Think about where you'll put these
connections, even though you don't need to build them yet. Especially
important: Decide how you're going to get cars and trains across any rivers
your town has. Think about where you want any seaports and airports in the
future. Also keep in mind that dense commercial areas are best near your
central district - that's where land values are the highest. Dense residential
areas are also good in the middle of town - maybe along a river and near the
dense commercial zones. Locate industrial zones near the city limits to help
contain the pollution. Plus, industrial zones develop best where land values
are low. Since land values are low at first, it's probably best to focus most
of your development near the edge of the map for now.

Step 5: Start building!
If you use a Starter Town, much of the necessary infrastructure will already be
in place. However, even if you used a Starter Town, review this list to make
sure you have everything you need. I will assume you are on the "Easy"
difficulty level. If you harder setting, you'll have to be even more cautious
in your spending.
Set the game speed to "stopped" for now. First, if you start your town in 1950
or 2000, enact the Tire Recycling and Farmers' Market ordinances. Second, build
a "Main Street" that connects your city to a neighbor. Near that connection
point, construct a power plant - either coal or oil. If you start in a later
year, you'll have more power plant options to choose from. Next, zone a 5x5
space near the power plant for your landfill. Don't forget to build a water
system. You could try a desalinization plant (in 1950 or 2000) if you have
access to salt water, but I recommend that you design a system of water pumps
similar to the system seen in the "Metropolis" scenario. Construct one space of
surface water, and surround the space with water pumps. Build only three water
pumps now, but remember to keep adding them as your city grows. To reduce water
pollution (and the need for expensive water treatment plants later on), situate
your pumps far from industrial areas and plant some trees around the pumps.
Make sure that your pumps have power. Finally, place some pipes under your
city. Connect the pipes to your pumps or desalinization facility, and space
your pipes about 13 spaces apart (This is the most economical way of watering
your town). For financial reasons, only build pipes near the areas you plan on
zoning immediately.
Now you can start zoning! If you have an island city (like that seen in the
Sim Isle and Island City scenarios), make sure to build an airport and/or a
seaport. Otherwise, worry about those later. Near your power plant, zone a few
industrial zones. Build a few power lines down "Main Street" - maybe 30 spaces.
You can save money by placing a power line every second space. At this point
build a small light commercial zone - probably just 6-15 spaces. Lastly, build
a generous light residential area. Zone a 6x15 residential area, and surround
it with a road.
Now turn on the simulator on the fastest speed and let it go for one month.
Nothing will happen this first month. Use the "Query" feature to make sure the
zones have power and water. Click on "Budget" and raise taxes to 8% or 9%.
(You'll need to lower them later, though, and keep commercial taxes a notch or
two lower). Also reduce funding by a notch or two to every sector (education,
police, etc.) except for roads. Now simulate to March 1. You should see a lot
of development. Check the RCI (residential-commercial-industrial) bar graph at
the bottom of the screen. For example, if the residential graph is high, you
need more of that zone. If it's flat or low, you don't need to zone any more of
that for now. Also check the unemployment rate sometimes. If the unemployment
rate is high, you probably need more commercial and industrial zones.
Simulate until April 1. If you're lucky, you might have as many as 400 people
or so. Build a school. I like to use schools to separate commercial and
residential zones. Add more zones - especially residential zones.
Simulate until May 1. Crime could be a problem now. Build a police station and
a fire station, and more zones. Check the crime and fire maps occasionally to
see if you need to build more police and fire stations to cover an uncovered
area. Keep in mind that you can increase the range of police and fire stations
by increasing their budgets.
Keep adding zones. At the end of the year, check the budget. You'll probably
end up losing a bit of money. But make sure that your city becomes profitable
at the end of the second or third year. Your original funds should cushion you
from these early losses.
As your city gets a little bigger, you'll have to add colleges, libraries,
museums, more schools, and other buildings. Check "Notes on Various Matters"
for tips. Keep an eye on the budget graph and what your advisors are saying.

Starter Towns and Scenario Cities                              [TOWN]

Starter Towns
Capitol City
There's a good dense residential zone and an attractive river, but little else.

The circular design here looks quite neat, but it's very difficult to work with.

Checkerboard City
This has a lot of helpful infrastructure: parks,
residential/commercial/industrial zones, schools, a nice seaport, and two
coal-powered electrical plants.

Clocktown Center
Not the Clocktown of The Legend of Zelda: Majora's Mask. Using this Starter
Town is better than not having anything, but it's not the best one you can

Railroad Town
This is one of the best Starter Towns. The extensive railroad system is great
for industry, and the seaport and dense residential area are also helpful. The
two oil power plants let you develop without having to worry about building
power plants for a while. You'll need to add a lot of light residential early

The best thing about this modern-looking town is the clean electrical system.
The dense residential areas aren't bad, either.

This small valley town has a decent railroad and a sizable industrial area, but
keep in mind that the mountains limit growth.

This town's name is a bit of a misnomer, since it looks much more like one of
the hundreds of small towns in America that have sprung up along interstates.
The biggest advantage here is the long section of highway, which you'll want to
extend to at least one of your neighbors. The two oil power plants help keep
the juice flowing during the initial surge of development. You might want to
build some denser commercial around the museum and college.

Tower Town
Tower Town features weird vertical (as opposed to diagonal) roads, which look
neat but hinder development of larger buildings. Unless you really like this
design, I recommend using a Starter Town that has more zones and a power plant.

Transitville comes equipped with a subway system, a big plus as your city
grows. The oil-powered power plant is also an asset.

Scenario Cities
Big Mountain City
An attractive town nestled in the heart of the mountains. The best things about
it are the dense residential zones, windmills, and the airport. You may want to
imitate this city's industrial district located at the edge of town.

A small town with many farms. Don't extend pipes to the farm area, or they'll
all disappear and transform into yucky-looking light industrial zones.

Island City
Island City has a massive seaport and airport, along with good dense
residential areas. Unfortunately, the mountain and the limited land area (it is
an island, after all) prevent any significant growth. Increasing fire coverage
is imperative, and you might want to build some more police stations.

A very tricky situation - low revenue and low funds.

Now here's a big city. You'll have a very hard time getting bigger than
Metropolis - or getting a fatter treasury. However, there are too many empty
schools and prisons, too few parks, and no airport.

Mount Rodentia
A physically small town, although there's room to grow. There's not much to say
about this one.

A nice town with very low pollution. The huge financial reserves help, too.

Santa Andrea
A nice town that's in desperate need of educational expansion. This
well-organized town needs more residential space.

Sim Isle
Similar to Island Town. This town is totally full; you'll have to level the
mountain or tear something down if you want to build anything new. The large
ports are a plus.

A sample city for experimentation. You could really use any city for practice.

Notes on Various Matters                                       [NOTE]
When your city is new, you won't have enough revenue to spend much on services,
so you'll have to set funding for police, education, and other services below
the recommended figures. Increase these gradually as your city gets bigger.
Remember that the more money a service gets, the more effective it will be. For
example, a well-funded fire department will have a much wider range than one
that is underfunded. In a large city, you'll want your expenditures to exceed
the suggested numbers. But NEVER touch the "Roads" slider. Increasing funds
will not improve service; decreasing funds will cause many potholes and other
defects to form, forcing you to spend even more money to fix them.

Traffic is a difficult problem to deal with. However, there are some things you
can do. First, build bus stops. Usually you want to place bus stops in
residential zones and near popular destinations, like your stadium or library.
Trains should also factor into your transit plan. Build a few train station
along your railroads, especially near residential and industrial areas. Once
your city has approximately 300,000 people, you need to begin constructing the
expensive but valuable subway system. Try to use it to connect residential
zones with places people want to go. If you're not sure whether a bus stop,
train station, or subway station will have much demand, try this: Save your
game. Place the stop where you want it. Set game speed to fast. Use the Query
feature in two or three months and check the "Passengers" number. If it's, say,
120, re-load the game and build it. If the number is 600, re-load and build
both that stop and another stop not too far away. If only 7 people are using
the station, re-load and place one somewhere else. You can use this trick for a
few other things, too. One more thing: If traffic is "Congested" along the road
that connects your city to another town, build another road connection or a
rail connection to that town.

When you begin your town, a 5x4 space of landfill should be sufficient. As you
city grows, you'll probably need to expand the size of your landfill. At some
point in the game (probably once revenues hit $10,000 per year), you should add
an incinerator. For a while you won't need to expand your landfill space.
Starting in 1970, you should start adding Recycling Centers, although you'll
need quite a few if your city is big. Check the Garbage pie graph annually. If
you're recycling less than 45% of your garbage, you probably need to add more
Recycling Centers. Later on, Waste-to-Energy incinerators also appear.

Once your population is approximately 35,000, crime will probably be one of
your biggest problems. It's time to build a jail, preferably in an industrial
area. I like to build jails near the unpopular trio of the landfill, power
plant, and incinerator. Periodically check the status of your jail. If a jail's
population ever exceeds 300, you probably need to build a new jail. But before
doing so, check the crime map. If there are large zones that don't have police
protection, either build a new police station or increase police funding to
expand its range. Also enact the Neighborhood Watch ordinance, if it's
available in your year. If all areas of town are covered by police, crime will
drop, and prison populations will shrink accordingly. In fact, unless you
legalize gambling, you'll probably never need to build more than two or maybe
three prisons if you maintain good police coverage. Remember that each prison
costs $78 per month to fund, so you definitely don't want to have more jails
than necessary.

You need to construct an airport once your population grows to about 100,000 -
maybe sooner if you don't build many road or rail connections to neighbors.
Airports won't develop unless they have power, water, and nearby
transportation. They also need to be big - at least 4x6. If the City Planner
Advisor says "Airport Expansion Needed," be ready to build more airport space.
If the "On-Time Flights" statistic drops below 98%, you definitely need to
expand your existing airport or build another one. You can reduce the need for
airport expansion by building sufficient road and rail connections to other
cities. Airports generate a lot of air pollution in the form of noise, so keep
them far away from residential zones. You may want to build a buffer of Large
Parks to reduce the air pollution around the airport.

To Spread or Not to Spread?
When your city is just getting off the ground, you'll need to decide whether
you want to build in a tight cluster or in a more spread-out manner. If you
choose the first option, make sure to at least position your power plant (if it
pollutes a lot), industrial zones, and garbage facilities a reasonable distance
from residential (and commercial) areas. Try to keep traffic under control as
well. If you choose the latter method, keep in mind that you'll initially be
spending more on roads, water pipes, and electrical lines.

The Population Cap
Are you having a hard time making your city bigger? Is R-C-I demand high? Are
there plenty of undeveloped zones? Are there no glaring problems with your city
(like high pollution or crime)? If you answered yes to most or all of these
questions, you've probably reached your Population Cap. Try adding a few parks
and reward buildings to increase your Population Cap. You'll probably get a
surge of new residents.

The Innermost Fears and Psychoses of Water Mains
Here's a problem you might not know about. Raising or lowering a tile of
terrain destroys the underground subways and water pipes. So whenever you
change the landscape, just check and make sure you didn't destroy any pipes or
subway lines.

If a disaster occurs, make sure to put out any fires that start, and remember
to bulldoze anything that has been damaged during the disaster (unless you want
your charred empty buildings to remain charred empty buildings forever).
There's very little you can do to prevent disasters, although the Earthquake
Resistance ordinance can reduce the damage. Also try to maintain good fire
coverage. In SimCity 3000, nobody actually dies during disasters, although the
population will drop if residential buildings are destroyed.

Ordinances: Good, Bad, and Expensive
Those are the three kinds of ordinances. A small number of ordinances are
unquestionably good - notably Tire Recycling and Farmer's Market. Other good
ordinances include Neighborhood Watch and Landfill Gas Recovery. If revenues
are favorable, consider Youth Sports and Crossing Guards. The Earthquake
Resistance ordinance doesn't just please bureaucracy; it makes larger buildings
appear in your city. A lot of ordinances are intended to attract clean
industry, such as Conservation Corps and Public Access Cable. However, they are
invariably very expensive. Many others are simply useless, like the Paperwork
Reduction Act and Youth Curfew.  While most ordinances cost money, Legalized
Gambling and Parking Tickets earn big money but create their own problems
(crime and discontent).

Every part of town has an "aura" rating, which can be checked on the Aura Map.
"Vibe" and "image" might be good synonyms for those who don't know what this
word actually means. Several factors help and hurt aura. Landmarks and parks
are good for aura; crime and pollution aren't. A high aura (blue on the map)
boosts land values and helps attract clean industry. Interesting, the casino
helps aura if you keep crime in check.

Developing Farms
It's tough to get farms to appear in your town. Here are some conditions that
stimulate farm development: Low pollution, large (8x8 tiles or bigger) pieces
of light industrial area, electricity, NO water access, low land values, and
road access on one or two sides. Farms are usually most likely to develop when
they're near the edge of the map.

Cleaning Up with Clean Industries
Every mayor covets non-polluting industries, like the Industrial Lab. However,
it's tough to get clean industries to develop. When your city is young, clean
industries will be few and far between, but they'll slowly start developing
after a few decades. Having a high education quotient helps a lot, and you can
also enact ordinances that stimulate clean industry. Of course, entering the
"NERDZ ROOL" cheat code makes all your future industrial development much

Neighbor Deals: Neighborly or Foolish?
If you connect water pipes or power lines to a neighboring city (or cities),
you may eventually be offered a chance to sell water or power to them (or buy
water or electricity from them). Additionally, you'll get offers to buy or sell
garbage if you build a road connection to one of your neighbors. Garbage deals
come flowing in from all neighboring cities if you construct a seaport. If you
build the Fusion Power Plant, it's a sensible thing to sell your electricity.
Buying electricity makes sense if you temporarily don't have the cash to build
a new power plant when brownouts are occurring. Water deals tend to be flaky;
the other mayors will often say you terminated your deal without their consent
and demand a penalty, for no apparent reason. I'm not a big fan of buying or
selling garbage or water. However, letting other cities use your landfill is a
good way to earn quick cash when your city is young. But try to end the deal
whenever the other city wants to increase the garbage flow (something that
happens occasionally).

Building the Easy Way
If you want to have an easy time with your city, begin a new game and enter the
first seven codes (see the Cheats section). First build a north/south highway
and an east/west highway. You might want to level some of the ground to make a
smoother road (and to help facilitate easier development alongside it).
Construct four ramps (interchanges) at their intersection. Put a road under the
highway and connect it to the interstate using some ramps. Along this road
build your fusion power plant, three recycling centers, and a waste-to-energy
incinerator. Then use the "Create Surface Water" option to create one square
tile of water. Then surround it with water pumps, and surround the outside of
that with trees (to reduce pollution). Build a water treatment plant. Now build
a "downtown" area. This should be near your river and/or highway interchange.
Zone a large dense commercial area and build a City Courthouse and City Hall.
Additionally, add a Stadium. Add the Stock Exchange and University once you
have some residents. Normally, all that would have cost more than $300,000!
Isn't that "I AM WEAK" code great?

Rewards Buildings List                                         [REWB]
Here's a list of Rewards buildings, along with the conditions necessary to
obtain them:

Mayor's House (pop. 5,000)
Lighthouse (pop. 15,000)
City Hall (pop. 20,000)
County Courthouse (pop. 25,000)
Historic Statue (pop. 35,000)
Military Base (pop. 80,000)
Theme Park (pop. 80,000)
Medical Institute (pop. 80,000, Year 2000 or later)
Defense Contractor (Military Base in city)
Performing Arts Center (pop. 100,000)
Country Club (pop. 125,000)
Stock Exchange (pop. 200,000)
Geyser Park (35 or more park tiles)
University (Education quotient higher than 105)
Science Center (EQ higher than 135, Year 2000+)
Spaceport (At least 50 airport Tiles, Year 2050+)

Cheats, Codes, and Glitches                                    [CCAG]
As you've probably discovered, getting a city started isn't very easy. However,
you can make it a lot easier by entering a few secret codes. Assuming you're
using a Windows keyboard, hold down Shift, Ctrl, and Alt, and then press C. A
bar appears at the top, where you can enter the codes. Also remember that
you'll have to re-enter each code every time you load a city. These codes are
case-insensitive; it doesn't matter whether or not they're capitalized.

I AM WEAK: Lets you do almost anything for free! You can build almost anything
and change the landscape without paying a simoleon. Just remember that you
still have to pay annually for the maintenance of things like roads, schools,
and police stations. And you'll still have to pay for bulldozing.
GARBAGE IN, GARBAGE OUT: Enables you to use garbage disposal facilities that
haven't been invented yet! If you're starting a city in 1900 or 1950, make sure
to use this code to construct a Waste-To-Energy incinerator and some recycling
centers. Better yet, if you use the "I AM WEAK" code, you won't have to pay
anything to build them.
POWER TO THE MASSES: Gives you the ability to build any kind of power plant you
want, no matter the year. Use this code to get one of those great fusion
plants. With "I AM WEAK," you won't even have to pay up! Once you have a fusion
plant, build power line connections to all your neighbors so you can charge
them to use your electricity. You'll have more than enough to go around.
WATER IN THE DESERT: Lets you build water-related facilities that don't exist
in your year. This code isn't quite as useful, but it's a wise idea to
construct a water treatment plant or two early on.
NERDZ ROOL: Here's a nice code. When you enter this, all your industrial zones
will develop into clean industries. When used in conjunction with "POWER TO THE
MASSES" code's fusion plant, you can cut pollution down to 1 or 2 on the graph.
TRAFFIC LIGHTS: Reduces traffic.
PAY TRIBUTE TO YOUR KING: This lets you use all of the Rewards and
Opportunities buildings, even though most of them only appear after you meet
certain population landmarks. Some of them, like the Medical Research
Institute, are very useful.
LET'S MAKE A DEAL: This gives you the opportunity to select from a number of
business deals.  Just remember that while these deals usually give you money,
they often hurt aura and cause pollution problems.
CALL COUSIN VINNIE: When you enter this, a shady-looking petitioner named
Vinnie shows up, asking if you want him to give you a lot of money. If you
accept, your treasury will receive an extra $100,000! Otherwise...
ZYXWVU: You'll have a chance to enter this code if you say no to Vinnie. You'll
then be able to build a special castle.
I LOVE RED TAPE: Weird. This sets the game date back to January 1, 1900. I
don't know why you would want to do that.
SALT OFF: Turns all your ocean water into fresh water.
SALT ON: The reverse of "salt off."
TERRAIN ONE UP: Raises your map by one meter. It destroys all buildings and
everything else.
pretty much does the same thing as the last code.
UFO SWARM: Makes the UFO disaster appear, but this time there will be more
flying saucers than normal.
THE BIRDS: Makes a lot of birds appear.
LOAD TERRAIN : Lets you use a grayscale bitmap image as your city. It
overwrites any existing things in your city.
FORCE  TO SAY : This code causes the specified advisor to say
the given text. Replace  with the advisor's first name. For example,
use Moe for the Transportation Advisor or Mortimer for the Financial Advisor.
Valid names are Mortimer, Moe, Constance, Karen, Maria, Randall, Gus, and

There are a number of other codes that make the bottom line say silly (sillier
than usual) messages. Again you have to use the Shift-Ctrl-Alt-C cheat box.

ADVISERS: Mayor Under Investigation For Possible Embezzlement
BAT: Da Da Da Da Da Da Da Da Da BAT-Man!
BROCCOLI: Sorry. Money Doesn't Grow On Broccoli
EASTER EGG: Duo Ragazzi's Easter Egg Palace: Old World Charm In A Post Modern
ELECTRONIC ARTS: Not Just Sports Games Anymore
ERTS: Investment Tip: Buy Low, Sell High
FUND: FUND Not A Cheat Code, Do Not Type MOREMONEY, It Is Not A Cheat Code
HELLO: Greetings, Mayor, Your Sims Salute You
HELP: Dozens Of Hidden News Tickers, Study Reveals; Sims Encouraged To Collect
Them All And Amaze Friends
LLAMA: The Llama Is A Quadruped
MAXIS: Did You Know That MAXIS Spelled Backwards Is SIX AM?
MAYOR: Mayor  Brings  To News Ticker Highlights
MOREMONEY:MOREMONEY Not Cheat Code, Research Concludes
MONEY: Money Does NOT Grow On Trees, Study Concludes
SC3K: Mayor Suspected Of Attempting Embezzlement; Ends In Failure
SCURK: If You Build It, They Will Come
SIM: If You Lived Here, You'd Be A Sim
SIMCITY: Keep Trying, And Maybe You'll Figure It Out
TICKET:  PICAYUNE: The Finest In Scrolling Entertainment
WILL WRIGHT: What Will He Think Of Next?
1234: Secret Number Combination Causes Announcement In News Ticker

Here are two more tricks:

Choose Your Own Buildings
Open the Power Plants dialog box and close it using the "X" button. Open
Rewards and close it. Open Garbage and close it. The Landmarks Dialog will now
contain every building that can appear in the game. This also removes the 10
landmark limit that normally applies in SimCity 3000.

The Free Water Glitch
Start a new game and build only one building. Run a pipe from that building to
a neighbor. Make a connection and wait for them to offer you a water deal.
Accept the deal, regardless of what the price is. Wait until the end of the
month. Bring up the cheat box and enter "TERRAIN ONE UP." All buildings will
disappear, and your deal will seem to be terminated. Build a new water
connection at the same spot you originally made the connection. When you
rebuild the connection at that same exact tile, you'll still get water, but
since the deal has been terminated, you won't be charged for the water supply!

Version History                                                [VERS]
I've worked on this guide quite sporadically.

0.1    Got started. (4/16/07)
0.4    Did a lot of work through late April and May.
0.6    Stopped working for a while. (6/3/07)
0.7    Added cheats. (6/22/07)
0.8    Revived work on my guide. (12/3/07)
0.9    Cleaned things up. (12/4/07)
0.95   Added contact information and organized the guide in a suitable
ASCII/plain text format. (12/5/07)
1.0    Added more information on aura and traffic. (12/10/07)
       Submitted guide to GameFAQs and (12/11/07)

Copyright/Contact Information                                  [COPY]
(c) 2007 Vinny Hamilton. All rights reserved. I reserve most of my lefts.

All trademarks mentioned in this guide are copyrights of their respective

You can print this guide out for your personal use.
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translation on your Web site as long as you ask permission first.
You can post this guide on your Web site as long as you give proper credit AND
you don't change a single letter, number, or symbol (not even a tilde).
Remember that the latest version will always be available at, but
again don't count on there being frequent (if any) updates.
You can't post this guide on your Web site and then say you wrote the guide
You can't post this guide on Web sites that contain (or have links to sites
that contain) explicit depictions of naked humans (also known as pornography),
racism, or flattery of totalitarian regimes.
You can't post this guide on your Web site if you're going to change anything
in this guide that took me so many hours to write.

If you don't comply with these guidelines, your hard drive will be reformatted
inexplicably and you will suffer from constipation for the rest of your life.
Heed this warning.
If you have any questions or comments about this guide, send an e-mail to Remember that not all e-mails will be accepted. Please
follow these rules:

Do include "SimCity 3000" in the subject line.
Do send polite suggestions for ways to make this walkthrough better.
Do send information about any glitches, tricks, or codes you find.
Do ask any questions you have about SimCity gameplay. I will answer them
eventually if you follow all of these rules.
Do tell me if you break one of my records in Practice mode or the Formula One
Do make a reasonable effort to use decent spelling, grammar, usage,
punctuation, and capitalization so that I can understand what you're trying to
Do use patience. I check my messages quite sporadically.
Do not ask for technical support except maybe as a last resort.
Do not send spam, pornography, chain letters, "flaming," or anything that
contains profanity or vulgarity. Again, violating this rule will result in
deletion of the message and permanent constipation for you.

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