Wow, excellent tips! Now I understand why I suck at this game. I never really understood the importance of light/medium/high. I thought that if I built "high" tiles, I would always get big nice-looking buildings. And the seaport you built is gorgeous. Very helpful video
Thanks a lot for the tips. Just made print screens of all of them to play while COVID-19 is outside. I think SimCity 3000 is the best of all SimCity editions... On 2020 I still prefer it over all the others.
Thank you for sharing this. I played this so much as a kid and teenager, and haven't played it since my early 20's. I have just started playing again and this is stuff that I never would of thought of doing. Can;t wait to try some these techniques out.
thank you very much for your work :O im playing simcity 3000 since almost 20 years an now you showed me this there was some pretty good inpiration and hints in this :D great
hey guys... for everyone having compatibility issues with this game , SimCity 3000 unlimited is now available as a legal download on GOG for 10$ , it's flawless on Windows 7, 8, and 10
I thought this was going to be functional tips, but for what was shown, I see some cool tricks here. Mostly visual, but that seaport trick can actually prevent whirlpools from hitting the seaport.
Wow been playing SimCity 1 - 3 since their releases and never knew tricks like these existed, always got to a point then it was contant building and destroying of all the zones. Nothing was ever permanent, it was always changing.
nittyking1, I wouldn't throw this video that far. I played Sim City 3000 before with probable greater success. And I am just looking at the spaces for which they place everything. Its neat. It looks artistic and its all very stupidly done. They have some very nice buildings. But I can tell you there is a improper amount of buildings Nittyking, as well as services. This town will NEVER be a cash cow. Lets go block by block over the construction of his city and discover what is wrong. Lets start at the BOTTOM left corner of his peninsula by the Fusion plant. The fusion plants location is the first mistake. Its for dealing ample power to the town. The peninsula also lacks good transportation unless he has an subway system in place. But I'll place my doubts sense he doesn't have such a building in existence in this location. Work is up the street to the LEFT. there are plenty of open spots with no zoning. Now, he has managed to raise traffic of people carting recycling down there because he has a recycling center placed across the fusion plant? What you mean it raises traffic. Yes, recycling doesn't reach there on its own. Its best placed by the DUMP. there is none in place. So trucks have to cart it down bringing up his monthly costs. Lets discuss the small block of businesses. One is empty and the rest are low income. Why? Well, we discussed 3 items. Lack of transportation versus high traffic from there recycling center. citizens like services, but some they don't want to live on top of. like utility service buildings. They are ugly and bring aurora down. This is the function of the towns view. Now, lets look for civic services. The nearest saving grace is a hospital located near the 2 white buildings. There is an city college up that diagonal bend in the road. The nearest elementary school is FURTHER away on the other-side of the college up the street. Families living in this location send there kids super far to school. The police station does create a good school atmosphere next to it, which is probably why there anxious because this building is JUST too far away from them to receive personal protection from the occasional patrol car. See, water does bring aurora up and when you zone right next to the bay, you get a string of high income houses there because WATER brings aurora up. this chump has a diagonal highway. He does have a smelly dock freighting by in inner city college. So, hes trying to HAVE a application of industrial buildings next to a college. Do you know what colleges are good for? People LIVING in housing. But, do you notice everything is just PARKING. It cost money to build the inlet and took up land for water. an inlet is where water runs inland from a main water body. He has a string of low income commercial and medium housing which is the principal asset to the right. Hopefully he doesn't have an earthquake. That is the principal tax income right that up to the left corner. Earthquake retrofitting initiative only HELPS to protect buildings. LOL. No guarantees. So his principal decision is ALL his magure income is in 1 location. Bad ideas. Fires, aliens, tornadoes, and earthquakes to this location are the effect. Zoning and services are not his forte nityking1. His town looks nice, but its not a cash-cow. His town brings in probably $22,000 - $40,000 a year. when I was building, by 1970 I am debt free commonly with cash drives of over $1,000,000 a year. LOL. This is when I start building big. Its time to start thinking about building my utility services center because water, electricity are a must. My favorite mode to play on is Extra large map with a river, and a coastline on 1 side. Nittyking, I really hope you don't fallow all of this model. Please. My towns look great. seriously. His mistakes listed 1) lack of Zoning. 2) trash services too far away from the landfill. IE creating traffic of carting stored trash waste further away thereby raising traffic to cart recycling away and raising operation cost of the city. 3) Homes are too far away from the college and school. A frowny face on high travel. Library is too far away for those living in highrise apartments. 3) A lack of civic recreation as in parks. This guy has no zoos, or even a large park in operation. 4), he lacks a firestation period. Its not there so I hope there is no fire. Poor transportation of those living farther away from common services. People travel far for school which is probably filling or a library. 5) utility services are on top of citizens homes bringing aurora which is living preference down. 6) he built an inlet bay for freight for which raises transportation. Its, better for homes. I like the inlet bay. I would remove the docks. increase the bay a couple feat to the right, raise the land to the LEFT side. Find a better location for the Fusion plant away from peoples homes. would build a small island in the inlet as soon as I have money to connect 2 bridges. I would leave the college, and zone some commercial, put in a library near the college. rebuild a number of streets in order to create better spacing, and zone medium and high end residential possibly. High end homes of medium application around the inlet so now now people will move in. with a series of small parks near the coast for recreational services. This is just of what I see at 0:03 seconds. Oh yes, cant forget finding a place for fire stations. Need 2 or 3. In the end I will have 2 bridges on each side of the island and a subway station or 2. Don't feel like driving, well take the subway! The island isn't stupid, people will pay a lot to live on the island.
@@Eastbaypisces 1. Go turtle game speed 2. Type the cheat on the console prompt 3. Immediately after pressing enter go to the meet tab 4. Find counsin vinnie on the list of suggestions
Cool stuff. I just spent a few hours playing and noticed the “make historical” button but thought nothing of it. It just fixes the building in place then? Does making structures like this have any in game benefit or are they essentially aesthetic? Is it possible to keep population growth apace with your neighbour cities?
The historical button is aesthetic and just prevents the building from being replaced. It can actually hurt growth if you make low wealth buildings historical as they will not upgrade, but I find it more realistic to keep some lower wealth areas in a city. I’ve never been able to keep up with the population growth of the neighboring cities. It’s even tougher if you spend a lot of time slowly developing one area of your city, they just keep growing.
By default land values are highest towards the center of the map, so I try to pack the dense buildings there. The edges of the map are lower value so it’s best to place the farm land and dirty industries near the edge.
Very nice. Really makes me wish there was a "Streets of Sim City 3000" or even "Streets of Sim City 4" (that was actually 3D, not like the driving from Sim City 4 Deluxe)
What I do is sell services quick as possible. Sell power, get garbage, sell water. It WAY out pays the cost of the utilities and it can get your city rich very quickly, especially in a young city, where selling your services can triple your income. I can start on hard with a 10K bond with disasters on and get out of the financial rathole decently quick by doing that.
I dunno for how long im playing this bud, i didnt know "make historical" is a important tool, geez im still learning and is a good think so i cant get boored
For some reason when I finally get astronomical land value, the dense commercial buildings don't always stay. Even if i make them historical they still become abandoned. How can I keep and maintain astronomical land value after I get it? Any tips?
1. How to make good deal with neighbours? I am thinking about selling electricity to a less populated neighbour and taking away the garbage from a more populous neighbour. Question is how to make good deals which will you give not little money? I want to taxes mantain roads, schools, hospitals etc and money from neighbours to expand city. 2. I read that in 1900 there is this proportion: 1 commercial + 5 industrial = 6 residental Will 80 tiles of farms, 16 of commercial and 96 residental work fine, without dirty industry? And trains are better for farms or roads would be enough? I will try to start from building farms and suburbs like from your video. I think it is a good start. I read also that T intersections are much better from X, which generate more traffic jams. 3. Starting from 1900, in which year start building schools?
@@ganondorfdragmire7886 ee You are talking about Sim City 3000? I played few hours, around 30 years in game. I worked my points out, but farms take hudge areas, so is better to make dirty industry near edge of map. One train station in industrial area connected with neighbour boost develop. Selling electricity can rise earnings but power stations take place and to build them money is not used for development and after several dozen of years new stations are needed. So focus on taking garbage and incinerators in corner of map deal with this problem. Residental tax always on 7%, commercial 3%. For first 2 years industrial can be lowered to 5%, then 8%. Schools are needed to change from dirty to clean industry. Actually it is few percent. Ordinances are introduced. Actually i even have 1 metro line, subsidized. It really help to reduce traffic jams. It is a pity that there are no types of roads. All expenses are maintained by neighbour deal and industrial tax with a large surplus. And there is hudge money from residental tax and business deals. Anyway income is 2 times higher than expenses. Never used loans. I think crucial is proper location of zones - not far and not to close between industrial and residental, over a dozen, which can be used for government buildings. Half residental land are medium value, other half low. No police stations needed yet. One fire station for now. New questions appeared: 1. How raise land value. Acutally I have many parks. 2. How to boost clean industry developing. Anyway very distant way to make things from the video.
i like the challenge of sustaining the high very high land value trait in surrounding areas, how does it work exactly? Like how does land value depreciate?
Parks are the best way to improve land value, so I place a large number of them around areas where I want the high value skyscrapers to develop. After development, some of the parks can be removed, and the presence of the high value buildings seems to keep the land value up in those areas.
+micozur15 It's the green question mark button next to the pause/play buttons, but some versions don't have it. If it's not there, you can also hold Ctrl and click, you should see the cursor change into a question mark.
+micozur15 Building more train stations and rail lines helps to ease congestion. If they are still crowded, you might consider building a subway system.
I'm zoning for the airport, and my first 3x10 zone worked out like it does in the video--runway built immediately--the second one I zoned parallel to that one a bit later, seven tiles away from the first--but it did not develop. The reason the game gives is "zone too small." But the zone is exactly the same as the one that worked (same roads and everything). Why isn't it developing?
I found a minimum of 7 empty tiles are needed to get the runways to develop. A single airport zoned tile in between will prevent one of the runways from building, and you'll get the "zone too small" message. Try zoning all the 3x10 runway blocks at the same time. Once they build, then fill in the empty space with other airport buildings.
PacificCuda HOLY FAST REPLYING BATMAN! Thank you very much though this was very helpful. I literally just found this game on my shelf and I don't even remember buying it.
Thank you for this truly inspiring video. Since you are inviting people to ask questions, here is mine: I am playing the game under Linux in the GOG version using Wine and it runs perfectly fine. I remember having had that problem years ago under Windows 98 as well, so you may know the answer. I would like to use the "load terrain" cheat and even got a file (www.sc3000.com/images/example1.bmp) that is supposed to work. Saving that under C:\ as a.bmp and trying to use "load terrain C:\a.bmp" just erases all vegetation on the map. Do you have any idea how to get this to work?
Yeah that's what I thought. An other question : was it difficult to build and maintain farms (of which the conditions are strict) near the low density residential areas? (Or maybe you made them historical as well to fix the "problem"...?) As for pollution : how did you manage to get rid COMPLETELY (it seems so) of pollution (water pollution in particular) where you built airports, seaports and industrial zones...? Thanks.
That's exactly it, I made every farm tile historical. It's a pain to do, but the only way to prevent them from redeveloping as the city grows larger. I use treatment plants for the water pollution. I place them around seaports in particular, at least one plant per seaport. There will always be pollution around airports, so only low value commercial will really develop. Just keep some space between them and any residential zones.
Remember back in the day of PC gaming that it was free from game launchers now ea is doing it same as Ubisoft too. It's the beginning of the end of PC games. It wasn't like this years ago 😭. It was way before steam was created and before game launchers was created they give us a product code for each DVD/cd-rom game.
Can anyone please help? I have a problem playing this game...doesn't matter if I use cheats or I don't, it will always be the same...my city develops well up to almost 2 million citizens and then, apparently without any cause, it will start gradually but ruthlessly depopulating. There are no complaints, taxes are average, aura is good, no power or water problems, low crime, high education, good healthcare, seaports, ports....anything they could ever want... I really don't understand what is going on and I didn't find anything about this problem on the internet...did someone experience something similar and has a clue about a solution? Thx
This is caused by too high of taxes. Even if taxes are average like you said, taxes might be so high that no one wants to move into your city, so you are stuck with your older population until they die off. If this happens try setting the tax rate to something like 0% for residencies, to encourage maximum growth
If you don't make tiles or buildings historical, they may be replaced over time. This is particularly true for farms and dirty industry, which will be replaced by HT industry if they are not made historical.
The tax rates start around 7%. You don't need to lower it too much, even though the Sims will constantly ask for it. If you have low crime and pollution, and high education and land value, you should have no problem attracting residents.
If you like building business deals buildings like me, u get less demand for residential and commercial, then I would decrease it, you could adjust tax by pressing the budge(money) button
1:39 Farms
2:00 Asian Farms
0:07 Suburbs
5:09 Housing Blocks
4:41 Row Houses (Medium Residental)
0:56 Residential Plazas (Medium Residental)
0:35 Beaches
5:45 Estates
6:27 HIgh wealth area
2:07 Airports
2:42 Seaports
3:10 Railway depots
4:13 Automotive industry
4:34 Prison Island
3:45 Oil Refinery
3:59 Mines
These tricks are awesome. I have played this game for about 15 years now, and it is still my favourite game. Thanks for the video.
Wow, excellent tips! Now I understand why I suck at this game. I never really understood the importance of light/medium/high. I thought that if I built "high" tiles, I would always get big nice-looking buildings.
And the seaport you built is gorgeous.
Very helpful video
Me too!!
Thanks a lot for the tips. Just made print screens of all of them to play while COVID-19 is outside. I think SimCity 3000 is the best of all SimCity editions... On 2020 I still prefer it over all the others.
Wow, I've been playing this game for really long time and I thought I knew everything. I was wrong, thanks for that!
Thank you for sharing this. I played this so much as a kid and teenager, and haven't played it since my early 20's. I have just started playing again and this is stuff that I never would of thought of doing. Can;t wait to try some these techniques out.
Absolutely AMAZING!!!!!! Thanks to Sim City Snes I always zone in 3x3 tiles format. I must reach the evolution!!!! Stunning tips!!!
thank you very much for your work :O im playing simcity 3000 since almost 20 years an now you showed me this there was some pretty good inpiration and hints in this :D great
hey guys... for everyone having compatibility issues with this game , SimCity 3000 unlimited is now available as a legal download on GOG for 10$ , it's flawless on Windows 7, 8, and 10
Several years later and it's now on Steam
I loved this game so much! I definitely spent a few years of my childhood spent with this…
Nice ideas for making things look realistic.
This is insane! I've just rediscovered this game and don't think I'll ever be this good.
Dude, you're an artist
you dont want to make a video-series where you show how to build a city from the begining?
Best city game... 15 years and still playing
I thought this was going to be functional tips, but for what was shown, I see some cool tricks here. Mostly visual, but that seaport trick can actually prevent whirlpools from hitting the seaport.
Wow i was playing like a dumb comparin to this, ima start over xd love it
Love the sandbars.... i can't believe i've never done that!!
Wow been playing SimCity 1 - 3 since their releases and never knew tricks like these existed, always got to a point then it was contant building and destroying of all the zones. Nothing was ever permanent, it was always changing.
nittyking1, I wouldn't throw this video that far. I played Sim City 3000 before with probable greater success. And I am just looking at the spaces for which they place everything. Its neat. It looks artistic and its all very stupidly done. They have some very nice buildings. But I can tell you there is a improper amount of buildings Nittyking, as well as services. This town will NEVER be a cash cow. Lets go block by block over the construction of his city and discover what is wrong. Lets start at the BOTTOM left corner of his peninsula by the Fusion plant. The fusion plants location is the first mistake. Its for dealing ample power to the town. The peninsula also lacks good transportation unless he has an subway system in place. But I'll place my doubts sense he doesn't have such a building in existence in this location. Work is up the street to the LEFT. there are plenty of open spots with no zoning. Now, he has managed to raise traffic of people carting recycling down there because he has a recycling center placed across the fusion plant? What you mean it raises traffic. Yes, recycling doesn't reach there on its own. Its best placed by the DUMP. there is none in place. So trucks have to cart it down bringing up his monthly costs. Lets discuss the small block of businesses. One is empty and the rest are low income. Why? Well, we discussed 3 items. Lack of transportation versus high traffic from there recycling center. citizens like services, but some they don't want to live on top of. like utility service buildings. They are ugly and bring aurora down. This is the function of the towns view. Now, lets look for civic services. The nearest saving grace is a hospital located near the 2 white buildings. There is an city college up that diagonal bend in the road. The nearest elementary school is FURTHER away on the other-side of the college up the street. Families living in this location send there kids super far to school. The police station does create a good school atmosphere next to it, which is probably why there anxious because this building is JUST too far away from them to receive personal protection from the occasional patrol car. See, water does bring aurora up and when you zone right next to the bay, you get a string of high income houses there because WATER brings aurora up. this chump has a diagonal highway. He does have a smelly dock freighting by in inner city college. So, hes trying to HAVE a application of industrial buildings next to a college. Do you know what colleges are good for? People LIVING in housing. But, do you notice everything is just PARKING. It cost money to build the inlet and took up land for water. an inlet is where water runs inland from a main water body. He has a string of low income commercial and medium housing which is the principal asset to the right. Hopefully he doesn't have an earthquake. That is the principal tax income right that up to the left corner. Earthquake retrofitting initiative only HELPS to protect buildings. LOL. No guarantees. So his principal decision is ALL his magure income is in 1 location. Bad ideas. Fires, aliens, tornadoes, and earthquakes to this location are the effect. Zoning and services are not his forte nityking1. His town looks nice, but its not a cash-cow. His town brings in probably $22,000 - $40,000 a year. when I was building, by 1970 I am debt free commonly with cash drives of over $1,000,000 a year. LOL. This is when I start building big. Its time to start thinking about building my utility services center because water, electricity are a must. My favorite mode to play on is Extra large map with a river, and a coastline on 1 side. Nittyking, I really hope you don't fallow all of this model. Please. My towns look great. seriously. His mistakes listed 1) lack of Zoning. 2) trash services too far away from the landfill. IE creating traffic of carting stored trash waste further away thereby raising traffic to cart recycling away and raising operation cost of the city. 3) Homes are too far away from the college and school. A frowny face on high travel. Library is too far away for those living in highrise apartments. 3) A lack of civic recreation as in parks. This guy has no zoos, or even a large park in operation. 4), he lacks a firestation period. Its not there so I hope there is no fire. Poor transportation of those living farther away from common services. People travel far for school which is probably filling or a library. 5) utility services are on top of citizens homes bringing aurora which is living preference down. 6) he built an inlet bay for freight for which raises transportation. Its, better for homes. I like the inlet bay. I would remove the docks. increase the bay a couple feat to the right, raise the land to the LEFT side. Find a better location for the Fusion plant away from peoples homes. would build a small island in the inlet as soon as I have money to connect 2 bridges. I would leave the college, and zone some commercial, put in a library near the college. rebuild a number of streets in order to create better spacing, and zone medium and high end residential possibly. High end homes of medium application around the inlet so now now people will move in. with a series of small parks near the coast for recreational services. This is just of what I see at 0:03 seconds. Oh yes, cant forget finding a place for fire stations. Need 2 or 3. In the end I will have 2 bridges on each side of the island and a subway station or 2. Don't feel like driving, well take the subway! The island isn't stupid, people will pay a lot to live on the island.
Wow that is the longest RUclips comment I've ever seen that's actually said something. You write a lot of papers in high school? LOL
No I don't. I played this game on its original release. I had many years to refine my gaming skill at this game.
meh, im jus gonna call cousin vinnie instead
hey Vinnie its that time of year again I need another 100,000 simoleons...
Yeah, I'll drive the dump truck. How much ya payin'?
Nothing happened when I did thar cheat
@@Eastbaypisces
1. Go turtle game speed
2. Type the cheat on the console prompt
3. Immediately after pressing enter go to the meet tab
4. Find counsin vinnie on the list of suggestions
@@ヌル-m7l ok thanks, but since I did it once I can't do again on same city tho right?
Buen Video Amigo. Excelente.
Good Video Friend. Excelent
These are amazing! Thank you so much! I'm definitely trying the major's house one :P
Excellent. I especially liked the orchards and the apartment plazas. Good old bulldoze and make historical trick.
this really helps the cities to look real normally when i want a real looking city i do the trick to unlock every building in the rewards part
How do you do that??
Cool stuff. I just spent a few hours playing and noticed the “make historical” button but thought nothing of it. It just fixes the building in place then?
Does making structures like this have any in game benefit or are they essentially aesthetic?
Is it possible to keep population growth apace with your neighbour cities?
I guess, also, you don’t have to cram everything together either? Is it beneficial to spread things out? Maybe land values are higher?
The historical button is aesthetic and just prevents the building from being replaced. It can actually hurt growth if you make low wealth buildings historical as they will not upgrade, but I find it more realistic to keep some lower wealth areas in a city.
I’ve never been able to keep up with the population growth of the neighboring cities. It’s even tougher if you spend a lot of time slowly developing one area of your city, they just keep growing.
By default land values are highest towards the center of the map, so I try to pack the dense buildings there. The edges of the map are lower value so it’s best to place the farm land and dirty industries near the edge.
Interesting. Thanks for the replies Cuda.
Very nice. Really makes me wish there was a "Streets of Sim City 3000" or even "Streets of Sim City 4" (that was actually 3D, not like the driving from Sim City 4 Deluxe)
Thanks... I agree that would be cool, much better than the driving in SimCity 4.
that suburban boulevard though
How did you figure this stuff out?
It's just things I've learned from years of playing the game.
PacificCuda You and I should talk. Do you still play it?
TheResidentBadass
Yeah I still play it, I "rotate" it with a number of other games.
PacificCuda Have you beaten the scenarios?
I don't get it. You don't need to build rail station for commerce and industry zones?
Wow thanks for this, I've been trying to make farms for years! Haha
This is an amazing video holy shit
Where is the beach tile in the menu or is that a custom tile?
RE:Allanger. I think it is just using the "lower terrain" tool to make it just above water level.
@@munsters2 I have this game (Unlimited) but it only shows pale green :/
video maker: u are awesome!!! and poster equal!
Very good work!
Simcity 3000 is fucking hard
Especially when damn UFOs come in to fuck up your day and destroy your $25k solar power plant.
What I do is sell services quick as possible. Sell power, get garbage, sell water. It WAY out pays the cost of the utilities and it can get your city rich very quickly, especially in a young city, where selling your services can triple your income. I can start on hard with a 10K bond with disasters on and get out of the financial rathole decently quick by doing that.
Great video, this really helped
I dunno for how long im playing this bud, i didnt know "make historical" is a important tool, geez im still learning and is a good think so i cant get boored
Very interesting vid, thanks!
this is great!
Great tips! Thanks!
Looking great!
For some reason when I finally get astronomical land value, the dense commercial buildings don't always stay. Even if i make them historical they still become abandoned. How can I keep and maintain astronomical land value after I get it? Any tips?
Make the building historical
Maybe commercial isn't in demand?
Thanks, great stuff.
1. How to make good deal with neighbours?
I am thinking about selling electricity to a less populated neighbour
and taking away the garbage from a more populous neighbour.
Question is how to make good deals which will you give not little money?
I want to taxes mantain roads, schools, hospitals etc
and money from neighbours to expand city.
2. I read that in 1900 there is this proportion:
1 commercial + 5 industrial = 6 residental
Will 80 tiles of farms, 16 of commercial and 96 residental work fine, without dirty industry?
And trains are better for farms or roads would be enough?
I will try to start from building farms and suburbs like from your video.
I think it is a good start.
I read also that T intersections are much better from X,
which generate more traffic jams.
3. Starting from 1900, in which year start building schools?
Don't build schools. If you educate the population, they will depose our bourgeois leadership in favor of a more egalitarian system.
@@ganondorfdragmire7886
ee You are talking about Sim City 3000?
I played few hours, around 30 years in game. I worked my points out, but farms take hudge areas, so is better to make dirty industry near edge of map. One train station in industrial area connected with neighbour boost develop.
Selling electricity can rise earnings but power stations take place and to build them money is not used for development and after several dozen of years new stations are needed.
So focus on taking garbage and incinerators in corner of map deal with this problem.
Residental tax always on 7%, commercial 3%. For first 2 years industrial can be lowered to 5%, then 8%.
Schools are needed to change from dirty to clean industry. Actually it is few percent. Ordinances are introduced.
Actually i even have 1 metro line, subsidized. It really help to reduce traffic jams. It is a pity that there are no types of roads.
All expenses are maintained by neighbour deal and industrial tax with a large surplus. And there is hudge money from residental tax and business deals. Anyway income is 2 times higher than expenses. Never used loans. I think crucial is proper location of zones - not far and not to close between industrial and residental, over a dozen, which can be used for government buildings.
Half residental land are medium value, other half low. No police stations needed yet. One fire station for now.
New questions appeared:
1. How raise land value.
Acutally I have many parks.
2. How to boost clean industry developing.
Anyway very distant way to make things from the video.
Does this tricks work in not unlimited version of SimCity 3000?
thanks for the tips
Are single tile bridges not possible?
How do you get the desert and beach map?
How to make industrial zone value astronomical?
Impossible because of the pollution,
i like the challenge of sustaining the high very high land value trait in surrounding areas, how does it work exactly? Like how does land value depreciate?
Parks are the best way to improve land value, so I place a large number of them around areas where I want the high value skyscrapers to develop. After development, some of the parks can be removed, and the presence of the high value buildings seems to keep the land value up in those areas.
+PacificCuda I used a lot of parks and marinas and still find it difficult to attain the very high land value zones
+thosegreengentlemen The Astronomical Land Value seems to come nearer to water and over time.
How do you make tunnels? :)
Interesting!
Hi, in sc3k unlimited, I can't find this button, which allowed me to acess details of the building. Where is it?
+micozur15 It's the green question mark button next to the pause/play buttons, but some versions don't have it. If it's not there, you can also hold Ctrl and click, you should see the cursor change into a question mark.
Thanks a lot :D
+PacificCuda And if you are still here, do you have any ideas how to deal with too crowded trains?
+micozur15 Building more train stations and rail lines helps to ease congestion. If they are still crowded, you might consider building a subway system.
Thank you! And if airport helps commercial area, even if city is 70k inhabitants?
How do you make things like those at 2:00?
And when I make farm tiles historical, can I put the water pipes to them?
+Pavel Černý Yes, they will still stay farm tiles if you add water
Oh, thank you so much, I wasn't expecting so fast answer :D I'm watching this video like for sixth time, because it's so cool. It really helped me.
You are a genius!
I'm zoning for the airport, and my first 3x10 zone worked out like it does in the video--runway built immediately--the second one I zoned parallel to that one a bit later, seven tiles away from the first--but it did not develop. The reason the game gives is "zone too small." But the zone is exactly the same as the one that worked (same roads and everything). Why isn't it developing?
I found a minimum of 7 empty tiles are needed to get the runways to develop. A single airport zoned tile in between will prevent one of the runways from building, and you'll get the "zone too small" message. Try zoning all the 3x10 runway blocks at the same time. Once they build, then fill in the empty space with other airport buildings.
PacificCuda Thanks! It worked :)
What does making a building historical do? And what's the point in it?
Historical means the building cannot be bulldozed, and other buildings cannot replace it.
PacificCuda HOLY FAST REPLYING BATMAN! Thank you very much though this was very helpful. I literally just found this game on my shelf and I don't even remember buying it.
Thank you for this truly inspiring video.
Since you are inviting people to ask questions, here is mine: I am playing the game under Linux in the GOG version using Wine and it runs perfectly fine. I remember having had that problem years ago under Windows 98 as well, so you may know the answer.
I would like to use the "load terrain" cheat and even got a file (www.sc3000.com/images/example1.bmp) that is supposed to work. Saving that under C:\ as a.bmp and trying to use "load terrain C:\a.bmp" just erases all vegetation on the map. Do you have any idea how to get this to work?
hey how can i get that 4x4 industrial scrap yard
its one of the rarest builduings there is
I haven't found a way to get it to grow yet, I think you have to use the "building plop cheat" to place it in the game.
ok thanks
Unfortunately I'm not sure, I'm not too familiar with Windows 8.
Hi I'm french so I have the game in this language...I was wondering : what does "make ? historical" means?!
It makes it so a building cannot be bulldozed or replaced by another building growing in its place.
Yeah that's what I thought.
An other question : was it difficult to build and maintain farms (of which the conditions are strict) near the low density residential areas? (Or maybe you made them historical as well to fix the "problem"...?)
As for pollution : how did you manage to get rid COMPLETELY (it seems so) of pollution (water pollution in particular) where you built airports, seaports and industrial zones...?
Thanks.
That's exactly it, I made every farm tile historical. It's a pain to do, but the only way to prevent them from redeveloping as the city grows larger.
I use treatment plants for the water pollution. I place them around seaports in particular, at least one plant per seaport. There will always be pollution around airports, so only low value commercial will really develop. Just keep some space between them and any residential zones.
@@PacificCuda I didn't see your answer so, with delay : thank you ;)
Remember back in the day of PC gaming that it was free from game launchers now ea is doing it same as Ubisoft too. It's the beginning of the end of PC games. It wasn't like this years ago 😭. It was way before steam was created and before game launchers was created they give us a product code for each DVD/cd-rom game.
Can you put up download link for these cities?
Unfortunately I don't have a place to host them at the moment, but if I do get them online at some point I'll let you know.
5:58 is the zone watered?
Does schools and hospitals increase values of buildings ?
Yes, schools in particular increase the EQ (education quotient) of your sims, help attract high tech industry and help increase overall land value.
+PacificCuda Thanks ! awesome video ! Unfortunately , i got only sim sity 3000 , not the unlimited version :(
I guess there is nothing like this on Sim 4, 2013 or Build it or Skylines?
that very nice
How u add sand bars?its not in tool bar
Raise terrain tool. raise the land below the water.
How I make my buildings historical?
When you click on a building with the query tool, there should be a ‘make historical’ check box in the lower left corner of the building info screen.
Thanks men! This video is great, you explain everything pretty well. I'll check your other videos
How can i improve my industry in value ???
The best way is to maintain high education levels. Also enact ordinances that discourage dirty industry and encourage high tech industry.
What is the name of the music in this video?
The song is “Far The Days Come” by Letter Box... it’s in the stock music library in the Creative Commons.
PacificCuda Thanks!
Intro of Bones by Radiohead sounds similair
I keep jumping from one side of the map to the other side of the map when im building for example a long road. Annoying beyond playable
How u make tiles historical
You click the green question mark (query button) and then click a tile, then select a checkbox "make dat shit historical"
5 by 6 also works for estates.
haave to try the bulldozing trick.
Can anyone please help? I have a problem playing this game...doesn't matter if I use cheats or I don't, it will always be the same...my city develops well up to almost 2 million citizens and then, apparently without any cause, it will start gradually but ruthlessly depopulating. There are no complaints, taxes are average, aura is good, no power or water problems, low crime, high education, good healthcare, seaports, ports....anything they could ever want... I really don't understand what is going on and I didn't find anything about this problem on the internet...did someone experience something similar and has a clue about a solution? Thx
This is caused by too high of taxes. Even if taxes are average like you said, taxes might be so high that no one wants to move into your city, so you are stuck with your older population until they die off. If this happens try setting the tax rate to something like 0% for residencies, to encourage maximum growth
Im playing the Hong Kong island right now.
how do i download Sim-city 3000 unlimited
dawn p Unfortunately I'm not sure where to download it, I still play it from the CD
+PacificCuda You might want to create an ISO backup of the CD if you haven't already. It makes things a lot easier.
Why I'll need make all tiles historical?
If you don't make tiles or buildings historical, they may be replaced over time. This is particularly true for farms and dirty industry, which will be replaced by HT industry if they are not made historical.
And last question, why my building temporarily abadoned because of poor transportation to other zones?
Tiny Tom
That means the transit time to other zones is too long. Residential needs both commercial and industrial zones close enough to commute to.
PacificCuda But I am doing a new roads to the place where we must pass, and all this will stop temporarily...
Tiny Tom p
¿.
Amazinv
did you ate pineapples?.
Who wants to read?!
Me. I want to read.
Deja vú
6:20 - WTC ftw
CandelaZ made before 9/11
was made in 1999
hi im stupid how can i raise tax and make people live in my city.
The tax rates start around 7%. You don't need to lower it too much, even though the Sims will constantly ask for it. If you have low crime and pollution, and high education and land value, you should have no problem attracting residents.
If you like building business deals buildings like me, u get less demand for residential and commercial, then I would decrease it, you could adjust tax by pressing the budge(money) button
do these things help your city or are they merely cosmetic?
They are mainly cosmetic, to try and increase the realism of the game
Thank You!
I see a bunch of money lost to bulldozing.