![]() ![]() The city center effect is determined by the location of buildings within the city. Land value is also determined by the city center effect where buildings that are at the city center have higher land values and those buildings on the borders have lower land values. In SC3K, land value created very distinct neighborhoods which tended to contain narrow income bands, creating well-defined slums, middle class areas, and wealthy areas. In the latter, most buildings fell into a wide stratum that did not reflect land value very effectively every building was more or less suited to neighborhoods of every economic disposition. From time to time, the simulated mayors of neighboring cities will call meetings to renegotiate the terms or price of these deals.Īlthough not strictly a city management aspect, SimCity 3000 simulated the effect of land value on construction much more realistically than in SimCity 2000. Canceling a neighbor deal will incur a substantial cash penalty. These generate a monthly charge which is either added to or subtracted from the player's treasury, in accordance with the deal. For the first time, the player could interact with his or her neighbor cities, negotiating rudimentary business deals with other mayors, such as the sale or purchase of water, electricity, or waste management services. In addition to their limited life span, power plants are now vulnerable to decreasing maximum output at a constant rate after they have gone through about three quarters of their life span.Īlthough the concept of neighbor cities was introduced in SC2K, it was greatly expanded upon in SC3K. In Sim City 3000, there are three zoning densities compared to "SC2K's" 2 density model. Farms and agriculture structures were also introduced, appearing on large light industrial zones in a city with low land value and little pollution. However, in SC3K, once a city has a population greater than 1,000, garbage would begin to accumulate and would have to be disposed of at the expense of the city. In previous versions of SimCity, this aspect had been ignored. The most notable change was that the concept of waste management was introduced in SC3K. In a pattern which has continued throughout the SimCity franchise (until SimCity Societies), the number and complexity of city services increased between SC2K and SC3K. These changes gave the game a feel greatly different from that of SC2K. These changes spanned both the integral city management aspects of the game, as well as its graphical and landscape aspects. There were many changes between SimCity 3000 and its immediate predecessor SimCity 2000 (SC2K). Useful if a given graph line's changes are hard to see due to the autoscaling.Windows, Linux, Macintosh, iPhone OS, Nintendo DSĬonstruction and management simulation, city-building Spawns several gas clouds which float around the city and cause buildings to be abandoned.Ĭan reset graph drawing parameters if thrown out of wack during game. Triggers the chemical spill disaster used in the Chicago scenario. It's a larger flood than normal, unsurprisingly, but still small compared to the hurricane disaster. Triggers the flood used in the Davenport scenario. Spawns several groups of rioters in the city at once, as opposed to the normal riot disaster option which only spawns one. Triggers the lawyer riot disaster used in the Washington DC scenario. 3 uses of the command will result in a 10x10 sized square of fire). If used repeatedly before the fires spread, will enlarge the area of the fire square by 1 tile on all sides (e.g. Places an 8x8 in the city, near the "center of development". Triggers the firestorm disaster used in the Oakland scenario. The terrain in a location raises somewhat randomly, forming a mountain, while fires and gas clouds are spawned in the vicinity. Triggers the volcano disaster used in the Portland scenario. When triggered from the menu, the disaster will occur in the vicinity of the most recently constructed microwave power plant. Only works if the city has a microwave power plant. Triggers the "oops" microwave beam disaster. When triggered from the menu, the disaster will occur on the most recently constructed nuclear power plant. Only works if the city has a nuclear power plant. The gift option above already does what this options claims to. This also unlocks all of the buildings and transit options that have yet to be invented. This will not be reflected until the next game month or you make changes that cost money (such as creating new zones).Īdds all of the buildings unlocked by population to the rewards button. Opens a dialog showing the official release version, internal version, and compile time and date for the game.Īdds $500,000 to the city's treasury. ![]()
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