
List of buildings in SimCity 2000.
Menu[]
Buildings will count as all actions and tools the mayor can use/add to/on the city.
Bulldozer - Used to change the terrain. Note that leveling, raising, and lowering terrains can destroy nearby buildings and objects, such as trees, roads, rails, and power lines.
- Demolish/Clear ($1) - Destroys any building or object on the selected tile. Can also remove rubble, but not zones.
- Level Terrain - Will level the terrain from nearby tiles to the same altitude as the first tile selected.
- Raise Terrain - Raises the terrain.
- Lower Terrain - Lowers the terrain.
- De-zone - Removes a zone marking from the area.
Landscape
- Trees ($3) - Adds trees to the terrain.
- Water ($100) - Adds small streams and decorative ponds. On slopes creates waterfalls for the hydroelectric power plant.
Dispatch (only available during emergencies)
- Dispatch Police - Place police officers to suppress riots and resisting floods.
- Dispatch Firefighters - Place firefighters to supress fire and resist floods and toxic clouds.
- Dispatch Military - Place military units to help against a variety of disasters.
- Power Lines - Provide energy from the power plants to the zoned areas so they can start to build. These can cross roads and rails, but only at right angles. There is a slight transmission loss of power through these lines the longer the distance they have to traverse.
- Power Plants - Brings up a list of available power plants that can be built. The list grows as time passes and technology progresses. Each power plant has its good and bad points, detailed below.
Water
- Pipes ($3) - Transmit water from powered water pumps and carry away sewage.
- Water Pump ($100) - Powered pumps will generate water for the city. The amount they produce is increased by placing them next to standing water. It also has a seasonal variance depending on rainfall.
- Water Tower ($250) - Store water to combat seasonal variation.
- Treatment Plant ($500) - Reduces the city-wide pollution levels.
- Desalinization ($1,000) - Water pumps will not pump sea water. A desalinization plant will take sea water and produce pure water for the city.
City Bonus - Special buildings that become available after certain conditions are met. Except for the Arcologies, only one of each is available for the city.
- Mayor's House - Becomes available at 2000 population.
- City Hall - Becomes available at 10000 population.
- Statue - Becomes available after City Hall.
- Braun Llama Dome
- Arcologies - Can place one of the arcologies available.
- Road ($10) - The primary method of transport. They connect zones, allowing them to grow.
- Highway ($100) - Highways are faster and more efficient than roads. Commuters will move from road to onramps, then to highways, back to onramps, the on to roads again. Without the roads and on-ramps, highways are useless.
- Tunnel ($150) - Tunnels dig through a mountain rather than going over it. One advantage to tunnels is that zones can be built over tunneled areas, improving land usage.
- Onramp ($25) - These are necessary for highways to function. They can only be placed at a highway/road juncture.
- Bus Depot ($250) - Depots provide rapid, low traffic transport. Up to half of the city's commuters will use these depots if they are well placed.
Rail
- Rail ($25) - A efficient and traffic free transport. Rail Depots are needed for rails to be used.
- Subway ($100) - Underground railways that operate like rails, except that subways need subway stations to operate.
- Rail Depot ($500) - Where commuters enter and exit the rail system.
- Sub Station ($250) - Where commuters enter and exit the subway system.
- Sub<-->Rail ($250) - Allows to connect an above-ground rail with a below-ground subway. Must be placed next to an existing rail line.
Ports - Determines the zones for ports.
- Seaport ($150) - Provides external transport for the city's industries. It will not be necessary until the city's population reaches 10000.
- Airport ($250) - Provides inter-city transport for the city's commerce. It will not be necessary until the city's population reaches 15000.
Residential Zoning - Determines the zones where the people will live.
- Light Residential ($5) - Allows only single family homes in an area.
- Dense Residential ($10) - Allows homes and high-rise apartments and condominiums.
Commercial Zoning - Provides services to the local population.
- Light Commercial ($5) - Include grocery stores, motels, entertainment, maintenance, and more.
- Dense Commercial ($10) - Include banking, real estate, and financial services.
Industrial Zoning - The backbone of the city, with new residents initially moving in to work with the industry, and growing to meet external demands. However, most industries increase pollution, specially from high-density industrial areas.
- Light Industrial ($5)
- Dense Industrial ($10)
Education Zones - Increase the education quotient (EQ) of the residents over time, which influence many factors including crime, productivity, and which industries prosper. Each type affects different age groups and has maintenance costs.
- School ($250) - Represents primary and secondary education, increasing the EQ of the 5 to 20-year-olds in the city.
- College ($1,000) - Represents higher education, such as universities, junior colleges and vocational schools. Increases the EQ of the 15 to 25-years-olds primarily, and the older residents as well, though to a lesser degree.
- Library ($500) - These rotund buildings don't actually increase EQ, but merely serve to keep it from deteriorating over time. This keeps your work force smart and bright,which is good for the technical industries. These buildings should be built once for every 20,000 Sims or so.
- Museum ($1,000) - These serve the same purposes as libraries, although they're twice as effective. The maintenance cost is also higher. Should be built for for every 40,000 Sims.
Health and Safety Zones - Essential services to protect the residents.
- Police ($500) - Help manage the crime in the city.
- Fire Station ($500) - Attempt to prevent and extinguish any fires in the city, and help during emergencies.
- Hospital ($500) - Has a beneficial effect on the health of the citizens.
- Prison ($3,000) - Improves police performance if there is a lot of crime.
Recreation Zones - Has a positive effect on residential growth and generally make the city a nicer place to live.
- Small Park ($20) and Big Park ($150) - Both parks have a positive effect on local land values.
- Zoo ($3,000) - Improve the city's desirability for residents, and improve its tourist value.
- Stadium ($5,000) - The citizens are more enthusiastic and loyal if they have a local team to rally behind.
- Marina ($1,000) - These can only be placed down by the water.
The game also has Military zoning, but it cannot be placed by the player, being set in a random location (when possible) after an event.
Buildings[]
The game has 156 buildings and objects divided into 8 groups.
SimCity 2000 name | SCURK name | SCURK short name |
Size | Object group and notes |
---|---|---|---|---|
Large apartment building | Large Apartments 1 | L Apts 1 | 3x3 | Residential (Dense) |
Large apartment building | Large Apartments 2 | L Apts 2 | 3x3 | Residential (Dense) |
Condominium | Large Condominiums 1 | L Condos 1 | 3x3 | Residential (Dense) |
Condominium | Large Condominiums 2 | L Condos 2 | 3x3 | Residential (Dense) |
Cheap apartments | Small Apartments 1 | S Apts 1 | 2x2 | Residential (Dense) |
Apartments | Small Apartments 2 | S Apts 2 | 2x2 | Residential (Dense) |
Apartments | Small Apartments 3 | S Apts 3 | 2x2 | Residential (Dense) |
Nice apartments | Medium Apartments 1 | M Apts 1 | 2x2 | Residential (Dense) |
Nice apartments | Medium Apartments 2 | M Apts 2 | 2x2 | Residential (Dense) |
Condominium | Medium Condominiums 1 | M Condos 1 | 2x2 | Residential (Dense) |
Condominium | Medium Condominiums 2 | M Condos 2 | 2x2 | Residential (Dense) |
Condominium | Medium Condominiums 3 | M Condos 3 | 2x2 | Residential (Dense) |
Lower-class homes | Lower Class Homes 1 | LC Home 1 | 1x1 | Residential (Light) |
Lower-class homes | Lower Class Homes 2 | LC Home 2 | 1x1 | Residential (Light) |
Lower-class homes | Lower Class Homes 3 | LC Home 3 | 1x1 | Residential (Light) |
Middle-class homes | Middle Class Homes 1 | MC Home 1 | 1x1 | Residential (Light) |
Middle-class homes | Middle Class Homes 2 | MC Home 2 | 1x1 | Residential (Light) |
Middle-class homes | Middle Class Homes 3 | MC Home 3 | 1x1 | Residential (Light) |
Middle-class homes | Middle Class Homes 4 | MC Home 4 | 1x1 | Residential (Light) |
Middle-class homes | Middle Class Homes 5 | MC Home 5 | 1x1 | Residential (Light) |
Luxury homes | Upper Class Homes 1 | UC Home 1 | 1x1 | Residential (Light) |
Luxury homes | Upper Class Homes 2 | UC Home 2 | 1x1 | Residential (Light) |
Luxury homes | Upper Class Homes 3 | UC Home 3 | 1x1 | Residential (Light) |
Luxury homes | Upper Class Homes 4 | UC Home 4 | 1x1 | Residential (Light) |
Office park | Office Park | O Park | 3x3 | Commercial (Dense) |
Mini-mall | Mini Mall | Mini Mall | 3x3 | Commercial (Dense) |
Theatre Square | Theater Square | Theather | 3x3 | Commercial (Dense) |
Drive-in theater | Drive In | Drive In | 3x3 | Commercial (Dense) |
Office tower | Office Tower 1 | Tower 1 | 3x3 | Commercial (Dense) |
Office tower | Office Tower 2 | Tower 2 | 3x3 | Commercial (Dense) |
Office tower | Office Tower 3 | Tower 3 | 3x3 | Commercial (Dense) |
Parking lot | Parking Lot | Parking | 3x3 | Commercial (Dense) |
Historic office building | Historic Office | HistOffice | 3x3 | Commercial (Dense) |
Corporate headquarters | Corporate Headquarters | Corp.HQ | 3x3 | Commercial (Dense) |
Shopping center | Shopping Center | Shop Ctr | 2x2 | Commercial (Dense) |
Grocery store | Grocery Store | Grocery | 2x2 | Commercial (Dense) |
Resort hotel | Resort Hotel | Res Hotel | 2x2 | Commercial (Dense) |
Office / Retail | Office/Retail | Office/Ret | 2x2 | Commercial (Dense) |
Office building | Medium Office Building 1 | M Office 1 | 2x2 | Commercial (Dense) |
Office building | Medium Office Building 2 | M Office 2 | 2x2 | Commercial (Dense) |
Office building | Medium Office Building 3 | M Office 3 | 2x2 | Commercial (Dense) |
Office building | Medium Office Building 4 | M Office 4 | 2x2 | Commercial (Dense) |
Office building | Medium Office Building 5 | M Office 5 | 2x2 | Commercial (Dense) |
Office building | Medium Office Building 6 | M Office 6 | 2x2 | Commercial (Dense) |
Gas station | Gas Station 1 | Gas 1 | 1x1 | Commercial (Light) |
Gas station | Gas Station 2 | Gas 2 | 1x1 | Commercial (Light) |
Bed & Breakfast Inn | Bed and Breakfast Inn | B&B Inn | 1x1 | Commercial (Light) |
Convenience store | Convenience Store | ConvStore | 1x1 | Commercial (Light) |
Small office building | Small Office Building 1 | S Office 1 | 1x1 | Commercial (Light) |
Office building | Small Office Building 2 | s Office 2 | 1x1 | Commercial (Light) |
Warehouse | Warehouse | Warehouse | 1x1 | Commercial (Light) |
Cassidy's Toy Store | Cassidy's Toy Store | Toy Store | 1x1 | Commercial (Light) |
Chemical processing | Chemical Processing 1 | Chemical 1 | 3x3 | Industrial (Dense) |
Chemical processing | Chemical Processing 2 | Chemical 2 | 3x3 | Industrial (Dense) |
Large factory | Large Factory | L Factory | 3x3 | Industrial (Dense) |
Industrial thingamajig | Industrial Thingamajig | Thingmajig | 3x3 | Industrial (Dense) |
Factory | Medium Factory | M Factory | 3x3 | Industrial (Dense) |
Large warehouse | Large Warehouse 1 | L Whse 1 | 3x3 | Industrial (Dense) |
Warehouse | Large Warehouse 2 | L Whse 2 | 3x3 | Industrial (Dense) |
Warehouse | Medium Warehouse | M Whse | 2x2 | Industrial (Dense) |
Factory | Small Factory 1 | Factory 1 | 2x2 | Industrial (Dense) |
Factory | Small Factory 2 | Factory 2 | 2x2 | Industrial (Dense) |
Factory | Small Factory 3 | Factory 3 | 2x2 | Industrial (Dense) |
Factory | Small Factory 4 | Factory 4 | 2x2 | Industrial (Dense) |
Factory | Small Factory 5 | Factory 5 | 2x2 | Industrial (Light) |
Factory | Small Factory 6 | Factory 6 | 2x2 | Industrial (Light) |
Warehouse | Small Warehouse 1 | S Whse 1 | 1x1 | Industrial (Light) |
Warehouse | Small Warehouse 2 | S Whse 2 | 1x1 | Industrial (Light) |
Chemical storage | Chemical Storage | Chem Store | 1x1 | Industrial (Light) |
Industrial substation | Industrial Substation | IndStation | 1x1 | Industrial (Light) |
Plymouth Arco | Plymouth Arcology | Arco 1 | 4x4 | Specials (City Bonus). Costs $100,000 and can attract up to 55,000 residents. Each can be renamed after being placed. |
Forest Arco | Forest Arcology | Arco 2 | 4x4 | Specials (City Bonus). Costs $120,000 and can attract up to 30,000 residents. Can be renamed. |
Darco | Darco Arcology | Arco 3 | 4x4 | Specials (City Bonus). Costs $150,000 and can attract up to 45,000 brave souls. Can be renamed. |
Launch Arco | Launch Arcology | Arco 4 | 4x4 | Specials (City Bonus). Costs $200,000 and can hold up to 65,000 inhabitants. Can be renamed. |
Llama Dome | Braun Llama Dome | Dome | 4x4 | Specials (City Bonus). Only one is available in-game. Weddings, llama sightings, and bungee jumps are some of the things visitors do in this monument. Can be renamed. |
City Hall | City Hall | City Hall | 3x3 | Specials (City Bonus). Only one is available in-game. Can be renamed. |
Hospital | Hospital | Hospital | 3x3 | Specials (Health and Safety). Each hospital can be renamed. Indestructible in SimCopter, as it is one of the three assist buildings. |
Police Station | Police Dept | Police | 3x3 | Specials (Health and Safety). Each station can be renamed. Indestructible in SimCopter, as it is one of the three assist buildings. |
Fire Station | Fire Dept | Fire Dept | 3x3 | Specials (Health and Safety). Can be renamed. Indestructible in SimCopter, as it is one of the three assist buildings. |
Museum | Museum | Museum | 3x3 | Specials (Education). Can be renamed. |
SimPark System | Big Park | BigPark | 3x3 | Specials (Recreation). Can be renamed. |
Park | Small Park | SmallPark | 1x1 | Specials (Recreation) |
School | School | School | 3x3 | Specials (Education). Can be renamed. |
Stadium | Stadium | Stadium | 4x4 | Specials (Recreation). Each stadium can have a local team, which has a default name that can be changed during its construction: Football (Llamas), Baseball (Alpacas), Soccer (Camels), Cricket (Dromedaries) and Rugby (Army Ants). Each stadium can be renamed. |
Prison | Prison | Prison | 4x4 | Specials (Health and Safety). Can be renamed. |
College | College | College | 4x4 | Specials (Education). Can be renamed. |
Zoo | Zoo | Zoo | 4x4 | Specials (Recreation). Peruvian llamas, Andean llamas, alpacas and other dromedaries. Can be renamed. |
Statue | Statue | Statue | 1x1 | Specials (City Bonus). Only one is available in-game. A 65 feet bronze statue. Can be renamed. |
Water pump | Water Pump | Water Pump | 1x1 | Specials (Water) |
Water Treatment | Water Treatment | Water Trt | 2x2 | Specials (Water). Can be renamed. |
Desalinization | Desalinization Plant | Desalin | 3x3 | Specials (Water). Can be renamed. |
Mayor's House | Mayor's House | Mayor Hse | 2x2 | Specials (City Bonus). Only one is available in-game. Can be renamed. |
Library System | Library | Library | 2x2 | Specials (Education). Can be renamed. |
Church | Church | Church | 2x2 | Specials. May appear on residential zones. |
Water tower | Water Tower | W Tower | 2x2 | Specials (Water) |
Marina | Marina | Marina | 3x3 | Specials (Recreation). Can only be placed on shores. Small boats will appear near it. Can be renamed. |
Hydro Power ("HydroElectric" and "Hydro Electric" in menus) |
Hydroelectric Power Plant 1 | Hydro 1 | 1x1 | Power. Max. output is 20 MWatts. Costs $400. "HydroElectric Dams can only be placed on Waterfall Tiles." Can be renamed. |
Hydroelectric Power Plant 2 | Hydro 2 | 1x1 | Power. Identical to 1, except for the graphic facing other direction. | |
Wind Power | Wind Power Plant | Wind | 1x1 | Power. Max. output is 4 MWatts. Costs $100. Clean and relatively reliable, being more cost-effective than solar power. Can be renamed. |
Gas Power | Natural Gas Power Plant | Gas | 4x4 | Power. Max. output is 50 MWatts. Costs $2,000. Cleaner than coal, but very expensive, many cities saving their gas plants for reserve power due to their cost. Can be renamed. |
Oil Power | Oil Power Plant | Oil | 4x4 | Power. 220 Mw. $6,600. Use fluctuates with the cost of petroleum. It is marginally cleaner than coal power. Can be renamed. |
Nuclear Power | Nuclear Power Plant | Nuclear | 4x4 | Power. 500 Mw. $15,000. Clean, efficient and relatively cheap, but has the risk of causing a deadly nuclear meltdown. Can be renamed. |
Solar Power | Solar Power Plant | Solar | 4x4 | Power. 50 Mw. $1,300. Clean and cheap, but unreliable as cloudy seasons will leave the citizens without energy. Can be renamed. |
Microwave Power | Microwave Power Plant | Microwave | 4x4 | Power. 1600 Mw. $28,000. A satellite collects solar power then beam it down to the microwave receiver dish. Is efficient, clean, and reliable, but has the chance of causing the microwave disaster. Can be renamed. |
Fusion Power | Fusion Power Plant | Fusion | 4x4 | Power. 2500 Mw. $40,000. Clean, reliable, efficient, and expensive. Accidents may destroy the plant but will not spread radioactive havoc. Can be renamed. |
Coal Power | Coal Power Plant | Coal | 4x4 | Power. 200 Mw. $4,000. Coal plants generate large amounts of vile black smoke that will cover the buildings in soot. The citizens may start complaining when they have to repaint their buildings every two years. Can be renamed. |
Construction | Construction 1 | Construct1 | 3x3 | Construction. If constructions are placed on a tile without a zone in SCURK, by default they will be a high-density residential zone building. |
Construction | Construction 2 | Construct2 | 3x3 | Construction |
Construction | Construction 3 | Construct3 | 2x2 | Construction |
Construction | Construction 4 | Construct4 | 2x2 | Construction |
Construction | Construction 5 | Construct5 | 2x2 | Construction |
Construction | Construction 6 | Construct6 | 2x2 | Construction |
Construction | Construction 7 | Construct7 | 1x1 | Construction |
Construction | Construction 8 | Construct8 | 1x1 | Construction |
Abandoned building | Abandoned Building 1 | Abandoned1 | 1x1 | Construction. Like buildings under construction, by default abandoned buildings will be from the high-density residential zone when placed in a terrain without a zone in SCURK. |
Abandoned building | Abandoned Building 2 | Abandoned2 | 1x1 | Construction |
Abandoned building | Abandoned Building 3 | Abandoned3 | 2x2 | Construction |
Abandoned building | Abandoned Building 4 | Abandoned4 | 2x2 | Construction |
Abandoned building | Abandoned Building 5 | Abandoned5 | 2x2 | Construction |
Abandoned building | Abandoned Building 6 | Abandoned6 | 2x2 | Construction |
Abandoned building | Abandoned Building 7 | Abandoned1 | 3x3 | Construction |
Abandoned building | Abandoned Building 8 | Abandoned1 | 3x3 | Construction |
SimSubway | Subway Station | SubStation | 1x1 | Transport & Military (Transport). Connects with subways. Can be renamed. |
SimBus System | Bus Station | BusStation | 2x2 | Transport & Military (Transport). Can be renamed. |
SimRail System | Rail Station | RailStation | 2x2 | Transport & Military (Transport). Can be renamed. |
Crane | Crane | Crane | 1x1 | Transport & Military (Seaport). |
Loading bay | Loading Bay | Load Bay | 2x2 | Transport & Military (Seaport) |
Cargo yard | Cargo Yard | Cargo Yard | 2x2 | Transport & Military (Seaport) |
Warehouse | Warehouse | Warehouse | 1x1 | Transport & Military (Seaport) |
Runway | Runway | Runway | 1x1 | Transport & Military (Airport). If one is demolished, all adjacent runways will go with it. |
Runway | Runway Crossing | RunwayXing | 1x1 | Transport & Military (Airport). If one is demolished, all adjacent runways will go with it. In SimCopter, twelve of the are placed around Hangar 2 for the player's helicopters. The player to make repairs and refuel by landing and exiting the helicopter on these specific runways. |
Control tower | Civilian Control Tower | Civ Ctl Tow | 1x1 | Transport & Military (Airport) |
Parking lot | Civilian Parking Lot | CivParking | 2x2 | Transport & Military (Airport) |
Tarmac | Tarmac | Tarmac | 1x1 | Transport & Military (Airport) |
Radar | Radar | Radar | 1x1 | Transport & Military (Airport) |
Hangar | Hangar 1 | Hangar 1 | 1x1 | Transport & Military (Airport) |
Hangar | Hangar 2 | Hangar 2 | 2x2 | Transport & Military (Airport). In SimCopter maps, a random Hangar 2 with runway crossings surrounding it will be used as the starting point, and they can be used to buy helicopters and upgrades. If a hangar with Runway Crossings around it is not present, one will be created in an empty 8x8 Airport zone, and if not possible, one is created outside the map, near the southwest corner. |
Building | Building 1 | Building 1 | 1x1 | Transport & Military (Airport) |
Building | Building 2 | Building 2 | 1x1 | Transport & Military (Airport) |
Control tower | Military Control Tower | Mil Ctl Tow | 1x1 | Transport & Military (Military) |
F-15b | F-15b | F-15b | 1x1 | Transport & Military (Military). In SimCopter, there is a chance of one becoming an Apache helicopter. |
Parking lot | Military Parking Lot | MilParking | 2x2 | Transport & Military (Military) |
Top secret | Top Secret | Top Secret | 2x2 | Transport & Military (Military) |
Missle silo (sic) | Missle Silo (sic) | MissleSilo | 3x3 | Transport & Military (Military). Missile was misnamed in-game. |
Rubble | Rubble 1 | Rubble 1 | 1x1 | Misc.Ground |
Rubble | Rubble 2 | Rubble 2 | 1x1 | Misc.Ground |
Rubble | Rubble 3 | Rubble 3 | 1x1 | Misc.Ground |
Rubble | Rubble 4 | Rubble 4 | 1x1 | Misc.Ground |
Trees | Tree | 1 Tree | 1x1 | Misc.Ground. |
Trees | Couple O Trees | Trees 1 | 1x1 | Misc.Ground. 2 trees. |
Trees | More Trees | Trees 2 | 1x1 | Misc.Ground. 3 trees. |
Trees | Morer Trees | Trees 3 | 1x1 | Misc.Ground. 4 trees. |
Trees | Even More Trees | Trees 4 | 1x1 | Misc.Ground. 6 trees. |
Trees | Tons O Trees | Trees 5 | 1x1 | Misc.Ground. 8 trees. |
Trees | Veritable Jungle | Trees 6 | 1x1 | Misc.Ground. |
Radioactive waste | Radioactivity | Radioactive | 1x1 | Misc.Ground. Appears after a nuclear meltdown. |