FAQ - Guide for SimCity 3000 Unlimited
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SIM CITY 3000 Unlimited ----------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- Michael Detwiler Copyright 2001 Version 1.8 Last Update: 5/12/01 E-Mail- Psxmsta847@aol.com ---------------------------------------------------------------------------------------------------- This FAQ can only be seen on Gamefaqs.com and Neoseekers.com. If it is on any other site please e-mail me. Version 1.8 Contents Intro What's New? Part 1 Starting a City 1.1 Customizing Terrain 1.2 Starting to Build Part 2 Information on Various Structures 2.1 Landscape 2.2 Zoning 2.3 Transportation 2.4 Utilities 2.5 Civic/ Special Buildings Part 3 When Disasters Strike... Part 4 Adjust and Review 4.1 Making Money 4.2 Land Value 4.3 Ordinances Part 5 FAQ Section Part 6 Goodbye 6.1 Credits 6.2 Coming Soon *Intro* If you are new to any Sim City games by Maxis Sim City 3000 can be overwhelming . There are so many little details to this game. If you have any experience with Sim City 2000 or Sim City Classic you will still notice tons of new stuff like garbage disposal (believe me that's a biggie), new disasters and new ways to stop them, better scenarios, a much improved query tool, and a LOT more. Another thing, if you're just buying this game to cause disasters and blow up stuff don't bother. *What's New?* -------------- Version 1.0- The whole FAQ. Version 1.5- The "What's New" Section, Ordinance Section (4.3) Version 1.6- Straightened up the FAQ and maps. Version 1.7- Fixed line breaks and checked the spelling (horray!). Seriously, I can't spell worth crap. Version 1.8- Added the FAQ section (Part 5) Added a few minor corrections. _____________________________ / Part 1 Starting Your City / /_____________________________/ One big question everyone asks when starting a new game is "where to start". Well if you're brand new to Sim City then start with a starter town or use the tutorial. They are very helpful to starters of the game. Otherwise, that's why I'm here. Select start new city from the opening menu. Now you must make some decisions for the format of your city. Your first choice is to select easy, medium, or hard. If your new to the game select easy. You then must choose a start date. Pick from 2000 (easy) 1950 (medium) 1900 (hard). Why this order? Much like real life things must be invented before they can be used. Next choose large for city size. If you choose anything else you’ll run out of room and wish your city was bigger. At the bottom you have two more choices. If your really brave mark disasters and definitely mark auto-budget. Now you’re ready to choose you’re terrain. 1.1 Customizing Terrain -------------------------------- When beginning a new city choosing a good terrain is very important. The less mountains and trees you have the easier it will be. As for water, well you’ll have to decide. Building bridges is a lot harder than in previous installments. You can’t just drag the road across water and expect a bridge to be built. The terrain on both sides has to be perfect elevation and there can’t be any buildings around, so for your first city keep the water low except for a river and a pond or two. As for when you pick the physical features NEVER make your city and island. This will cut off all neighbor deals except for the garbage ones which really stink : ( Make the middle a river. Now you’re ready to start building. 1.2 Starting to Build --------------------------- You’re done with that, so now what? The answer is to start building. How? I’ll give you an example R = road r = residential (light) c = commercial (light) i = industrial (light) O = oil power plant F = fire station P = police station w = body of water p = pumping station * I = incinerator + H = hospital S = school L = power lines wwwwwwwwwww wwwwwwwwwww wwwwwwwwwww p H R R R R R R R R R O S R rrrrrrrR ccccR iiiiiiiR R rrrrrrrR ccccR iiiiiiiR R rrrrrrrR ccccR iiiiiiiR R rrrrrrrR ccccR iiiiiiiR F R R R R R R R R R P R L R L R L R I I I R I I I R I I I * If you have mostly salt water use a desalination plant. If you're starting before they are invented use a water tower (they don't have to be near water) and remember to build water pipes. + If you start in 1900 use a landfill, incinerators not available. If you don't quite understand this map I will better explain it later in the FAQ. _____________________________________________ / Part 2 Information on Various Structures / /____________________________________________/ 2.1 Landscape ------------------- Okay, these aren't really structures but they are listed here anyway: Plant Trees- $3 Planting trees can only have a good effect on your city. (1) They raise land value (2) lower pollution and (3) shuts up critics who keep saying your city is an industrial wasteland. So by all means go ahead and plant trees. They really raise land value if placed around parks. Create Water- $150 a square (on clear terrain) Creating water is good if you have mostly salt water in your city because unless it is connected to a body of salt water it is always fresh water. This will save you countless $$ because pumping stations cost less and last longer than desalination plants, and you don't need as much of them as water towers. Lower Terrain- $25 a square (on clear terrain) Lowers the terrain by one. If you lower it enough you will reach sea level. Raise Terrain- $25 a square (on clear terrain) Raises the terrain by one. If you raise it enough you will create a mountain which raises land value. Level Terrain- N/A Levels the terrain. Comes in handy for hilly terrain because you can't build on it which wastes a lot of land. Bulldoze- N/A The larger the object you bulldoze the more it costs. Available under all sub-menus. 2.2 Zoning ---------------- Industrial- Light $10 Medium $20 Dense $50 This is where the majority of your sims work. Always make sure that there is equal industrial and residential zone. It is a good idea to place industrial zones on the edges of your map so half your pollution goes to your neighbor. Land value in industrial zones is usually very low so don't worry about that. Just remember: if you start a city in 1900 you will have heavily polluting industries than if you start in 2000. If you see a lot of smokestacks in the year 2000 try enacting some ordinances to get some clean industries. Industrial zones develop no further than five tiles from a road. Residential- Light $10 Medium $20 Dense $50 This is where your sims live. Make sure it is far away from industrial areas to keep land value high. Also, when putting a certain object near residential zones use the NIMBY (not in my backyard) rule. So if your placing a jail somewhere in your city, place it away from residential zones. You don't want a jail in your backyard, do you? I didn't think so. (I'll talk about raising land value later in this FAQ) Look again at the map in section 1.2. See now why I have things the way I do? Residential zones develop no further than two tiles away from the road. Commercial- Light $10 Medium $20 Dense $50 This is where the rest if your sims work. If you're looking for skyscrapers in your city here's where they are. Commercial zones are best placed when separating industrial and residential zones. In a young city you don't need many of them, but as commerce increases you might have more of these than industrial zones. Landfill- $50 Well, landfills are a cheap way of getting rid of garbage but once you put them in you will wish you didn't. They cause pollution, take up space, lower land value, and are a pain to get rid of. That's why unless you're starting in 1900 build an incinerator. They pollute a lot more but as long as you put then out in the middle of nowhere they're fine. If you are thinking of putting one in they need road access. Seaport- $250 Cheaper than airports, these help boost commerce in a young city. To develop they must be on a coast and be 6x2 tiles. Make sure that they are on a waterway that is flowing out of your city or else they will do nothing. These also allow you to have garbage deals with your neighbors. Airport- $500 These really boost commerce but produce a lot of pollution. They must be 3x5 to develop. If you put them out in the middle of nowhere put subways and or bus stops and trains besides just roads. This will help cut down on heavy traffic. Be sure to put them away from residential areas. Dezone- $2 Erases a zoned area. The area must be clear to do this (bulldoze any thing on top). I really don't use this very often because you can zone right over zones. Useful for getting rid of empty landfills. 2.3 Transportation ------------------------- This is how your sims get around. You must have a good transportation system, but it is almost impossible to have a large city with no major traffic problems. It seems like the more you build, the more people complain. Road- $10 The basic way of getting around. They are the easiest for you... well in the beginning. There's no doubt you need roads, but don't rely on them. Rely on other forms of mass transit. All the sims do is grumble about roads. And if you are like me and live in Ohio you know what it feels like. Highway- $600 (4x4) Just roads that are really expensive and are double. I build these in my city but no one hardly ever drives on them. Also, they are very hard to put up. You not only need the highway but the onramp to the highway. Onramp- $75 Connects a road to a high way. Here is an example of how to build highways and onramps: H = Highway R = Road O = Onramp HR = Highway/road crossing R R R R R R R O O O R H H HR H H H H HR H H H H H H H H H H H HR H H H H HR H H H H H H H H H R O O O R R R R R R R R R R Bus stop- $150 For those sims who don't have cars but still like roads there are bus stops. Place them directly next to roads. Just visualize your city and think of where the bus stops would be. Great when placed next to airports and seaports. Rail- $10 My most favorite way of mass transit. Run rails throughout your city connecting them to rail stations. Most efficient when one train station is in residential areas and one is in industrial areas. Train Station- $250 Connect them to rails so people can get on the train (duh). Subway- $150 Most expensive form of mass transit. Good for space deprived cities. Basically the same as rails only underground. Subway Stations- $500 Connect to subway so people can get on subway train (duh). Subway to Rail Connection- $500 A cross between a subway station and a train station. If you try to build a rail bridge over water but no matter how hard you try it won't let you, build a rail up to the body of water then put a subway to rail connection and build subway under water. 2.4 Utilities ---------------- Power Lines- $5 These carry power from the power plants to your sims. Unlike the other Sim City games you don't have to build a million of them. It seems that roads conduct electricity in Sim City 3000. ***Power Plants*** During the coarse of the game you will go through many, many power plants. Here they are: Coal Power- Cost- $5,000 Max. power output- 6,000 MW-h Pollution- Hazardous Max. Age- 62 yrs. Coal power is a good source of energy if you start in 1900 and are on a tight budget. They produce a fair amount of power, put be sure they are far away from civilization because they pollute A LOT. Oil Power- Cost- $8,500 Max. power output- 7,000 MW-h Pollution- Very High to Hazardous Max. Age- 65 yrs. When I start a new game I always use a oil power plant. They give more power than coal, pollute less, and last longer. They are also more expensive but are well worth the cost. Gas Power- Cost- $4,500 Max. power output- 3,000 MW-h Pollution- Very High Max. Age- 73 yrs. I never use gas. It is significantly cleaner than coal, but when you can buy a coal plant for just $500 more which gives off double the power why in tar nation would you use gas? Becomes available in 1955. Nuclear power- !MELTDOWN DANGER! Cost- $20,000 Max. power output- 16,000 MW-h Pollution- Low Max. Age- 66 yrs. NEVER EVER use nuclear power plants unless you have the disasters off. What have we learned from the one in Chernobyl? Three Mile Island?? Whenever they blow (overuse, over maximum age, destroyed by disaster) they let off radiation which never goes away. Available in 1965. Wind Power- Cost- $250 Max. power output- 200 MW-h Pollution- None Max. Age- 132 yrs. Until microwave plants are available, I use wind. You need many of them to power a city and they only reach top power output on tall hills but they're not to bad. They don't pollute and last a long time. Available in 1980. Solar Power- Cost- $15,000 Max. power output- 5,000 MW-h Pollution- None Max. Age- 110 yrs. Solar power is clean, lasts a long time, and is a major rip-off. Coal produces more power and is cheaper. The only real advantage is the pollution. None what-so-ever. Microwave- Cost- $30,000 Max. power output- 14,000 MW-h Pollution- None Max. Age- 75 yrs The best power source until 2050 when fusion power is invented. It doesn't give off any pollution, produces almost as much power as a nuclear plant, and lives to a ripe old age. It is a bit expensive but it's worth it. Fusion- Cost- $50,000 Max. power output- 50,000 MW-h Pollution- Low Max. Age- 60 Fusion is the best power plant in the game. Don't worry it's not nuclear fission* like the nuclear power plant, so there is no risk of a meltdown. It gives off a lot of power, hardly any pollution, but its max age is short and you need to replace it often. *Vedogamer2@AOL.com corrected my mistake in saying it was nuclear fusion, instead of nuclear fission. Water Pipes- $5 These carry water from the water structure to your sims. They give off water seven tiles in every direction. Water Structures Pumping Station- Cost- $300 Cubic Centimeters per Month- 1,500 Max. Age- 110 yrs. The best way of getting water to your sims. If you have mostly fresh water setup the pumping stations along the coast. Once you make more money you can create your own water to use the pumping stations to their full potential: W = water you created P = pumping station L = land L L L L L L L L L L L L L L L L L L L L L L L L L L W P W P W P W P W P W P W P W P W P W P W P W L L W P W P W P W P W P W P W P W P W P W P W P W L L W P W P W P W P W P W P W P W P W P W P W P W L L W P W P W P W P W P W P W P W P W P W P W P W L L W P W P W P W P W P W P W P W P W P W P W P W L L W P W P W P W P W P W P W P W P W P W P W P W L L L L L L L L L L L L L L L L L L L L L L L L L L Water Tower- Cost- $150 Cubic Centimeters per Month- 600 Max. Age- 130 yrs. Water towers take up a lot of unnecessary room and pump less than pumping stations. On the upside they don't need to be near a body of water. Water Treatment Plant- Cost- $15,000 Cubic Centimeters per Month- 60,000 Max. Age- 70 yrs. If you have high water pollution put some of these in. They will clean up your water. Desalination- Cost- $1,500 Cubic Centimeters per Month- 5,000 Max. Age- 100 yrs. If you have mostly salt water in your city and can't afford to put your own water in use a desalination plant. It turns salt water to fresh water. *Garbage Disposal* Recycling- Cost- $5,000 Max. Age- 75 yrs. In my best city I was able to eliminate 38% of my garbage by recycling. It can be a major $$$ saver. To check and see how much garbage you are eliminating go to view data and see. Also, make sure your recycling system is adequate by clicking on it with the query tool. Becomes available in 1970. Incinerator- Cost- $7,500 Tons a Month- 4,500 Max. Age- 80 yrs. Pollution- Hazardous I prefer these over landfills even though they pollute a lot more. If you accept a garbage deal definitely get one of these. Waste-to-Energy Incinerator- Cost- $25,000 Tons a Month- 5,250 Max. Power Output- 5,000 MW-h Max. Age- 62 yrs. Pollution- Very High Greatest way of garbage disposal, and not a bad power source either. Definitely worth the cost. Produces as much power as a solar power plant. 2.5 Civic/ Special Buildings ------------------------------------ Police Station- $500 These are very important for the safety of your sims. Without these riots will break out and there will be noting to stop them. Each one covers a certain amount of land so you will need more than one. Go to the data maps under view data to see where you need more police stations. Also, make sure the funding is high, but not to high because then you will have police oppression. Jail- $2500 Number of Cells: 300 Jails are where your criminals go after they are caught. Without them the criminals will go back out on the streets and your crime rate will skyrocket. Keep an eye on how many criminals are in each one to see they don't get over crowded. Don't build them close to residential zones. Fire Station- $500 Fire stations are where the fire department lives and works along with the Dalmatians. Without them you won't be able to put out fires. If you disable disasters you won't need any. Health and Education All health and education buildings get a grade, A-F. Hospital- $500 This is where sick sims come to get better. Hospitals also boost commerce because if your neighbors have poor healthcare they will come to your city if you have good healthcare. Every hospital can only hold so many people. School- $500 Young sims attend school here. It raises their I.Q. Like hospitals they only carry a limited capacity so you will need many schools. These are best placed near residential zones. College- $3000 Just like schools, only they are for older people. They also promote high-tech industries. Library- $1000 Keeps aging adults I.Q. sharp. Great in residential areas. Museum- $1500 Kind of like a library only on a bigger scale. Parks and Recreation ...can be found in the land value section. I'll list them here, though Small Park Large Park Fountain Pond Playground Marina Zoo Sports Park Landmarks Free! Great Right? Not! They do nothing and you only pay to rip them down! Rewards and Opportunities Sometimes a petitioner may come to your city. They offer you stuff to put in your city. Some are Good For your city (winter wonderland park) (spaceport) Some are bad, but pay money (toxic waste conversion plant) (gigamall, Casino) More info in the land value section. __________________________________ / Part 3 When Disasters Strike.../ /_________________________________/ *Go to Disaster* Centers the screen to your disaster if you have one. *Activate Warning Siren* Alerts sims if there is a disaster. Can save lives if it is put on early enough. Disasters --------- Like any real city your city can have disasters. Here they are and how to control them. Fire Easiest disaster to stop. As soon as it starts dispatch firefighters to the area and surround it too. If you don't have a fire department bulldoze everything around it and hope it doesn't spread. Tornado Nothing you can do to stop it. Many times it will miss your city, though. Earthquake Over in a matter of seconds. Causes fires so follow the procedure for putting out fires. Riot A walking talking fire starter. First dispatch police to break up the riot then the fire dept. to put out the fires they cause. UFO Little aliens come in their UFO's and zap up stuff (especially landmarks) no way to stop them. Whirlpool Not a very dangerous disaster because it won't cost you anything (hardly). It only wrecks seaports which rebuild automatically and marinas. Space Junk Satellites that crash into your city. They cause huge divots in the land and catch things on fire. Toxic Cloud Happens where ever you have high pollution. The toxic rain comes down on your city and melts it. If you live on the boarder of Canada near the big cities of the east then you've had some experience already (acid rain), only this is 100 times worse! Plague of Locusts This disaster only happens when you have farms. They will eat all the vegetation, including trees. Dispatch the crop dusters to the farms in which they are heading. Don't spray the poison on the locusts themselves, but on the crops so you can poison them. _____________________________ / Part 4 Adjust and Review / /____________________________/ 4.1 Making Money ---------------- Well, having all the stuff I mentioned above is nice but you can't have it without money. This section will help you make money and maintain a balanced budget. The Budget Taxes Always keep your residential, industrial, and commercial tax at 7%. Any more people will move away. Any less you won't make any $$$. So keep it there and don't change it. Ordinances If you need money enact money making ordinances. If you have money enact ones to make your city a better place. (More in ordinance section) Loans Never take out a loan unless following my directions, And if you do never make it more than a total of $50,000. Any more and you will be so deep in debt that you will be voted out of office. (you have to pay 150% on all loans :( Neighbor Deals Oh, the neighbor deals. Some are good if your city is young (import garbage). Some are good if you have money (export garbage, import power/water) some are bad no matter what (export water). Some are good if you want $35,000,000 in just around 200 years (export power). Want to know how I did it? (1) Take out a loan for $50,000. (2) Buy as many oil power plants as you can and place them on the corner of your map. (3) When you neighbors offer you a power deal accept it. Right now you should be deep in the red, but don't worry. Soon you'll be rollin' in the dough. When ever your neighbors want to renegotiate build more power plants. Once your oil ones get old build microwave and then fusion. In around 200-300 years you should have around $35,000,000 without cheating. Business Deals Here they are along with the pros and cons: Toxic Waste Conversion Plant- Pros: $400 a month Cons: Pollution Maximum Security Prison- Pros: $250 a month Cons: Crime Magnet Gigamall- Pros: $300 a month Cons: Stifles Commerce Casino- Pros: $350 a month Cons: Attracts Crime Must have legalized gambling ordinance (crime) City Departments Never lower the funding for these. Only raise them when you get richer. Exception- Leave the police budget where it is. You don't want police oppression in your city. 4.2 Land Value ----------------- The land value of your city depends on the type of buildings that will develop in your zones. The higher the land value, the higher the buildings. Things that increase land value: Small park- $100 Large park- $1000 Fountain- Uses up water, better then small park. Pond- Uses up water, better than fountain, comparable to large park. Playground- Best when next to schools Marina- Must be in water, Usually too far away to make significant difference in land value. Zoo- expensive, really raises land value Sports park- comparable to zoo Police & Fire Stations- Give sims sense of protection Hospital, school, library, college, museum- raises I.Q. Rewards & Opportunities- any that don't pollute or raise traffic. Things That do Nothing Fusion, wind, solar, and microwave power- clean, an eyesore Water structures- sure to have water, but an eyesore Transit stops- cuts down on traffic, many people near your house Highways- cuts down on traffic, noisy Things that lower land value Industrial Zones- While being low in land value, they bring down surrounding land value, too. Landfill- Pollutes, stinks Airport- Heavy polluter Seaport- pollutes Power Lines- eyesore Any power plant not listed that does nothing- pollutes, nuclear- risk of meltdown Any garbage disposal- pollutes, recycling centers don't but still stink *all of the above are best placed in industrial areas, which must be placed far away from residential areas. 4.3 Ordinances ---------------- Well, here it is the complete ordinance section (new in version 1.5) *Utilities* - Water Conservation *Costs money* The sims are forced to used less water. If you have any money I would just build a pumping station. - Power Conservation *Costs money* Saves power. If I were you and were low on cash I would put in some wind power plants. - Stairwell Lighting *Costs money* Saves power in the sim's home's stairwells. Just like above. - Mandatory Water Meters *Costs money* This is an ordinance that if you enact it you will lose money two ways. (1) You have to pay for it and (2) you will lose money because these are for people who are getting ripped off ontheir water bill so you lose their money. If you don't enact it you will loose popularity. *Health, Education, And Aura* - Community CPR training *Costs money* This trains you sims to perform CPR. It will cut down on the number of hospitals you have to build. - Free Clinics *Costs money* For people who are down on their luck, free clinics provide a place for them to see a doctor. It will raise your health rating. - Junior Sports *Costs money* This will cut down on crime. Instead of blowing up buildings, (joke) the youth of your city will be playing sports. - Nuclear Free Zone *Costs money* This bans nuclear power plants from your city. While the common person really doesn't fret about the threat of a meltdown the snotty people just think it is dreadful. Enact this ordinance to keep them happy. - Pro Reading *Costs money* Raises the IQ of your younger sims. - Public Smoking Ban *Costs money* This ordinance is good for your city because it raises the health levels (secondhand smoke harms people). Of coarse smokers willcomplain. *Public Safety* - Mandatory Smoke Detectors *Costs money* You won't have to put in as many fire stations. - Neighborhood Watch *Costs money* Cuts down crime and you won't have to build as many police stations. - Crossing Guards *Costs money* Raises health levels. - Youth Curfew *Costs money* Makes a time limit for how late teens can stay out. Cuts down on crime but teens will complain. *Environment* - Leaf Burning Ban *Free* Enact this ordinance! It's free and it makes free air. - Landfill Gas Recovery *Costs money* Cuts down on landfill pollution. - Backyard Composting *Costs money* Cuts down on garbage. - Paper Reduction Act *Costs money* Cuts down on garbage. - Trash Presort *Costs money* Recycling. Cuts down on garbage. - Lawn Chemical Ban *Costs money* Less land pollution. - Clean Air *Costs money* Read name. - Industrial Waste Disposal *Makes money* Industrial companies must pay to dump their wastes. - Mandatory Car Smogging *Costs Money* Less air pollution. - Tire Recycling *Costs money* Read name. *City Planner* - Industrial Pollutant Impact Fee *Makes money* High-polluting industries must pay a fee or pack up and go. Attracts clean industries. - Electronic Tax Incentive *Costs money* Attracts high-density commercial business. - Farmers Market *Free* Free. Enough said. - Conservation Corps *Costs money* Keeps you city beautiful. - Electronics Job Fair *Costs money* Same as Electronic Tax Incentive. - Public Access Cable *Costs money* Same as above. - Clean Industry Association *Costs money* Same as above, only with industrial zones. - Biotech Tax Incentives *Costs money* If you haven't caught on yet you're dense. *Transportation* - Parking Fines *Makes money* Read the title and use some common sense :) - Carpool Incentive *Costs money* Cuts down on traffic and pollution. - Alternate Day Driving *Costs money* Same as above. - Shuttle Service *Costs money* Same. *Finances* - Legalized Gambling *Makes big money* Allows you to build a casino, and even if you don't you still make money. Raises crime, though. _____________________ / Part 5 FAQs / /___________________ / Q. I have a Waste-to-Energy incinerator and even though I have neighbor deals coming when I query it it says that its usage is zero. Why is this so? A. Before you do anything first check to see if you read the contract wrong. Do this by clicking adjust and review and neighbor deals. Make sure it says "Gives you garbage" when you click on that city. If it does then you just built an extra incinerator. For example, if you are taking in 5,250 tons a month (the capacity of one incinerator) + 2,000 tons a month for your town and you have a total of three Waste-to-Energy incinerators then the third will not be used. So the computer does not distribute the garbage evenly. Q. When you query a building what does it mean if you make it historical? A. It simply restricts you from ripping it down. Not very useful if you ask me. Q. Even though I have road connections, water connections, and power connections with my neighbors they are not offering me deals. What should I do? A. Having power lines, pipes, or roads connected to your neighbor is not enough. For power make sure you have plenty of extra power, extra water for the water deals, and extra space for the garbage. Q. I'm completely out of money but I don't want to start a new city because this one is off to a good start. What should I do? Also, I haven't been offered a money making building either. A. You'll have to take out a loan. Don't take a lot of little loans and keep building like you usually would, instead just build power plants and a connection. Even though you will be deep in debt your neighbors should ask for a deal and you will (slowly) be saved. Q. In my city I had railroad for mass transit. Recently I have been running out of room and replaced the railroad with subway tracks. Ever since I have been getting complaints of poor mass transit in my city even though I have copied the path of the railroad exactly. I've even checked the path several times to make sure it was flawless. Why is this? A. I don't know why but it seems the sims like railroads better. Once when I was doing a cramped island city I did just that and the same thing happened. I don't know why. If you don't believe me try it for yourself. ______________________ / Part 6 Goodbye / /_____________________/ Well this has been my first FAQ. I want to improve it so please send me your questions and comments or tips for the game. You will be given full credit. After all, what is an FAQ without some FAQ's? *6.1 Credits* -To CjayC at gamefaqs for publishing this FAQ. -To Vedogamer2@AOL.com, for correcting my mistake with nuclar fission. -To Maxis, for creating this game. -The following people sent me questions in the FAQ secton: -firstname.lastname@example.org -Myself *6.2 Coming Soon* - More FAQs (only if you send me questions) - any corrections