SimCity 4


SimCity 4: FAQ (English)

SIM CITY 4: Version 1.10

by thy451 ... now an experienced newbie at this game...



This guide, for now, is mostly aimed at those starting out in the game. That

means that I will be dealing with how to create a city without breaking the

bank. And after that how I will be focusing on how to get hi-tech industries.


Version History:

1.00: The original

1.10: Major additions:

(1) Added Part II

(2) Changed some layout in Part I and also added some stuff there

(3) Added Part X



PART I: First city, a Slum for all

Tip 1 : Raise Taxes

Tip 2a : Tight budget control - Power

Tip 2b : Tight budget control - Water

Tip 2c : Landfills

Tip 3 : Slum Town

Tip 4 : Slum town expand sideways

Tip 5 : Mid density zones

Tip 6 : Connections

Tip 7a : Jobs from industry

Tip 7b : Export oriented economy

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

Tip 8bi : Basic Structure: Proper planning: Industry

- Diagram T8bi

Tip 8bii : Basic Structure: Proper planning: Breathing space

Tip 8biii: Basic Structure: Proper planning: Residential

- Diagram T8biii

Tip 8biv : Basic Structure: Proper planning: Gap down

- Diagram T8biv

Tip 9a : Amenities: When to build

Tip 9b : Amenities: Budget control

Tip 10 : Commercial Development

Tip 11a : Budget: Some figures

Tip 11b : Budget: Ordinance

Tip 11c : Budget: Rewards

Tip 12a : Potential future problems

Tip 12b : Some solutions


PART II: Second City, a Hint of High-Tech

(A): Pre High-Tech

Hint 1 : Raise Taxes

Hint 2a : Utilities: How to get a deal

Hint 2ai : Necessary connections

Hint 2aii : Nemo dat quod non habet

Hint 2aiii: Time

Hint 2b : Utilities: To build or to deal

Hint 3 : A town in development

Hint 4 : Residential over industry

Hint 5 : Mid density to High density

Hint 6 : Connections, freight time and placement

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

- Diagram H7a

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

- Diagram H7b

Hint 8 : Basic structure

Hint 9 : Amenities

Hint 10 : Commerce as a vehicle of transition

Hint 11a : Budget: Further clarification

Hint 11b : Budget: Ordinance

Hint 11c : Budget: Rewards

Hint 12a : Polluting problems

Hint 12b : Neighbours as solution

(B): High Tech Arrives

Method I : Expand

Hint 13 : Raise taxes again

Hint 14 : Placement at the free space

Method II : Urban Renewal

Hint 15 : Raise taxes to crazy European levels

Hint 16 : Placement at the old place

Analysis of Methods


PART X: X for Extra stuff

Easter Eggs

X'tra Insights


Concluding Words:


Copyright: Yeah right...

Mailing Info



PART I: First city, a slum for all

Pop: 31,000 and still growing month to month

Current cash: $100,000 +++

Time: 21 years

Budget: $1600 - $1700 surplus and still growing because pop still increasing

Map: Mid size (Not a map on the edge of the region)

Neighbours: None


Tip 1: Raise Taxes

Before the game even starts set your taxes to:

R: $: 8.3/ $$: 8 /$$$: 7.5

C: 7 for all

I: $: 9 /$$: 7.5 / $$$: 7

I think you can increase I$ to even 9.5%

Feel free to play around to get the optimum.


Tip 2a: Tight budget control - Power

Coal power plant: Set funding all the way down such that capacity used

should ideally be around 70%. This funding is the local funding where you

click on the plant itself not the one through the budget, obviously but

just in case.

Note: If you make the plant operate at a higher % your plant will age faster.

Note: I placed the coal plant and garbage disposal all at one corner. It is

near the industrial site but i don't think it should be that close. Maybe

10 - 15 squares away.


Tip 2b: Tight budget control - Water

Water Towers: Use towers rather than pumps. Since operating cost is $50.

You should continue building water towers until 5th one, since by then a

pump could produce more and cost less. After building a pump remember to

destroy the rest of the towers.

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

in between the pipes

Note 1: Do not build pipes to power plant and landfills. I read that it

pollutes the water.

Note 2: Build you water system on the opposite end of your industrial /

power plant / landfill side.

Note 3: There is no means to reduce water budget except through the budget

screen which I strongly advice you not to. Unless you want to have burst

pipes all across you city.


Tip 2c: Landfills

Build only 4 squares at a time. In my game by the time I reached 16

squares, I had enough cash to buy the garbage to waste plant. You should

really buy it at that point. You should have quite a large surplus at

that point.

Waste to power: When you build a second coal station after your garbage

plant cannot keep up with demand, you should keep funding for the waste

plant at high and lower down the funding for the coal station instead.

Alternatively, you may use the plant as an incinerator by reducing the

funding. But you will not get any power out of it. Although the garbage

will still be destroyed.

Note: Landfill clears over time. There is no need to demolish the roads

leading to it.


Tip 3: Slum Town

Education, health, recreation, hi tech industry all sound wonderful but

really which nation in the world went immediately from third world to first.

Treat the sims as mere chattels, whose only purpose is to bring you money.

So what if they live in a bleak house and have a bleak existence.

The only time when you start building these facilities is when population

hits a barrier of some sort. Remember and I cannot stress this enough your

purpose is less of a mayor, at least at the start, and more of an evil

industrialist bent on chaining and exploiting the masses.


Tip 4: Slum town expand sideways

Remember as long as there is space on the map and demand for Industry or

Residential expand it sideways. This means zoning more rather than zoning



Tip 5: Mid density zones

Use mid density for industry and residential. I seem to have a problem with

high density. It simply does not develop more than the single house. I

cannot figure it out. Any advice? My mid density actually has more than my

high density residential.

After zoning mid or low density, if later in the game you wish to increase

the denisty, all you have to do is drag the higher density zone over the area.

There is no need to demolish any buildings whatsoever. However, since the

higher density only develops if there is the demand, you may not see immediate



Tip 6: Connections

Even if you have no neighbours at all, make connections. For this shortens

the freight time, which I assume attracts industry. Besides it is free.

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


Tip 7a: Jobs from industry

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

industry as possible.


Tip 7b: Export oriented economy

Since any developing nation is an export-oriented economy rather than a

consumer based one, there is really no need to build that much commercial

zones at the start. A few squares here and there would be sufficient.


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

Set up the road structure first rather than use the auto roads. In other

words, I have no streets at all.


Tip 8bi: Basic Structure: Proper planning: Industry

Set industry at the edge of the map. A 4x4 or a 4x5 zone is preferred.

Any larger and it seems not to really get developed fully. Set up a road of

about 6 (across) x 33 (down). Yes 33. Build either a zone of 4 x 4 or 5 x 4

in it. Leave a space in between each zone but there is no need to build a

road. My plan is to place a rail there later on. Have yet to do it but just

in case. I had 6 such strips of industry. Look at the diagram below.

Diagram T8bi: Industrial and Breathing Space

I: Industry

R: Road

G: Gap/space

H: Residential / houses

            1         2         3         4


Tip 8bii: Basic Structure: Proper planning: Breathing space

Leave a 3 square gap not including the road (including it would make it

5 square) and have another strip of 4 blank for future commercial expansion.

In other words there should be 10 squares from the last point of industry

to the first point of residential. This is to take into account the dirty

industry that will spring up, thus polluting the air.

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


Tip 8biii: Basic Structure: Proper planning: Residential

Super structure:

Set up the structure in the middle of the map. The super structure should

be about 35 (across) x 33 (down).

Note: You should count from the industry side. Don't be afraid to build a

long stretch of road and to make some markers through the creation of

junctions in case you loss count.

Details: Across

I selected a 4x4 residential area. All sides have to be surrounded by

roads (R:Roads). I have three 4x4 then a single space (G:Gap) in between

not including the road (RGR). Then another three more 4x4 structures across.

Details: Down

Again a three 4x4 structure down. Leave 3 spaces not including the roads

(RGGGR), then another three 4x4 structure.

Details: Centre

Leave it unoccupied. It is for your schools and other amenities. In

other words there should be 32 blocks of residential 4x4.

Diagram T8biii: Residential super Structure


H: Residential / houses

R: Road

G: Gap / empty space

            1         2         3


Tip 8biv: Basic Structure: Proper planning: Gaps

Also after the 33 squares down, you should leave a gap of six including

road (RGGGGR) before the next industrial strip or residential area. This

is for future mass transit expansion or large amenities such as hospitals.

But there is no need to leave any gaps between the industries across the


I also left three squares between the edge of the map and any roads or

structures i built.

Diagram T8biv: Middle section for perspective

This is a small middle cross section taking into account the industry,

breathing space, commercial district and the gap down.

I: Industry

R: Road

G: Gap/space

H: Residential / houses



Tip 9a: Amenities: When to build

Fire station: Unless you like to save and reload I recommend you build

this as your first structure. It should be built maybe after the population

reaches 5000 or more. Or you could save your game and money every year and

you could build it after you first fire.

Education: I started my first elementary school at the pop of around

12000-14000. That was when demand for everything seems stagnant and the

pop was not growing. Pop started increasing again. I had three residential

super structures before my first school.

Health. I built the large hospital in the middle of the two super structures.

Again this was slightly after the elementary construction.

Recreation: I built about 8 beaches all side by side. Not quite sure if

it actually attracted people but I had enough surplus for a $5 ($40)



Tip 9b: Amenities: Budget control

Again scale accordingly to demand through the buildings itself.


Tip 10: Commercial Development

I started producing large areas of commercial squares around 20,000 pop.

You can see its demand rising. By year 21, I had 9100 commercial jobs

contrasted to 8900 industrial jobs.

I think that my population growth from 20000 to 30000 was fuelled by the

commerce because by then I ran out of places for industry, the left side

of the map is used up. My commerce is on the right.

Again I use a 4x4 sometimes 4 x 5 structure. I placed both mid and high

density structures. I do not have any fixed structure for it, simply

because the map square does not allow any more huge super structure areas.


Tip 11a: Budget: Some figures

At the peak of my surplus, which is around the time before I built any

amenities I was pulling in as much as $4000 surplus a month.

The lowest point was during the time the pop was between 18000-24000

when I had 'all' the amenities. 'All' meaning just education

(5 elementary, 1 high school), health (1 large hospital), fire

(1 small station) and recreation (8 beaches). I was making about $800

surplus. Really as you can then see the people are really living quite

badly. Also ignore the population's request for water treatment and all

other stuff other than the basics needed to expand.

But when the commercial area starts kicking in, the surplus started

increasing again to $1600.


Tip 11b: Budget: Ordinance

Tourism ordinance: only $50. I think that is what also helped spark the

commercial demand.

Smoke detector: After getting too much outbreaks of fire. Remember you

should pause after the fire crew put out the fire to allow them to return.

Because I did not and another fire started when the fire crew was so far



Tip 11c: Budget: Rewards

Government buildings: Yes, the mayor’s house, three statutes and the town

hall all looks very nice but I have yet to build them because they require


University: I have this reward but have yet to build it. It is my opinion

that I could save more money by not building the community college and

just build this reward later on when my budget surplus further increases.

But that has yet to be proved to be a money saving device.

Free upkeeps: Of course feel free to place the worship sites, graves,

radio station down since they cost nothing to maintain. I placed my grave

site next to the power plants and landfill.


Tip 12a: Potential future problems

Industry changes: Despite still not having a college, my demand for high

tech is increasing while that of dirty is falling. The problem is how can

I clear the huge brown cloud over the industrial area so that the high

tech can move in.

Urban renewal: For further increase in pop I may have to put more

facilities, which might add greater pressure on the budget.


Tip 12b: Some solutions

Creating another city or more in another map may help. Additional cities

helps to increase demand and also spur the growth of the pop.

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


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


(A): Pre hi-tech

Pop: 37,000 and still growing month to month

Current cash: $88,000 +++

Time: 16 years

Budget: $2200 surplus and growing rapidly

Map: Mid size

Neighbours: One

Deals: None at year 16 although there was some deals along the way


I have tried several attempts on the creation of a second city. I was

hoping to create a completely hi-tech hub. But it was not successful. That

is why this part consists of two sections pre hi-tech and hi-tech. However,

if you know of any method to create a hi-tech city immediately please advice.

I have crafted the layout of this part similar to that of part I. Therefore

the hints would, but not always, correlate to the tips, so, Hint 1: Tip 1,

Hint 2: Tip 2 and so forth. That way you can see the different or similar

approach I take for the construction of the second city. There are some

hints, which are completely different from the tips such as Hint 7 and

Tip 7.


Hint 1: Raise Taxes

Set your taxes to:

R: $: 8.3/ $$: 8 /$$$: 7.5

C: 7 for all

I: $: 9.5 /$$: 7.5 / $$$: 7


While you wish to discourage dirty industries, I found I still needed them,

at least for the start to bring in the cash and develop the city.


Hint 2a: Utilities: How to get a deal

I have read the forums and seem to find this question appearing quite a few

times. There are three pre-requisites.


Hint 2ai: Necessary connections

That is power line for power, pipes for water and road I assume for garbage.

Just drag whatever is needed to the edge of the map and reply in the

affirmative when asked to make a connection. You should know that building

or zoning on a power line would destroy the connection.


Hint 2aii: Nemo dat quod non habet

This little Latin phrase simply means no one can give what she does not

have. So applying that (in a manner totally out of the phrase's context),

before you wish to buy or sell, you have to make sure that the relevant

neighbour has the supply and you the money and demand. For power deals,

I have read that you need to have an excess of a 1500 units. Anyway, since

power comes in a batch of a 1000, what is for certain is that you do need

at least an excess of a 1000 units.


Hint 2aiii: Time

You should not need to wait long, a few days of game time should suffice,

before a deal is offered. It will appear in your little message box. A

little trick I do if I do not want the deal but want to preserve such an

offer is not to clear that particular message offering the deal.

While the message may seem to suggest only one deal is on offer such as

trash, power or water, in reality once you click on the underlined words,

all possible deals appear. After accepting one deal you can control your

deals through the budget screen.


Hint 2b: Utilities: To build or to deal

There may be times where you will find it to your advantage to purchase

either power or export garbage. However, I find any such deals, at least in

this stage, to be merely transitional.

Power: Again I used a coal power plant. I did this because it eventually

will be cheaper and the amount of power needed would be more than what my

first city can offer at this point.

Power deals: I did do one power deal when my coal plant was near capacity

but I did not want to construct another. However this deal did not last


Water: Since in my first city I continuously had this message that green

stuff was coming out of the water, I choose not to make any water deals.

Garbage: Landfills at the start, deals in between and trash to power at

the end. You should have no more than 16 squares of trash.

Garbage deals: I started doing the deal when I was into my third landfill

and by the fourth, 12 – 16 squares, I was spending more than $400 a month.

By then I cut the deal and built my own trash burner.

Note: Remember everything that I stated in the tips of the first city

relating tight budget controls still applies.


Hint 3: A town in development

Your goal, I assume, would be the creation of the hi-tech industrial park.

So that means while education is important, budget controls are still the

number one priority. Remember while deficit spending may be the American

way, this is not the Sims way.

What changes is that instead of waiting until you hit a barrier to build

schools, you should start earlier. It should preferably be before your

population hits 10,000. I started mine at about 8,000. Some may state

that this is too late, but I placed four elementary schools and one high

school down all at the same time. Anyway I suppose it is your preference.


Hint 4: Residential over industry

I do have one initial industrial park filled with dirty industries but

since our goal is for hi-tech, we should restrict our construction of

industry for the moment. This first industry is to act to increase the

population and provide some income. I zoned 30 4x4 mid density industry.

Looking back it seems a bit too much but I am not quite certain. Anyway

I placed these near my power plant and landfill, so no harm done.

I suppose if you are willing to wait, there is no reason not to carry on

zoning industrial parks. Then when there is sufficient hi-tech demand,

simply bulldoze and tax all the dirty industry away. But that means

wasting either a lot of money to clear an area or a substantial amount

of time, a few months, for the pollution to clear.


Hint 5: Mid density to High density

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

But I have tried placing high density zoning for industrial and

commercial areas when the population reaches about 20,000. The commercial

buildings seem taller but I cannot tell is it because it is a more

desirable location or because of the density.


Hint 6: Connections, freight time and placement

In case you have not realised it, if your industry is next to a connection

to a neighbouring city then the freight time will be lowered.

Therefore you should place your industry at the edge of the map. No only

will it reduce freight time, which increases desirability, but it also

means that you have only to worry about one side of the pollution.


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

Mode of viewing: All the following discussion takes place by viewing the

screen in the default mode, which is with north facing the top of your


Taking advantage of your first city:

If you recall in the first city, I placed my industry on the left side

of the map. Therefore since the second city is to the left of the first

city, it obviously means that what is on the right of the map is closer

to the first city.

Taking into consideration that people can travel between cities for work.

You should start your residential zones on the right of the map. That

way the people can go to the first city to get jobs. After all you are

not building that much industrial zones at the start.

Confining pollution:

However, for the first industrial zone and the power stations and other

polluting contraptions, I placed them on the top right hand of the city.

Initially I wanted to place a residential area there but I realised that

by shifting this polluting zone to another area would just result in

greater pollution. This is because as this zone is on the edge, the

borders of the map negate the effects of any pollution going in their


This little diagram below, which is not representative of the actual

proportion I used, illustrates what I meant by placing the residential

area to the right of the city. Please note that each R represents one

residential super structure akin to the one I mentioned in Part I

relating to my first city. However, I do not have specific structure

in mind for the industry and the commercial areas since they do not

require that much services.

Diagram H7a:


I: Industrial zone

R: Residential zone

2nd City |1st City





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


I placed a whole strip of commercial zone in the middle. It is about 17

squares wide. You should be able to build three residential super

structures and the commercial zone across the map. My placement is RCRR.


I did create another two more industrial zones but they are much smaller

and consists of manufacturing mainly which though polluting is not as


Breathing space:

The reason why I placed a commercial area on the left of the dirty

industry is so as to act as a buffer.

However, thinking back, perhaps it might be better place another

industrial zone there instead. This is because while hi-tech abhors

pollution, manufacturing it seems is fine with it. Therefore, perhaps

you might further raise $I taxes at this point so instead of dirty

manufacturing coming into this new zone, manufacturing would enter.

But I did not do it because at that point I did not foresee the need to

build another non-hi-tech park. Also thinking about it, this might be

dangerous because the reason for the additional manufacturing zones was

to bring in more cash, which I needed. So an increase of $I taxes might

backfire on my financial plans.

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

Diagram H7b:


I: Industrial zone

R: Residential zone

C: Commercial zone

M: Partially mixed zoning where the top part is industry (manufacturing

mainly) and the bottom is commercial. This is so that the pollution

does not get into the residential area

F: Free space left to start your first hi-tech zone

2nd City |1st City





Hint 8: Basic structure

Everything that I stated in relation to auto-roads, residential areas and

leaving breathing space for future development still applies. I believe I

will keep the residential super structure plan for the foreseeable future

because it is the best means to optimise the services.

However, as I have stated earlier, since industrial and commercial zones

requires less structures, it really does not matter what structure you

choose as long as you leave space for future development such as mass

transit. I am undecided as to whether is a 4x4 zone for commercial and

industrial area is better or a 4x(S) zone better. Where (S) represents

the maximum length you can drag the zone before a street appears.


Hint 9: Amenities

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

Education and Health:

As I have explained in Hint 3, the time you build these facilities should

be earlier then the first town.

Hospitals not clinics:

Personally, I feel that you should always build a hospital rather than a

clinic and then scale accordingly. I find the clinic reaches its maximum

capacity too fast thus resulting in strikes. Thus unless you wish to build

other nearby surrounding clinics, it seem more suitable to build a hospital

and have a larger service area.


You should build more of these to attract wealthier people to come to your

city. So plazas for commercial districts, tennis courts I assume for my

richer area, beside my private school, and small parks in my residential

areas. I have about ten parks, a few plazas and one tennis court. Remember

build these only if you have cash to splash. My total budget for recreation

is still small, about $100.


Hint 10: Commerce as a vehicle of transition

Again I only started commercial construction when the population went

close to 20,000. It really does spur new population growth. Also at this

point, your hi-tech demand while present may not be high enough. Therefore

you need to bid your time and build commercial zones to bring in the cash.

Just as a point to note, by year 16, I had 11,000 commercial jobs compared

to 10,000 industrial jobs.


Hint 11a: Budgets: Further clarification

Peak profits:

The peak profits for this second city, pre hi-tech, is again prior to any

amenities construction. However since I started on education expenditure

faster, my top profits is only about $3,000. It fell to about $600 after

the first wave of construction, 4 elementary schools and one high school.

Close to the edge:

Because I was less patient, I started on my second wave of city

improvements, which included the hospital, library, garbage to power

plant, sooner rather than later. What this means is that at this point, I

was only making less than a $100 profit a month. So do not panic when you

see your profits falling drastically.

You should realise by now, by the number of times I have repeated this, the

way out of this is the construction a new commercial zones. My population

was also close of the 20,000 at this point.

Because of the close budget call, there are three important things you have

to take note of during or rather before this phase development.

(1) Save game:

Remember to save before this second wave of expansion. Try not to save over

this until you start seeing clear and rising profits, preferably several

hundred dollars of profits. This is just in case things do not go as


(2) Large reserves:

Because there might be a possibility of loss making coupled with the need

for the expenditure of large cash to develop large commercial zones, I

used hi-density zoning, you need to have a large reserve. $70,000 to

$80,000 in the bank should be more than enough. At the lowest point, my

reserves hit $39,000 but prior to hitting that amount, I already was

starting to make a few hundred dollars profit. I just wanted to accelerate

the rate of increase in profitability.

(3) Timing:

Try not to start the second wave too early. Wait until your population

reaches a sizeable amount. That way you can use the commercial demand

increase method. But you do not need to worry too much about this since

by the time you accumulate the requisite amount of reserves, your

population should be at the very least in the 15,000.

Note 1: If you are willing to wait for you reserves to build up greatly and

more people to move in after the first wave, the second wave improvements

will not be as dicey.

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



Hint 11b: Budget: Ordinance

Clean Air: I checked this box immediately after starting the city. It, I

assume reduces pollution and also dirty industry, $I, demand.

Smoke detector: I got a bit irritated at the number of times that I, as a

mayor, had to double as dispatch for the fire fighters.

Tourism ordinance: In Tip 11b, I suggested that this might be the reason

for the commercial boom. I now do not think that is so, at least with

regards to the second city. I believe it is more to relate to the size of

the city (20,000), and the amount of wealthy people in it. Well the

wealthier you are the more you would spend, thus the increase in commerce.

However, another reason for not placing the ordinance was that my

commercial demand seems to be quite high. So I did not see a point in

increasing demand further, since I do have limited space in my city.


Hint 11c: Budget: Rewards

Even in my second city, at the year 16 where my profits is at $2,200, I

still have yet to build the mayor’s house. Actually, this has more to do

with finding a nice location. But remember build only if you can afford

the upkeep.

Private School: Place it wisely to relieve the burden of your education

system. Taking into account that since only the wealthy goes there, it

should be placed where it is or it is very likely to be a somewhat

desirable location. At the very least it should be away from the polluting


While it may increase desirability, I do not think an entire neighbourhood

will become wealthy upon placement. Therefore, it is in my opinion that if

you place it in an undesirable location, you will have very little

students in the school thus defeating its purpose. I placed it near the

centre of my 4 residential super structures because that offers the best

coverage and also my wealthier residents are there and it is also very

likely that further improvements would cover these areas.

Country Club: I got this slightly after the creation of my hi-tech industry.

I wonder whether is it me but, according to the data map, the country club

is a den of crime. Anybody know why this is so? This has nothing to do with

police stations by the way, if you are wondering.

Budget deficit rewards: These refer to military bases, prisons and so

forth. If you have not realised by now, fiscal restraint is one of my key

aspects of running the city. Therefore usually I do not go into deficit

spending. And even if there is deficit such as in a situation as described

in Hint 11a, I do not think you should accept these sugar coated poison pill

rewards. Furthermore, I believe they only appear when you are running out of

money which really should not occur. Besides, on top of the negative impact

to the city, it takes up valuable space.


Hint 12a: Polluting problems

Again there is the issue of pollution. But because of confinement of the

dirty industry, it should only affect a small portion of the city. The

other two smaller industrial zones are manufacturing areas. So while there

is pollution it should not be as bad.


Hint 12b: Neighbours as solution

While a neighbouring city is not a panacea for all city problems, what it

does do is help increase demand greatly. That is also another reason why I

could reach a higher population with greater desirability and have more

profits on hand in a shorter amount of time as compared to my first city.


(B): High Tech Arrives

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

prefer method I but method II will result in your city becoming cleaner.

Actually I prefer method III but it is slower and you will not really get

your high-tech industry now. It simply is creating other cities first before

coming back to build the high-tech. But since I promised high-tech, I shall

attempt to deliver.


Method I: Expand


Hint 13: Raise taxes again

As you should realise, high tech abhors pollution. Therefore the key is not

to let the dirty industries enter the high-tech park. YOu should only raise

the taxes for dity industries.

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

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

at Hint 14.


Hint 14: Placement at the free space

If you recall from my Diagram H7b, you will realise that there is still one

very large free space to the bottom left of the map. YOu can place your high-

tech over here.

Since Hi-tech does not pollute you can place this industry nearer your

residential areas. An added advantage of this is that the land nearer your

residential area would, I hope, have a higher desirability value, the other

industries would not want to move in. This is to a certain extent a means of

building hi-tech without actively raising taxes to kick out the polluting



Method II : Urban Renewal


Hint 15: Raise taxes to crazy European levels

As the key to this method is the building of hi-tech industries on old

polluting levels, you first task at hand is to kick the polluting industries

out and make sure they stay out.

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

One might ask why do not I raise taxes for the dirty indutries even higher.

The simply reason is that I believe every city needs some dirty industry or

at least some manufacturing. Whenever I try to kick all of them out the pop

really falls drastically.

Hint 16: Placement at the old place

The industry on the top right should really now look like an abandoned

industrial park. YOu however, have to demolish all the pre-existing buildings,

wait for a few months for the pollution to clear before the Kane and his

hi-tech tiberium brotherhood moves in.

Fire Disaster demolition:

This seems to me like a cheat of some sort but ass long as you enjoy the game

which you bought with your own money, who am I to say anything.

Since it is going to cost quite a bit to demolish the buildings, this method

simply requires you to go into god mode, select the fire disaster button and

click on the desired building. You have to click and hold on the same

location especially if you have smoke detectors and fire coverage.

By the way ever wonder why when you try to set fire to your own city the

fire gets extinguished so fast yet when a real fire breaks out nothing like

that occurs.


Analysis of methods

Method II definitely gets you a better and more beautiful city. My pollution

index fell by more than a half. But and this is a big but, the potential of

a disaster occuring is quite high. YOu may end up with a city of a much

lower population, making less money and yet only a miniscule amount of hi-

tech appears.

As I have stated earlier, I prefer creating more regions prior to starting on

the hi-tech. But this is really up to you.

I will still be trying out other methods of creating hi-tech to see which

is the best method.


Easter Eggs:

Undead comes forth:

I have seen this once and initially I thought undead walk the cemetry every

night. But upon reading the message boards, I realised that the zombies only

appear during October. Anybody with me that EA or Maxis should tie up with

whatever the company that is doing Buffy so that we can have a "Buffy" reward

once we have three cemetries? Or maybe they could also team up with fox and

create an X files division in the local police station.


X'tra Insights:

Save Games:

For those of you who complain about the lack of save games slot, you could

always just copy the region to another folder. All you have to do is to go to

my documents and copy the region that you want to another file and now you

have an effectively backup of the region. This is what I do when I was trying

out the various means of creating hi-tech.


Concluding Words:


Comment 1:

Well, I actually submitted PART I of this FAQ at the message boards but

lShadowzl recommended that I create an FAQ from it. So here it is

Comment 2:

I suppose if you have anything to add you could post it to me. But please

no flames if my views are different from you views.


Copyright: Yeah right...

Honestly, even if you copied the entire thing and claim it as your own,

do you think I would get a writ of summons against you. Most probably not.

Anyway, if you wish to improve on this feel free to do so. In fact you

can even cut and paste the whole thing and add you own comments. Really,

I am serious, I mean I am not here to start a guide writing company.

I am sure all comments will improve the guide. Think open source. All I ask

from you is to give me credit.

I suppose I am to say something about you not selling this for profits but

hey if you somehow managed to ... perhaps you could give me a share of it,



Mailing Info:



Well, that is all I have to offer. It is definitely not the best but I hope

it helped.

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