SIM+CITY+VIDEO+AND+HINTS

> *useful tip for educators who have more teams than SimCity codes and need a solution!
 * [|Firewall Work Around]
 * [|SimCity Download Instructions for PC]
 * [|SimCity Download Instructions for Mac]
 * [|SimCity Download Instructions (Video)]
 * [|Playing & Saving SimCity Offline]
 *  [|How to Create & Save Multiple Whitewater Valley Regions using one Origin ID]

Starting Your City: An Overview Starting Your City is a tutorial video which provides a plan for the beginning stages of your city. It will help you keep your city from running out of money and going bankrupt in its early stages while still providing all necessary services.
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Below are 11 Tutorials on SimCity Operations: 1. **SimCity Navigation and Keys** – (1/11, 3:07 min) This video explains how to navigate through the game and also provides the information regarding different keys and options in the game.
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2. **How to Prepare the Landscape** – (2/11, 4:40 min) This video demonstrates how to level the land before you build the city and it also provides different options to shape the landscape..
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3. **How to Use Mayor Mode Interface** - 3/11 (2:44 min) This video describes the Mayor Mode interface which helps you monitor the city while you build by providing the basic information such as population in that city, remaining money, etc.
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4. **Establishing Zones, Transportation and Power** – (4/11, 7:27 min) This video examines zones, transportation and power and provides information on the options for each.
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5, **City Expansion** – (5/11, 4:07 min) This video discusses how to expand your city and also tells you how to manage income and expenses keeping in mind different aspects such as tax, population etc.
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6. **Water and Garbage Disposal** – (6/11,(2:08 min) This video explains how to distribute water within the city and also how to dispose of garbage with the help of power.  7. **City Services** – (7/11, 3:35 min)  This video provides a plan for developing a healthy city with services including Police, Fire, Educational, Health Care, Recreational, etc.
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8. **Responsibilities of a Mayor** – (8/11, 2:43 min) This video provides ideas for balancing the budget to improve city development.
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9. **Advanced Tools and Techniques** – (9/11, 1:54 min) This video introduces you to additional tools designed to provide a general overview of aspects of your city.
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10. **Plan Your City** – (10/11, 4:44 min) This video provides information on developing a basic plan for a good city which includes city services, transportation systems, commercial zones, residential zones, and industrial zones.
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11. **Building a City** – (11/11, 42:04 min) This video provides guidelines for building your city using the tools you learn and implementing the plans you have made.
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= = =[|Frequently Asked Questions] Click the link = = = = //SimCity Tips from the Judges// =

> less room for buildings. If you arrange your roads in a grid system, consider larger space between them. . . 6 x 6 or even 6 x 13 squares in area.= > livability! Rivers, forests, and hills near residential areas can raise property values //and// your citizens’ happiness. Parks can lower pollution levels (grass, bushes, and trees suck up carbon dioxide) and reduce crime.=
 * = THE MOST IMPORTANT TIP OF ALL: The judges are your “customers,” and they have told you (in the scoring rubric) //exactly// what features are important to them. Look at the rubric early and often, and //plan// for those features. =
 * = Sim City 4 gives you tools for looking at your map with different kinds of data superimposed on it. Use them to isolate different aspects of your city (crime rate, forest cover, farmland, pollution) that the judges will look at. =
 * = Listen to your Sims! You can save money, early on, by building things like schools, fire stations and police stations //only// when residents start to ask for them. =
 * = Remember: SimCity rules don’t //always// match up with common sense. In the real world, landmarks like the Eiffel Tower and Statue of Liberty are major tourist attractions. In SimCity, though, the judges aren’t allowed to include Landmarks when they’re counting Attractions. =
 * = The higher-scoring cities in the SimCity part of Future City //tend// to do better than the lower-scoring ones in the following areas (because they’re rich in points and comparatively “hard” to build”): public transportation, recreational areas, garbage processing, high-tech industries. =
 * = Putting industrial zones too close to residential ones raises pollution and lowers property values. Putting them too far away makes it hard for your citizens to get to work, and can hinder growth. Trying to find the right balance is one of the major challenges in the game. =
 * = Putting //some// commercial zones near residential areas can increase property values for both: Being able to walk to the shops makes citizens happy, and having lots of customers nearby improves business. Too much commercial development can drive down residential property values, though. Trying to find the right balance is one of the major challenges in the game. =
 * = Coal and oil power plants are cheap, and may be your only option when starting out . . . but microwave and fusion plants are far more efficient (and less polluting) in the long run. As your city grows, keep an eye out for opportunities to start converting your power system =
 * = It’s a huge temptation to build roads in a tight grid (three squares or even two squares apart) to avoid traffic problems. Remember, though that, roads cost money to build //and// eat up “buildable” land. More roads =
 * = Natural areas =
 * = Bus networks and subway networks both get you points for public transportation, but busses seem to reduce traffic congestion a lot more than subways. =
 * = When you plan for an airport, zone it //big// (at least 4 x 6 squares to start) and make sure that it has more power than a development that size “should” need. Airports “grow” according to different rules, and ones that start too small don’t grow at all. =
 * = Road and rail connections to your neighbors (other cities) may not seem important, but they are. Not having them will cost your city points, and //having// them will help your commercial zones. =