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 Sim City 2000 User's Manual for
Newly Elected Mayors

*Adapted from the official Sim City 2000 Users Manual

Getting Started .....

Starting a city is a fairly easy procedure. All you need is:

  • Land - The computer will generate a landscape that should provide you with plenty of good locations to build your city. If you do not like the landscape that the computer generates, start a new city from the file menu.
  • Residential zone - You need to create an area on the landscape for the Sims to live.
  • Industrial zone - You need to create an area on the landscape where the Sims can work.
  • Commercial zone - You need to create and area on the landscape where the Sims can shop and conduct business.
  • Power plant - You need to build a power plant that will provide the city with electricity.
  • Power lines - You need to connect each zone to the power plant so that the Sims will have electricity when they move in.
  • Roads - You need to connect the different zones together with roads so that the Sims can travel between work, shopping or home.

Care and Feeding of Your Fledgling City .....

Now that your city has started to grow, you need to give it some special attention. Your newly arrived Sims are going to need and demand many of the following items:

  • More residential, industrial and commercial zones - Be sure to provide a mix of light and dense zones to meet the needs of all your Sims.
  • Mixed transportation - Not only do your Sims need roads, they will need bus stations, trains, subways, and airports. Be sure to build stations for your subways and railways or they will be useless to the Sims.
  • Schools - The future of your city lies in the young Sims. In order for them to get a good education, the city must have a strong school system.
  • Police Stations - The Sims are very concerned with crime. A nearby police station will go a long way towards preventing crime in a neighborhood or shopping center.
  • Fire Stations - Fire is an ever present danger in the city. Adequate fire coverage will keep your Sims safe and secure. Fires that do break out can be swiftly contained.
  • Recreational Facilities- Sims love parks, trees, water and fun. Give them places where they can play and relax after a hard day at work. Nearby recreation facilities will also lead to higher property values.
  • Water System - Everyone needs water! Beneath the streets of your city is a complex underground water system that must be maintained and expanded as your city grows.
  • Airports and Seaports - As your city grows you will need to trade the goods that you produce with other Sims outside of your city. Seaports should be built first. Later on the Sims will demand an airport.
  • Make connections - Be sure to run roads or rails to nearby towns and cities. This will make it easier to trade and make it easier for other Sims to move into your city.

Mayoral Milestones .....

Being the mayor is a tough job, but there are some rewards. When your city reaches certain population levels your Sims will reward their leader with tokens or privileges. (The rewards show up under the Reward button in the city toolbox. The button looks like a temple)

The Rewards
  • 2,000 Sims = You may build yourself a house
  • 10,000 Sims = You may build a City Hall
  • 30,000 Sims = You are honored in a very special way
  • 60,000 Sims = The military asks you if you want a military base
  • 120,000 Sims = You may build Arcologies (Huge self-contained cities within a single building

There are other rewards at other population levels so keep your eye on the reward button and be sure to read the newspaper.

Some Additional Advice ....

  • Watch your spending - It is very easy to run out of money early in the simulation because your new city has so many needs and it generates so little tax money. Save some money for the future.
  • Read the paper - Subscribe to at least one newspaper and pay special attention to the opinion polls. The polls will tell you what is on the minds of the Sims and you can then take steps to keep them happy.
  • Plan ahead - Try to develop a general plan for your city. Leave plenty of spaces available for roads and rails so that you do not have to bulldoze zoned areas that you have already paid for early in the simulation.

Comments to Michael Lipinski - Web Editor
copyright © 1999