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Sim City 3000 - Sim city 3000 cheats and sim city 3000 cheat codes with sim city 3000 downloads.
Tips - Tip -- the extreme end of something; especially something pointed
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Sim City 3000 Tips. Sim city 3000 tips and Sim city 3000 hints with sim city 3000 help.
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Ordinance Info - Health/Education/Aura.
Junior Sports (always available).
Pros - Decreases crime, increases educational quotient.
Cons - Costs §0.0001 per Sim.
Pro-Reading Campaign (always available).
Pros - Increases educational quotient.
Cons - Costs §0.0000125 per Sim and §1 per Library.
Free Clinics (available after 1960).
Pros - Increases life expectancy.
Cons - Costs §0.0001 per Sim.
Community CPR Training (available after 1970).
Pros - Increases life expectancy.
Cons - Costs §0.0003 per Sim.
Nuclear Free Zone (available after 1990).
Pros - Increases aura.
Cons - Costs §0.00003 per Sim, can't use Nuclear Power Plants.
Public Smoking Ban (available after 1990).
Pros - Increases life expectancy.
Cons - Costs §0.0006 per Sim.
Ordinance Info - City Planner.
Farmers' Market (always available)
Pros - Increases Farms
Cons - None
Earthquake Resistance and Retrofitting (available after 1,000 developed tiles)
Pros - Minimizes earthquake damage
Cons - Costs §0.001 per building
Homeless Shelters (available if unemployment is over 4%)
Pros - Increases land value
Cons - Costs §0.00014 per Sim
Tourist Promotion (available after 200 developed commercial tiles)
Pros - Increases commercial demand
Cons - Costs §0.00028 per Sim, increases traffic
Conservation Corps (available after 1915)
Pros - Decreases water pollution, crime, and garbage
Cons - Costs §0.00033 per Sim
Clean Industry Association (available after 1930)
Pros - Increases clean industry
Cons - Costs §0.000023 per Sim
Industrial Pollutant Impact Fee (available after 1950 and 500 developed industrial tiles)
Pros - Lowers pollution, increases clean industry, raises §0.000023 per Sim
Cons - Lowers industrial demand
Electronics Tax Incentive (available after 1950)
Pros - Increases clean industry
Cons - Costs §0.0003 per Sim
AeroSpace Tax Incentive (available after 1960 and airport in city)
Pros - Increases clean industry
Cons - Costs §0.0003 per Sim
Electronics Job Fair (available after 1970)
Pros - Increases clean industry
Cons - Costs §0.0003 per Sim
Biotech Tax Incentive (available after 1980)
Pros - Increases clean industry
Cons - Costs §0.0002 per Sim
Public Access Cable (available after 1980)
Pros - Increases clean industry
Cons - Costs §0.0003 per Sim
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All Buildings, All the Time (Cheat window not needed for this one)
Open and close the Power Plants menu, then Open and close the Rewards & Opportunities menu and now Open and close the Garbage Disposal menu.
Open the Landmarks menu.
When you open the Landmarks menu, you'll find that ALL the buildings in Sim City 3000 are now available to you.
Test Some Terrain.
Before you drag out the latest U.S. geological survey to render your favorite place in painstaking detail, check out SimCity.com's Terrains to see if someone hasn't already beat you to the punch.
Make Deals With Neighbouring Cities Early On In The Game.
One tip early on is to have a lot of space for dumping rubbish, then contact a neear by city take their rubbish this will bring in hard cash.
Avoid Borrowing Too Much Money.
Try to avoid borrowing too much money from the bank wait because a neighboring city will eventually come in with business offers that will generate cash for your city.
Ordinance Recommendations.
It is highly recommended that you pass the Farmer's Market and Shuttle Service Ordinances, and that you do not pass Public Access Cable.
Casino.
Monthly income - $350
Negative effects - Pollution, crime, do not build on your doorstep.
Comments - Place it on the edge or in the corner of the city so that much of the pollution goes off the map. Surround it with a police station or two to address the increased crime (but don't place too many or they will become oppressive and scare away customers). The Casino decreases Residential and Industrial land value, but actually increases Commercial land value.
Best Power Plants.
When starting a city in 1900, your best choice is a toss-up between Coal and Oil. Coal is much more efficient, but also pollutes the most. Later on, Nuclear plants are a good choice as long as you don't overwork them. They're also much cheaper and more efficient than Solar or Microwave power plants. Use Fusion power as soon as it's available and you have the necessary funds; although not as cheap as Coal and Gas power, it produces very little pollution.
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