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Simcity 3000 FAQ
|How do I build a stadium?
|Once your city reaches 150,000 population, you will be offered a Stadium. After you accept the
offer in the Petitioners window, the Stadium appears under the Rewards and Opportunities menu (the gift
icon). The stadium increases the residential population cap by 125,000. See the Population Caps table for requirements and benefits of other rewards. Sometimes, Sims may
complain about a wanting a stadium when, in fact, the city just needs some residential cap
|How do I get high tech industry?
You should take three steps:
Visit the following the following link for information on
obtaining high tech industry.
- Increase your education funding to the maximum allowed.
- Enact as many ordinances as possible. (Excluding
perhaps public-access cable and some of
the power/water conservation measures.)
- Wait. High tech industry is favored as time passes. The maximum
amount of high tech you can have in 1900 is 1% and it increases linearly
to the maximum of 100% in 2200. Waiting also allows time for your sims
to become educated.
|What is EQ?
EQ stands for Education Quotient and is the measure of the
education level of your Sims. The overall EQ of your city will grow only as
young Sims go through an adequate and well-funded education system, which
can take many years. If your sims are highly educated, then cleaner
high-tech industries will come to your city to take advantage of the
educated labor pool.
EQ ranges from 0 to 150. The EQ of a Sim at birth is the average
work-force EQ divided by five. In a new city, the average work-force EQ is
58, which corresponds to a high-school level of education. From age 0 to
15, a Sim will automatically acquire the lesser of 4/5 of his parents EQ or
120 points. Schools further increase the EQ of Sims aged 6 through 18, and
colleges further increase the EQ of Sims aged 19 to 24. Sims EQ decays
naturally after age 25, unless there are libraries and museums. The
Pro-reading ordinance also slows EQ decay. The Junior Sports and Youth
Curfew ordinances boost EQ of young Sims. When EQ exceeds 105, you will be
granted the University, which increases the land value of residential (+5)
and commercial buildings (+15), but does not affect EQ itself. After 1999,
if your EQ exceeds 135, you will be granted the Science Center, which
increases both residential and commercial land value by 10.
|What is Population Cap?
Each city has an internal population cap for each of the three zone
types. The Simcity simulator will halt your city's growth when the
population cap is reached. For a starting city, the residential population
cap is about 27,000 Sims. If you do not build any of the above structures
listed in the population caps table that increase
the residential capacity (R-Cap), your city will not grow beyond 27,000
The commercial population cap of a city without commercial cap relief
providing structures is about 15,000. The starting industrial cap is a
generous 43,000. Once the commercial or industrial cap is reached, the
Sims will begin complaining about needing more connections, airport, or
seaport. The residential cap is the first one to be hit, because at 27,000
Sims, the simulator stabilizes with an industrial population of 14,000 and
commercial population of 2,500. At this point, to continue growing the
city, you must build one of the structures that provide residential
cap relief. You can view the population of each zone type in the dynamic
graph by checking the appropriate boxes.
Interestingly, provided your city has power and water, you do not need
to build any other structures (police, fire, hospital, education,
etc.) except structures which provide cap relief. In fact, to determine
the above numbers, I made a new city and built only roads, pipes, RCI
zones, a dump, a power connection, and a water connection. Ordinances and
budget were left at default, minimalistic values and all complaints were
ignored except those to renew the power and water deals. It would also be
interesting to find out if the caps vary depending on the difficulty
setting and map size.
|What is Land Value Effect?
Each reward and opportunity has a city-wide effect on land value. The
effect varies for each zone type. For example, the Military Base has a
negative effect on residential and other zones, and positive effect on
industrial and commercial zones. These effects are listed in the population caps table, but I do not know what the
units are. Many other buildings also have local land value and aura
effects, which apply to a radius around the structure. These proximal
effects are not listed in the table.
If you want beautiful, green, low-density residential neighborhoods,
resort the population caps table by R-Land, and build only those rewards
with the highest R-Land value. Assuming everything else in your city is
okay, the residential land value will be maximized and you will see
mansions and estates.
|How do I rotate buildings like train stations and
police stations to make them more reachable?
There is no way to rotate individual buildings. This is because rotating is not needed. The Simcity 3000
simulator treats every side of the building the same way. As long as one edge is adjacent to a
transportation tile, the whole building is assumed to have transportation. All buildings that need
transportation access behave this way.