SimCity
Sim City 2000 - DOS - Small Town

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

  • 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.

Roads

  • 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.

See also[]