Andere Lösungen

SimCity 2000 (e)

Cover
From: INTERNET:ender@netaxs.com, INTERNET:ender@netaxs.com
To: Glenn M. Frazier, 71045,2143
Date: Fri, Feb 11, 1994, 5:54 AM
Subject: +Postage Due+(fwd) SimCity2000 FAQ v1.1 rev.2/8/94

Sender: ender@netaxs.com
Received: from netaxs.com by arl-img-2.compuserve.com (8.6.4/5.930129sam)
        id FAA00175; Fri, 11 Feb 1994 05:52:57 -0500
Received: from access.netaxs.com (ender@access.netaxs.com [198.187.46.5]) by netaxs.com (8.6.5/8.5) with ESMTP id FAA20474; Fri, 11 Feb 1994 05:46:25 -0500
Received: from localhost by access.netaxs.com
        id FAA13334; Fri, 11 Feb 1994 05:47:14 -0500
Date: Fri, 11 Feb 1994 05:47:14 -0500
From: ender@netaxs.com (Andrew Wiggin)
Posted-Date: Fri, 11 Feb 1994 05:47:14 -0500
Message-Id: <199402111047.FAA13334@access.netaxs.com>
To: 71045.2143@compuserve.com
Subject: (fwd) SimCity2000 FAQ v1.1 rev.2/8/94
Newsgroups: comp.sys.mac.games

Newsgroups: comp.sys.mac.games
Path: netaxs.com!juliet.sas.upenn.edu!netnews.upenn.edu!dsinc!spool.mu.edu!howland.reston.ans.net!cs.utexas.edu!swrinde!elroy.jpl.nasa.gov!decwrl!netcomsv!netcom.com!thx
From: thx@netcom.com (thx)
Subject: SimCity2000 FAQ v1.1 rev.2/8/94
Message-ID: 
Organization: NETCOM On-line Communication Services (408 241-9760 guest)
Date: Tue, 8 Feb 1994 22:47:21 GMT
Lines: 617

Well, here's everything I know about SimCity2000. I sent
A copy to Frank first, but then decided, I might as well
post it myself. 
If anybody wants to know anything else, answer questions
that I didn't have the answer to, or make corrections, drop
me a line. 
Oh yeah, one more thing, the SimCity200 ftp site is located
at: spider.navsses.navy.mil
----------
Kevin Endo
thx@netcom.com

SimCity2000 FAQ v1.1 rev. 2/8/94
1.0 - SOLVING PROBLEMS
 1.1 Nobody wants to live in my city
 1.2 I'm not making any money
 1.3 Pollution
 1.4 Traffic
 1.5 Crime
 1.6 Unemployment
 1.7 Education
 1.8 Health
 1.9 Disasters

2.0 TOOLS
 2.1 Bulldozer
 2.2 Landscape
 2.3 Power
 2.4 Water
 2.5 Road + Rail
 2.6 Ports + Connections
 2.7 Residential Zones
 2.8 Commercial Zones
 2.9 Industrial Zones
 2.10 Education Zones
 2.11 Health and Safety Zones
 2.12 Recreation Zones

3.0 BUDGET
 3.1 Property Taxes
 3.2 City Ordinances
 3.3 Bond Payments

4.0 MISC
 4.1 Bugs
 4.2 Terrain Editor
 4.3 Military Bases
 4.4 Cheats, Bonuses, and other Secrets
 4.5 Weather 
 4.6 Scenarios

1.0 - SOLVING PROBLEMS
1.1. Nobody wants to live in my city
1.1.1 Well, first you need a power plant. Then you need
      residential, commercial, and industrial zones. Each
      zone needs to be connected to the power plant by 
      power lines and each zone needs to be within three
      spaces of a road. If you do all of this, people should
      start moving into your city.
      If you're beyond this stage, just look at the opinion
      polls and try to fix the problems that people are
      complaining about. Build zones that are in demand.
1.2 I'm not making any money
1.2.1 Don't listen to everything your people ask for. When 
      you're starting out, only pay for as much police
      protection as you can afford. Don't build too many
      roads - infrastructure can wait. Only add things to 
      your city that will increase your population. Be 
      careful about raising taxes - a tax increase is not
      always the same as am increase in revenue. If you
      raise taxes too much, growth will be stifled. 
1.3 Pollution
1.3.1 Pass Pollution Control ordinance
1.3.2 Increase tax rate on polluting industries
1.3.3 Build water treatment plants
1.3.4 Lower traffic
1.3.5 Use light industrial instead of heavy industrial
1.4 Traffic
1.4.1 Build more roads and highways
1.4.2 Build mass transit
1.4.3 Pass Parking Fines ordinance
1.4.4 Intersperse different zones (build R close to I, C)
1.5 Crime
1.5.1 Build police stations
1.5.2 Pass Anti-Drug Campaign ordinance
1.5.3 Pass Neighborhood Watch Campaign
1.5.4 Use more light zoning
1.6 Unemployment
1.6.1 Zone more industry and commercial zones
1.6.2 Remove Pollution Control ordinance, if in place
1.6.3 Lower industrial and commercial tax rates
1.7 Education
1.7.1 Build Schools, Colleges
1.7.2 Build Libraries, Museums
1.7.3 Pass Pro-Reading Campaign ordinance
1.8 Health
1.8.1 Build hospitals
1.8.2 Pass Public Smoking Ban ordinance
1.8.3 Pass Free Clinic ordinance
1.8.4 Pass Junior Sports ordinance
1.8.5 Pass CPR Training ordinance
1.9 Disasters
1.9.1 Q: How do I put out fires?
1.9.1 A: Use dispatch firefighters tool to place a fire
         icon next to a patch of fire. If there's a lot 
         of fire, you can also build a fire station on top
         of it to put it out (you'll have to experiment with
         this.)
1.9.2 Q: How do I make the monster go away?
1.9.2 A: I don't think you can.
1.9.3 Q: What other disasters are there?
1.9.3 A: Meltdown, Microwave Oops, Pollution, Fire Storm,
         Mass Riots, Major Floods, Toxic Spill, Volcano.

2.0 TOOLS
2.1 Bulldozer
2.2 Landscape
2.2.1 Q: How do I make waterfalls?
2.2.1 A: Place water on a slope.
2.2.2.Q: What's the magic eraser?
2.2.2 A: Select the tree tool. Press the mouse button with 
         the cursor on a blank tile. Keep holding down the
         button and press the shift key. The cursor will
         now erase any type of development. The effect is
         rather odd - when you query the tile that's been
         erased, the old structure appears to still be there.
2.3 Power
2.3.1 Q: Do undeveloped zones conduct power?
2.3.1 A: No. Only tiles that have immediate contact to 
         power (either next to another building or next 
         to a power line) will develop.
2.3.2 Q: What type of power plant should I use?
2.3.2 A: If you aren't concerned with money, fusion plants
         are the most efficient, and don't pollute or cause
         disasters - like nuclear and microwave.
         If you are concerned about money, then hydro is
         best. Hydro plants don't pollute and don't need
         to be replaced every 50 years.
2.3.3 Q: Isn't it kind of like cheating to use hydro power?
2.3.3 A: Well, first off, it's just a game, and you can
         do whatever you want with it. The most efficient
         use of hydro would be to use the raise terrain tool
         to make a little bump. Line the bump with waterfalls
         and then place hydro plants on the waterfalls. You
         could even surround the hydro pants with water
         pumps. This is the best, and most unrealistic use
         of hydro plants. A more realistic approach would 
         be to make a map with a river, then raise the land
         on one end of the river, and draw the river back
         in, having it flow down the raised land. You could
         then build large dams on the slopes.
2.3.4 Q: My power plants seem to last forever.
2.3.4 A: If you have disasters off, your power plants
         will automatically be replaced when they are 50
         years old. Their cost will also be deducted from
         your coffers.
2.3.5 Q: Why don't hydro plants and wind power have to 
         be replaced every 50 years? 
2.3.5 A: Well, you could say that this is bias on the 
         part of Maxis to encourage the use of clean power.
         The real reason has to do with programming
         limitations - they'd have to keep track of the
         age of each plant.
2.3.6 Q: Why should I use wind power?
2.3.6 A: I don't know - appearance, maybe? If you have extra
         space on the top of a mountain, you could put
         windmills there. You could use a couple of wind
         power plants to sustain a small village in the 
         middle of nowhere.
2.4 Water
2.4.1 Q: How effective is a water pump?
2.4.1 A: A water pump (not next to water) will service 
         approximately 24 to 36 tiles, depending on the
         weather. An additional 12 tiles will be serviced for
         every water tile that the pump is adjacent to. 
         For example:     W W W
                          L P L
                          L L L
         where W = water, L = land, P = pump
         The above pump is next to 3 water tiles, therefore,
         it will provide 60 to 72 tiles with water.
         I think that each tile requires 600 gallons of
         water.
2.4.2 Q: Should I build water towers?
2.4.2 A: Each water tower will hold up to 40,000 gallons
         of water. They will only fill up when you have a 
         surplus. It's probably easier to just build four
         more pumps in the space that a tower would take.
2.4.3 Q: What good is a water treatment plant?
2.4.3 A: The manual says that water treatment plants will
         help you prevent droughts by cleaning and recycling 
         your water. However, the online help says that 
         water treatment plants will reduce the overall 
         pollution level of your city. I would tend to 
         go with the latter.
2.4.4 Q: How effective is a desalination plant?
2.4.4 A: Desalination plants seem to have an effective
         radius, so there effectiveness is rather 
         complicated. They can provide water to 200 - 500
         tiles each, depending on how many seawater tiles
         are adjacent to the plant.
2.4.5 Q: What types of water will help a water pump?
2.4.5 A: Natural water and artificial water will improve
         the performance of a water pump, while salt water
         will not. Use the query tool to find out whether 
         water is salty or fresh. Water pump performance
         will even be improved by a waterfall, or a waterfall
         with a hydro plant on it.
2.4.6 Q: I've built several pumps on the edge of my city,
         but all the water seems to be going to the center.
2.4.6 A: Well, SC2K figures out how much water you have, then
         it distributes it from the center of your city. The
         only way to keep the water at the edge would be to 
         cut it off from the water system.
2.4.7 Q: Where do I need to build pipes?
2.4.7 A: Sims will automatically build pipes underneath
         buildings, so, all you need to do, is build pipes
         underneath roads. I like to place pipes underneath
         my power lines. 
2.5 Road + Rail
2.5.1 Q: How much road do I need?
2.5.1 A: A zone (residential, commercial, or industrial) must
         be within 3 tiles (not counting diagonally) of a 
         road in order to start growing. If you're really
         strapped for cash (say you start on the hard level) 
         then you can get away with discontinuous roads. 
         Just drop down 1 tile sections of road and build 
         different zones around it:
         For example:    R R R
                       R R R R R
                       R R r I I
                       C C I I I
                         C I I 
         where r = road R = residential, C = commercial,
               I = industrial
2.5.2 Q: Why should I use rail instead of a subway?
2.5.2 A: Rail is cheaper, and, supposedly, has a greater
         positive impact on heavy industry.
2.5.3 Q: How do bus stations work?
2.5.3 A: Place bus stations at busy intersections to 
         reduce traffic at that intersection.
2.5.4 Q: How do you build a reinforced girder bridge?
2.5.4 A: You will be asked if you want to build a reinforced
         bridge if you place a highway tile halfway over
         water:
         before:  L L L W W W    after L L L W W W
                  L L L W W W          L L H H W W
                  L L L W W W          L L H H W W
                  L L L W W W          L L L W W W
         where L = land, W = water, H = highway tile
2.5.5 Q: What's the difference between a highway bridge and a 
         reinforced bridge?
2.5.5 A: Highway bridges don't allow ships to pass, but are 
         cheaper.
2.5.6 Q: What's the difference between causeways, raising
         bridges, and suspension bridges?
2.5.6 A: Causeways do not allow ships to pass. Raising 
         bridges and suspension bridges both allow ships 
         to pass. Raising bridges are cheaper than 
         suspension bridges, but can only be a maximum of 
         eleven tiles long.
2.5.7 Q: How does my transportation system affect growth?
2.5.7 A: Residential zones must be properly connected to a
         commercial or industrial zone in order to start 
         growing. Industrial or commercial zones must be 
         connected to a residential zone in order to start
         growing. (When I say connected, I mean by a road.
         I don't think you can get away with building a city
         made entirely of mass transit.)
2.6 Ports + Connections
2.6.1 Q: I've zoned a port - why do they keep complaining?
2.6.1 A: They won't stop complaining until either a runway 
         or pier has been built.
2.6.2 Q: What is the smallest size of zone for an airport?
2.6.2 A: An airport must be at least 1 X 5 tiles, in order
         for a runway to be built.
2.6.3 Q: Why won't my airport grow?
2.6.3 A: I don't know. Results seem to vary from person to
         person. Runways won't be built if you have an air
         force base.
2.6.4 Q: Why do I keep having air crashes?
2.6.4 A: You'll have air crashes if you have tall buildings
         in the immediate flight path. Generally, it's best
         to put your airport out of the way - perhaps on an
         island.
2.6.5 Q: What does it mean when connections are requested?
2.6.5 A: You must build connections to your neighbors. Run a
         road, rail, or highway to the edge of the map, and 
         you will be asked if you want to build a connection
         to your neighbor.
2.6.6 Q: What does the number on the connection sign mean?
2.6.6 A: That's the distance to your neighbor.
2.6.7 Q: Why is it possible to build a connection to the
         ocean?
2.6.7 A: I don't know.
2.7 Residential Zones
2.7.1 Q: What kinds of residential zones are there?
2.7.1 A: Name                size  population
         Lower Class Homes   1 X 1     10
         Middle Class Homes  1 X 1     10
         Luxury Homes        1 X 1     10
         Cheap Apartments    2 X 2     80
         Apartments          2 X 2     80
         Nice Apartments     2 X 2     80
         Condominium         2 X 2    120
         Condominium         3 X 3    360
         Large Apt. Bldg     3 X 3    450
2.7.2 Q: What's the difference between light residential
         heavy residential?
2.7.2 A: Light residential is cheaper and will only allow
         1 X 1 buildings.
2.7.2 Q: Why should I use light residential? 
2.7.2 A: Aesthetics? Not everyone can live in high rise
         apartment buildings. Light residential requires
         less police protection than heavy residential. If
         your zoning an oddly shaped piece of land that 
         wouldn't be able to form into a 2X2 or 3X3 building,
         you might want to use light instead of heavy.
2.7.3 Q: Why should I use heavy residential?
2.7.3 A: You will need to use heavy if you want your
         city to have a large population. The blank map looks
         large at the beginning, but you will quickly run out
         of space if you rely on light zoning. The larger
         buildings use the same amount of power, therefore,
         you use less power per person. In addition, you 
         will get more tax revenue, for the same amount of
         space.
2.7.4 Q: How do I encourage my sims to build 3 X 3 buildings?
2.7.5 A: First the property values have to be pretty good. 
         Second, a 3 X 3 piece of land must be adjacent to
         an intersection:    R R R r C C C I I I C C C r
                             R R R r C C C I I I C C C r
                             R R R r C C C I I I C C C r
                             r r r r r r r r r r r r r r
         where R= res, C = com, I = ind, r = road
         In the above example, the residential and commercial
         zones may become 3 X 3 buildings, however, the 
         industrial zone will not.
2.8 Commercial Zones
2.8.1 Q: What kinds of commercial zones are there?
2.8.1 A: Name                size  population
         Cassidy's Toy Store 1 X 1     10
         Bed & Breakfast Inn 1 X 1     10
         Gas Station         1 X 1     10
         Small Office Bldg   1 X 1     10
         Convenience Store   1 X 1     10
         Office Building     1 X 1     10
         Warehouse           1 X 1     10
         Office Building     2 X 2     80
         Resort Hotel        2 X 2     80
         Grocery Store       2 X 2     80
         Office Building     2 X 2    120
         Office/Retail       2 X 2    120
         Shopping Center     2 X 2     ??
         Theatre Square      3 X 3    360
         Corporate HQ        3 X 3    360
         Office Tower        3 X 3    450
         Office Park         3 X 3     ??
         Historic Office Bldg3 X 3     ??
         Mini Mall           3 X 3     ??
         Parking Lot         3 X 3     ??
         Drive-In Theater    3 X 3     ??
2.9 Industrial Zones
2.9.1 Q: What kinds of industrial zones are there?
2.9.1 A: Name                size  population
         Chemical Storage    1 X 1     10
         Ind. Substation     1 X 1     10
         Warehouse           1 X 1     10
         Factory             2 X 2     80
         Factory             2 X 2    120
         Chemical Processing 3 X 3    360
         Factory             3 X 3    360
         Large Factory       3 X 3     ??
         Warehouse           3 X 3    360
         Large Warehouse     3 X 3    360
         Ind. Thingamajig    3 X 3    360
2.10 Education Zones
2.10.1 Q: What are the relative effects of education zones?
2.10.1 A: If you have 1 school/15,000 people, EQ should 
          eventually increase to 90.
          If you have 1 college/50,000 people, EQ should
          eventually increase to 140.
          Libraries and museums increase the EQ of all ages. 
          Museums are more effective than libraries.
2.10.2 Q: Does it matter where I put educational zones?
2.10.2.A: No, educational zones do not need proper access 
          to transportation to be effective. Educational
          zones do increase land value, though.
2.11 Health and Safety Zones
2.11.1 Q: Do police stations and fire stations need to be
          placed next to roads?
2.11.1 A: No, apparently, police and fire power is not 
          effected by proximity to transportation.
2.11.2 Q: Do I need prisons?
2.11.2 A: I don't know. I usually just build lots of police
          stations.
2.11.3 Q: How many policemen or firefighters should I be able 
          to dispatch?
2.11.3 A: I don't know - it has something to do with your
          police/fire power level, I think.
2.11.3 Q: Do hospitals need road access?
2.11.3 A: I don't think they do.
2.11.4 Q: How many hospitals do I need?
2.11.4 A: If you have 1 hospital/25,000 people, your LE
          should eventually increase to 85.
2.12 Recreation Zones
2.12.1 Q: What are all these things for?
2.12.1 A: Small parks and Large parks increase land value.
          Zoos, stadiums, and marinas increase residential
          demand and improve tourism.
2.12.2 Q: Can I build a marina in the middle of land?
2.12.2 A: Sure, just place a drop of water, then build 
          the marina on top of it. The boats'll  have
          trouble leaving though...
2.12.3 Q: Why do my sports teams always lose?
2.12.3 Q: Hmmm, bad coaching?

3.0 BUDGET
3.1 Property Taxes
3.1.1 Q: How much should I set property taxes at?
3.1.1 A: Well, 7% is pretty much standard. If you lower
         it, that will stimulate growth. If you raise it,
         that will stifle growth.
3.1.2 Q: How is property tax figured?
3.1.2 A: Well, use the following formula:
 Rpop * Rtax * 1.29 + Cpop * Ctax * 1.29 + Ipop * Itax * 1.29
  where Rpop = residential population
        Rtax = residential tax rate (in decimal, i.e. 0.07)
        Cpop, Ipop = commercial, industrial population
        Ctax, Itax = commercial, industrial tax rate
3.1.3 Q: Does property value have anything to do with tax
         revenue?
3.1.3 A: No, not directly. High property values encourage
         growth and higher densities. A piece of land will 
         have more tax revenue if it is of a higher density.
3.2 City Ordinances
3.2.1 Q: Why do ordinances get passed when I'm not looking?
3.2.1 A: Ordinances will get passed at random if you do not
         have disasters turned off.
3.3 Bond Payments
3.3.1 Q: I'm running out of money. Should I take out a bond?
3.3.1 A: Not if you can help it. If you can afford to spend 
         $300-$700/year for interest, you can probably do 
         without a bond. The only exception I can see is if
         a disaster destroys your only power plant.

4.0 MISC
4.1 Bugs
4.1.1 Q: What known bugs exist?
4.1.1 A: Well, I've only heard of a few.
         Airport bug - your airport will not make runways
          anymore once you've got an air force base.
          (I don't know if the same thing holds true for
           piers and naval bases.)
         Budget bug - various budget items increase to an
          enormous level.
4.1.2 Q: What's being done about the bugs?
4.1.2 A: Maxis knows about the above two bugs, and I think 
         that they are planning some sort of updater to fix
         the problem. I believe that more info about this
         will probably be announced on comp.sys.mac.games.
4.1.3 Q: Why do some of my police stations tell me how many
         arrests have been made, while others don't?
4.1.3 A: Well, this is the microsimulation limit. Certain
         zones, like police stations, power plants, schools,
         etc., are called microsimulations, and each one 
         has it's own data. There is a limit to these of 150.

4.2 Terrain Editor
4.2.1 Q: How do I get rid of trees?
4.2.1 A: With the tree or forest tool selected, press shift.

4.3 Military Bases
4.3.1 Q: When should I get a military base?
4.3.1 A: When your population reaches 60,000
4.3.2 Q: My population is more than 60,000, why haven't I
         been asked for a military base?
4.3.2 A: You won't be asked for a base if you use the ptga
         cheat.
4.3.3 Q: Why should I have a military base?
4.3.3 A: It has a provides customers and jobs. Certain bases
         may deter the monster. You may be able to deploy 
         troops during an emergency. Military bases will 
         increase crime and traffic, though.
4.3.4 Q: How big is a military base?
4.3.4 A: An air force base is 8 X 8 tiles.
         (I don't know for sure whether or not the others
          are this size.)
4.3.5 Q: Why does the military say they can't find a suitable
         site for a base?
4.3.5 A: Probably because there is flat piece of land that is
         large enough.
4.3.6 Q: Will the military ever ask me to grant land for a
         base again?
4.3.6 A: No. Only once.

4.4 Cheats, Bonuses, and other Secrets
4.4.1 Q: How do I get more money?
4.4.1 A: Well, the easiest way is to type porntipsguzzardo.
         This will give you $500,000 and allow all 
         technologies and rewards to become available. It 
         will also prevent the military from building a base.
         Once you've typed porntipsguzzardo, you can type
         ardo by itself to get additional $500,000s.
4.4.2 Q: Are there any other secret words?
4.4.2.A: FUND, CASS, JOKE. Typing cass, will give you $250 at
         the end of the month. If you type more than once
         during a month, you will incite a fire storm.
4.4.3 Q: Is there any other ways to get lots of money?
4.4.3 A: If you have the old Sim City, you can import an old
         city into Sim City 2000. One city (Big City) that 
         came with the old Sim City has a large sum of money. 
         You can use the old terrain editor to clear this map
         and then import it into SC2K.
4.4.4 Q: What is the Launch Arco secret?
4.4.4 A: Apparently, there is no secret. You can build as
         many launch arcos as you want, and nothing will
         happen. Reports are that it was nothing more than
         a bad joke.
4.4.5 Q: What are the city bonuses, and when do I get them?
4.4.5 A: Mayor's House      2,000
         City Hall         10,000
         Statue            30,000
         Military Base     60,000
         Braun Llama Dome  90,000
         Arcologies       120,000
4.4.6 Q: There's something flying around my city, and it's 
         not a helicopter or an airplane.
4.4.6 A: That's Captain Hero! He/She/It appears to take care 
         of disasters (sometimes) if you don't have an other
         capacity for dealing with it.
4.4.7 Q: There's something swimming around in my ocean!
4.4.7 A: Well, that's a Nessie.

4.5 Weather
4.5.1 Q: Why should I care about the weather?
4.5.1 A: Weather affects the output of water pumps, solar 
         plants, wind power, and influences the likelihood
         of riots and fires.
4.5.1 Q: The weather icon shows a tornado. Should I be
         worried?
4.5.1 A: The tornado shown on the weather icon is different
         than the tornado on the disaster menu. When the
         icon is showing a tornado, you can pretty much 
         ignore it.
4.6 Scenarios
4.6.1 Q: How do I get more scenarios?
4.6.1 A: I would assume that Maxis intends to make more 
         available at some later date, although no formal
         announcement has been made to my knowledge. 
4.6.2 Q: How do I make my own scenarios?
4.6.2 A: Well, first, you'll need a copy of ResEdit.
         (which can be located at ftp.apple.com in
         /dts/mac/tools/resedit)
         Then, you'll have to learn how to use it. :) 
         (not very hard)
         1. Build a city to the point that you want the
            scenario to start at.
         2. Make a copy of your city and use ResEdit to 
            open it.
         3. ResEdit will ask if you want to make a resource
            fork - say yes.
         4. Use ResEdit to open one of the scenario files
            that came with SC2K.
         5. Copy and paste each resource from the scenario
            file to your city. (There should be four - PICT,
            SCEN, TEXT, and TMPL)
         6. Once you've got a copy of each resource in your
            city, you can edit them.
            PICT - This is the picture that goes with the
                   Scenario selection screen. Delete the old
                   picture and use a graphics program to make
                   your own picture and paste it in. The PICT 
                   should have an ID=128.
            TMPL - You don't need to mess with this one.
            TEXT - There are two TEXT ID's
                   128 - This text describes the scenario on 
                         the Scenario selection screen.
                   129 - This text is used for the extended
                         description that pops up just before
                         the city begins.
            SCEN - This resource has all of the goal details.
                   Disaster type - There are 16 different
                         disasters. A 0 means no disasters.
                   Disaster Xloc, ylox - these are the origin 
                         coordiantes - I'm not exactly sure
                         how to make use of these.
                   Time limit (months) - you must reach goal 
                         before this many months pass.
                   City size, Ind, Res, Com Goal - build
                         population to this size
                   Cash Funds-Bonds - raise this much money.
                   Land Value Goal - increase land value to
                         this level.
                   Pollution, Crime, Traffic limit - I 
                         haven't experimented with these yet.
                   There are 4 more goals that I don't know 
                   what to do with.
         7. Once you've edited the resources, you need to 
            change the file type. Use Get Info to change the 
            file type from CITY to SCEN.
         8. Now just make sure that the city is in the same 
            folder as SC2K and everything should work out.
            You might have to play with the PICT to make it
            fit right. and you will probably need to
            experiment with the goals to make your scenarios
            challenging, yet reachable.
         9. The disasters are numbered as follows:
            1 fire          9 meltdown
            2 flood        10 microwave
            3 riots        11 volcano
            4 pollution    12 firestorm
            5 air crash    13 mass riots
            6 earthquake   14 major floods
            7 tornado      15 chemical spill
            8 monster      16 hurricane


--
"Man knows that love is, but not what love is."
                                        - E. S.

Distribution:
  Glenn M. Frazier 71045,2143