Michael Weburg's SimCity 2000 Advanced Strategies Handguide V1.0: The Water System
1.1 To water or not to water.
Before we go into details on how to improve your citys' water systems, it
should be made clear that the presence of water in SimCity 2000 has little
to no effect on a city. Independant testing details the following:
A new city was built with the proper zone ratios and city services to
adequetly provide service to the city for populations up to 50,000. The
city was built without the use of waterpumps or other means of providing
water. Then, the exact same city was ran, but this time, with a fully
sustained water system. The results: both citys achieved 2,000 people
after 8 months, and 10,000 people after another 9 months. From that point
on, both citys grew at the same rate, and leveled off at about 25,000.
What, then, does this mean? Well, having a fully watered city means little.
Testing shows that you can nearly triple your city's value by adding adequete
water services, although this has little effect on any other variables. Your
city income remains the same, although your bond rating may improve. Since
most people tend to stay away from bonds, this is really isn't important.
So if conserving land is your goal, forget about a water system.
1.2 Phantom to the rescue?
One way to steer around the water issue is to build a so-called "phantom
water pump" by placing a single pump in your city, and connecting it to
power, but NOT connecting any pipes to your city. While this does remove all
the water shortage messages, it does NOT benefit your city with water in any
way. Why? Well, the city's water graph works a little differently than most
people think. The percentage you see by selecting water in the graphs window
shows what percentage of your pumps' output that's NOT being consumed by the
watergrid. So, when your your water graph shows 100, it means 100% of your
city's water output is not being used. If it drops to 80, then your city is
using 20% of the pumps' output, and 80% isn't being used. In the same manner,
if it drops to 0%, then 0% of your pumps' output isn't being used- ALL of it
is being used. When you use the phantom pump method, that one pump is merely
reporting that 100% of its water is going unused, and is exactly the same as
having no pumps at all. This does, however, trick the simulator into not
reporting water shortages.
1.3 Efficient Water Solutions
For those of you that insist of maintaining a fully watered city, and I am
one of them, there is a "trick" that greatly increases a pump's efficiency.
This is done by placing a drop of water adjacent to the pump. Each drop of
water added to the pump's 8 sides is like adding a whole other pump, if not
better. What, then, is the best way to make use of this trick? Well, many
have came up with a specific pattern of pumps and water tiles, but the most
efficient pattern is one where the number of pumps roughly equals the number
of water tiles. I have yet to see a pattern than can pump more water in the
same amount of space.
Click here for full image
Note that pumps in row 3 have 6 water tiles servicing them.
This pattern has been tested side-by-side with virtually every other
possible pattern, and consistantly pumps 33% more water than most.
Note that only fresh water will increase a pump's productivety. Salt water
will not, although salt water is required for desalinization plants.
Content of this page was provided by Michael Weburg.
|This Web Page was created by
Patrick Coston July 19, 1995,
Last updated April 4, 2006