Sim City 3000

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Overview

However, SimCity 3000 and the other games in the series pull it off to perfection and this one does it with some tongue in cheek and a ton of personality. Pretty City 3000. I think that there was a noticeable graphical leap from the last game to this one. While it may share that SimCity style that the first few games had. Sim City 3000 is a simulation and city-building personal computer game, released on January 31, 1999, The game was developed by Maxis and published by Electronic Arts. 1 History 2 Gameplay 2.1 Disasters 2.1.1 Unlimited-exclusive disasters 2.2 Scenarios 3 Versions 3.1 SimCity 3000 3.2 SimCity.

SimCity 3000 Unlimited 2.0.0.3 can be downloaded from our website for free. This tool was originally produced by Maxis Software Inc. / Electronic Arts. Our antivirus analysis shows that this download is malware free. SimCity 3000 Unlimited relates to Games. The following versions: 2.0 and 1.0 are the most frequently downloaded ones by the. SimCity 3000 Hints & Tips. Welcome to the SimCity 3000 Hints & Tips section, edited by Rand Huck. Here, you'll find a variety of interesting and helpful tips for getting the most out of SimCity 3000. If you've come up with tips of your own, and would like to share them with SimPage.net, head on over to our submission form and tell us about them.

It’s back, and better than ever! The latest in the SimCity series, SimCity 3000 (SC3K) is a very grown-up version of the game with tons of new features and a glossy new look. You’ll find a greater range of tools, lots of bug fixes and a whole new building tile set. One of the best new features is the huge library of actual landmarks included with the game (with more available for download.) It’s kind of cool to have a simple one-horse town with the Arc de Triomphe sitting in the middle of it.

Gameplay, Controls, Interface

Simcity 3000

The control panel has been completely revamped from the last version, with an RTS-style playing field surrounded by controls. You also now have a ticker across the bottom of your screen with news and advice from your various advisors, instead of having to monitor the newspaper as in SimCity 2000 (SC2K). Access to charts, maps and graphs is much easier, too. The game speed is easier to control, as each time you load a city you start out in pause mode, and the various speeds aren’t so hugely different from what they were before.

You can even load in cities from SC2K, though there are some things that have been changed that will make them rather different in this version. Otherwise, the basic gameplay is the same as always and most of the strategies you’re familiar with for building cities before will work here. There are also some strategy updates, though, as some of the ordinances, pollution and crime data are different. The biggest problems I ran into when playing, aside from being a bit confused over seaports and farms, were never having enough schools and dealing with traffic congestion (though this particular aspect is vastly improved over SC2K). I also kind of miss having hydroelectric plants, since those worked so easily before. Building bridges is also a bit of a pain at first, but once you’ve done a few, they make sense.

Graphics

There isn’t quite as much improvement in actual game graphics as I had hoped for (I was imagining something closer to what the pre-game cinematics look like), but the overall look is much cleaner, clearer and more colorful. Buildings are much more detailed now, there’s actual animation on many items, and on the closest zooms you can actually see cars and people moving around. The terrain is also smoother and easier to work with, and you can even turn off the grid lines to watch your city in action.

Audio

Authentic sounds, especially on the closer zooms, and some really good (if oddball) music. No great need for a major sound card, unless you want the surround sound immersion effect.

System Requirements

It’s a hefty one -- be sure to have a fast system, or a large city will take forever to load.

Minimum: Win 95/98, Pentium 166, 32 MB RAM, 4X CD-ROM drive, 2 MB, 16 bit Video card DirectX 6 certified, 230 MB hard drive space, DirectX 6 sound card

Recommended: 233 Pentium or faster, 8X CD-ROM drive, 4 MB video card

Documentation

One of the largest play guides I’ve ever seen comes with this game, along with a 15-page reference 'card' that’s almost a play guide in itself. Both are very useful and handy. The SC3K website is also a great resource, as it addresses a few issues people have reported with the game, and has some great downloads and updates, too.

Bottom Line

Simcity

A great update. Lots of hard work went into this, and even though it took forever to finally be released, it was well worth the wait. They obviously listened very closely to what people wanted from the game and delivered very well. Many, many problems were completely resolved (such as water issues) and tons of new features were added that make the game all the more fun. There are still a few minor issues, such as difficulty with farms, seaports and bridges, but information on the website and in the play guide can help you get past those.

Overall rating: 7.5

Zones information

Sim City 3000 Android

Written By: Rand Huck
Friday, May 5, 2000Sim City 3000

For those of you who aren't sure where, or when to place your zones, I will give you some background information about them.
Zones thrive on two mandatory sources: Roads and power, and will thrive more if you include water. There are some zones that must have water for their full potential. If you don't water a medium or dense zone, for example, they will not develop medium or dense, and you will only see lightly developed areas, so water is key to having a flourishing city.
The RCI(Residential, Commercial, Industrial) zones are the ones you will be using most of the time. They do vary much in how they should be treated:
Industrial
The industrial zones are the first to develop when you start a city. You should have some residential available, because after about 6 months they will be neccessary for future development. They will always start dirty, but as the time progresses, you will start to see some clean industry replace these polluting factories. Don't get the notion that you need better landvalue to get these clean industries. Land Value has nothing to do with industrial zones, and you should not have it high, because if it is too high the zones will abandon.
Light industrial zones will develop small warehouses, tiny furnaces, and, if the enviroment is just right, farms.
Medium industrial zones will develop some labs (clean), small factories, and some tanks.
Dense industrial zones will develop much larger factories.
*Remember that medium and dense industrial zones will not develop correctly until you properly water them.
These zones must be 5 tiles at most from the road to develop, and must have power.
Residential
After industry, the residential will start to develop. Remember that this is where your sims live, and these zones should be kept away from any 'bad' buildings, like jails, business deals, and anything else that looks like you wouldn't like to live next to.
They must be at most 4 tiles away from the road in order for them to develop.
Light residential will develop some one family houses, and filler tiles will have some lawns, and high LV will develop pools and tennis courts, and other surprises.
Medium residential will develop some town houses and small apartments, filler tiles being concrete lots and urban yards.
Dense residential will develop some high rises, and filler tiles will be, including medium residential filler tiles, community gardens.
Commercial
This is the last zone to develop, but is very important in the future of your city. For now, your city's priorities will be in the industrial side, but soon, commercial will replace that.
They must be 3 tiles away from the road at most, but you can have 4x4 buildings, so you should zone 4x4 anyway.
Light commercial zones will develop some mom and pop stores, gas stations, and the filler tiles will be the same as the medium and dense commercial zones, which are small parks with trees and fountains, and parking lots if LV are lower.
Medium commercial zones will develop some offices, if LV is high, and some chain stores if LV is lower.
Dense commercial zones will develop skyscrapers, office towers, and if you can support a 4x4 building, you are doing fantastic with your city!
Airports
Airports will support your commercial zones, and they will relieve some commercial cap. They will only develop in the folowing conditions:
» 7 tiles from the road
» It's at least 5x7 tiles large
» it's powered and watered
Seaports
Seaports will support your industrial zones, relieving industrial cap. They will develop in the same conditions as airports, only they must be on a straight shoreline.
Landfills
I, personally, forget this zone until I see some garbage filling the filler tiles, then when you zone some, they will go away. They are neccesary for starting a city, unless you want litter all over the place. They must be at most 6 tiles away from the road, and may develop without water, but you will see your utilities advisor whining that the trash needs water as well, so you should water it for your sake.
One last note
If you enact the shuttle service ordinance, the 'road limits' will increace by one tile for the RCI zones. In other words, commercial zones will develop 4 tiles from the road, residential, 5 tiles, etc. This does not apply to port and landfill zones.

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