

Therefore I agree with A Nonny Moose and T-Wrecks. Mostly I need a bunch of money immediately to try out something, to experiment with a street layout f. Those money lots or buildings that give you a certain amount every month often don't help my situation. Later, when the city is running normally I have no need for a money cheat. So often I run out of money before I really started, befor something grew. To build up the network first is like cutting a cake into pieces, to give the city parts, quartes/districts, a basic layout. Normally I spent much time, trying out some network layouts, build streets and junktions and rail and so on and bulldoze it and try different connections. Once you're large, you can easily afford expenditures that would bankrupt smaller cities.Most of the time I needed a money cheat at the begining. When you're small, be really stingy with your costs and focus on expanding more zoned areas to get big. It's the small cities that are tough you're only a hair away from deficits on your operational spending. You can afford some really extravogant stuff once you get going. Once you get going, you'll have a nice income base and it's actually pretty hard to make it go bankrupt. Just be mindful of overshooting if demand starts to go negative due to excessive taxation, you need to cut it back right away!īigger cities are actually easier to manage than smaller cities. Once you've built up more cash, you can add more zones. Because demand is high you won't get (many) abandoned buildings. If you're too low on cash to place more zones, then raise taxes instead. Just don't overdo it commercial (blue) is particular prone to overshooting. If the green bar is high, zone more residential. Pay attention to the demand bars, and zone the type that is in demand. I like to leave some unused space between these strips that I can backfill with parks, schools, and police stations later when I can afford more of those things. I then build long roads radiating out from this central area and three tiles deep on either side. This leaves me a "layer" three tiles deep for zoning (probably industry when you're first starting out) and a 6圆 area inside that gives meroom for my first police station, fire station, and hospital (plus an extra space that you can use how you like).

I like to begin by building a 12x12 city core. As you expand, leave some 3x3 spaces for future police stations and other services you'll want to fill them in once your city grows, but don't increase your costs too soon.įor roads, keep in mind that zones will develop so long as there is a road within 3 tiles distance. Institute the parking fines ordinance, but leave the others alone for now. Keep an eye on their rating and if it slips below "B" you can up the funding. Because your city is so small you don't need to keep these fully funded, but don't lower transportation funding. Particularly when you're starting out, lower your police, fire, health, and education funding. The game becomes much easier if you do this. Finally, they make use of sloped tiles that no other structures can. Second they don't have a 50 year lifespan and as a result will save you big bucks down the road. First of all, they're clean so you have no pollution worries. They have three huge advantages over other power plants. It costs $100 to turn a slope into a waterfall (yes, you can place waterfalls in the middle of nowhere) and then $400 to build the power plant. The power plant of choice is hydro-electric.

Most important, you need to keep your costs down.
