Ceres Garden City ================= 1. Introduction ============== Ceres Garden City is the second successful city that I have built with SimCity 2000. I spent several hours on it, off and on, from the middle of May until to beginning of June 1994. I would like to acknowledge the following sources of information and inspiration which I used in building Ceres:- 1. Nick Dargahi's and Michael Bremer's book "SimCity 2000 : Power, Politics and Planning", which provided several useful ideas and tips. I will refer to this as "the book" in the paragraphs that follow. 2. Caleb John Clarke's city "Calebpolis". I borrowed several general ideas concerning the geographical terrain (and the placement of the mayor's house), but at the start, I set out to construct a very different kind of city (on another world). Calebpolis is featured in the book, and can be downloaded from the Maxis Section library of the Game Publishers B Forum. 3. Anant Chandra's planned city "D25", which can also be downloaded from this library in PLANNE.ZIP. I borrowed the idea of the 4x4 blocks containing the mixed zone types of a 3x3 block of one zone combined with 1x1 blocks of other zones (which I understand came from a Computer Gaming World article). Since Ceres was not built on flat terrain, this was just a general strategy which could be used only where the terrain suited. 2. The City =========== The first city I built was a "cram the population in", with arcologies. But I wouldn't want to live there. I would be happy to EMAIL it to anybody who wants to see how not to build a city. So with Ceres, I set out to build a desirable city, and in this, I think I have succeeded. I started Ceres at 2000, and stopped it in 2441. It now has a population of 88k (but it did go up to 90k so I could get my Llama Dome). It has low crime, low pollution, light traffic, high HE and EQ, high value and no unemployment. The mayor's rating is currently 89% (although this seems to vary in the range 79 - 89% yearly) Taxes are currently at 8% (with separate levels for different types of industry) and the city makes between $800pa - $900pa. Its "break even" point is about $600pa - as it needs to make this much in order to be able to replace the satellite beam power plant every 50 years. None of the money making ordinances such as sales and income taxes, legalised gambling and parking fines, are enacted. 3. Strategies ============= I envisaged Ceres as being established on a world (in another star system) which was colonised in the 25th Century. At that time there is (will be?) FTL travel and other colonised worlds. However, the fact that the city year is 2441 is merely a coincidence. If I ever get around to it, I'll finish the novel which features the world on which Ceres is located, and I may even be able to get the novel published, who knows. But certainly, if and when there is an ability to print or import Sim Cities into other graphics programs, I'll have something to which to refer if and when I write the scenes that take place in Ceres itself. Since I placed Ceres in this context, I felt justified in "cheating" when I built it, as the simulation factors that are built into SC2000 do not wholly apply. But I didn't use a money cheat, or edit the money bytes directly, after all there had to be some challenges. But I regard much of the rest as a cheat. Firstly, the everlasting hydro plants. Ceres has 2GW of hydro power, the water which generates it comes from 2 small lakes on top of a mountain. I suppose it must rain a lot.... - not ideal for the nearby airport (which I actually envisage as being the spaceport). But look at it this way - anybody who has FTL, and came from another world, would probably find satellite beam power and fusion power a bit of a doddle and the relative costs would not be as much as they are in SimCity 2000. And I didn't want to be bothered with finding money for a new power plant every 50 years in the early years when funds are scarce. Anyway, the hydro plants proved to be insufficient to power the city, so I had to add satellite beam power at a later date. Then there is the zoning. From the book, I learned that each type of zone has to be within reach of the other types of zone in order for it to develop, but the relative numbers of tiles of each zone type do not matter on a local basis, although it does matter on a global basis. So the basic strategy was to have 4x4 blocks, which contain a 3x3 high density block of one zone type, with 3 1x1 low density blocks of the other 2 zone types, on the opposite corner. Small parks were used to fill out the intervening space as the following diagrams show:- Residential: R R R p Commercial: C C C p Industrial: I I I p R R R p C C C p I I I p R R R c C C C r I I I c p p c i p p r i p p c r Where possible, the 3x3 high density blocks would be on opposite corners of an intersection, but the layout did not allow me to do this all the time. In some squares, instead of the high density block, there is a municipal building such as a school, police station, fire station or hospital, although when this happened the 1x1 light zones did not always follow any of the above patterns. This strategy is similar to Anant Chandra's planned city, except that his uses only 2 different zone types in a square, and uses trees instead of parks. I used parks in the zones because I already had densely forested hills, and I also used trees as a buffer between polluting and non-polluting areas. This zone strategy is mainly responsible for the light traffic, and the strategic addition of bus stations reduced the traffic even further. I found that bus stations, which are 2x2 blocks, went very well with libraries, also 2x2 blocks, on opposite corners in a 4x4 square. It also allowed me to start the city by developing completely separate residential, commercial and industrial areas. This also applied to the airport and the seaport - they were not actually connected to anything for a long time after they were built (because the book said that the simulation only checks if the ports are there, not if they are connected to anything). Ceres does also have a subway, but because of the zone strategy, the simulation does not think that it is used very much. Actually, it is a subway which turns into a railway, and is primarily used to connect the important areas of the city, and because of the sub-rail bug, the simulation does not think that anything passes from the subway to the railway and back again. But I believe that if Ceres was ever built, the subway would probably be much more extensive. Keith Plunkett CompuServe ID: 70734, 423