Sim City 2000 advice thread!

Hakim

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We seem to have some SimCity 2000 players around, so let's discuss how to build that ultimate city!

I'll start: does anyone know how taxing specific industrial sectors differently can be useful? Perhaps pollution levels can be lowered if media industry is promoted while steel industry is taxed higher?

cityindustry.jpg
 
Hakim said:
I'll start: does anyone know how taxing specific industrial sectors differently can be useful? Perhaps pollution levels can be lowered if media industry is promoted while steel industry is taxed higher?
Industrial sectors do impact polution levels Tweaking away from steel/mining can help lower pollution.

Now check this out...
 

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Does the tunnel actually still exist properly? I think in SC3000 the tunnel would get destroyed...
 
That's just the tip of the iceberg. I know a massive amount of tricks.

The technique needed to produce the effects in "Mystery Isle and the Void" is very long and complex. Right now, I'm showing the simpler tricks.

Here's another gem.
 

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I wouldn't call them cheap exploits, most have little impact on game performance and most are quite expensive. No, a cheap exploit would be like not funding your subway system because funding has no effect in the simulation.

These "exploits" can be replaced by cheaper things that do the same thing, the only real advantages are asthetic. I therefore don't consider it an exploit.

Here's another trick, it's pretty common knowledge but it's worth stating.
 

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This thread got me to start playing Simcity 2000 again.
Thanks CFC! :thumbsup:
 
The ultimate trick is the disappearing buildings approach. Works great on arcologies and civic buildings, not sure about rci zones and roads. Simply select the tree planting icon, hold down the shift key, and click and drag through the building you want to disappear. The building is removed, leaving behind fresh bare tiles, but all the benefits of the building remain. You are then free to build anew on this. I remember putting 20 launch arcos in the same 16 tile square, and since the pollution and crime effects don't add, it's very efficient.
 
explode probably, the disappear trick keeps the original building there, so if you bulldoze a tile of it, whatever is on the tiles that used to occupy it will get destroyed.
 
taper said:
The ultimate trick is the disappearing buildings approach. Works great on arcologies and civic buildings, not sure about rci zones and roads. Simply select the tree planting icon, hold down the shift key, and click and drag through the building you want to disappear. The building is removed, leaving behind fresh bare tiles, but all the benefits of the building remain. You are then free to build anew on this. I remember putting 20 launch arcos in the same 16 tile square, and since the pollution and crime effects don't add, it's very efficient.
Yeah, but I don't like doing that, it's just too much cheating for me. I think it's too much an exploit
 
Did you know that when a monster attacks a city, if you rotate the camera, eventually you will see it's eye.
I think I worked out the optical illusion of the "Mystery Isle and the Void". The island is levitated from the centre to a point where it appears above a pond, so when you rotate the camera, the island appears on the top pond. Is this right or completely wrong. I have no idea how you done it.
 
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