Well, I've been playing for a bit now and no future looking buildings, but, still in the 1920's.
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The way I make $$$:
Use coal powerplant to start out. Put it on an edge away from population location...
Click ? And set funding to power plant down to around $100-125 or so then:
in the center of the map:
Build a school, ? and adjust funding of teachers down to lowest level supported.
Build a large police station.
Build a large firestation.
Add as much residential as will fit in the 'school' circle.
Build some industrial or commercial around the outer school circle but within the fire/police zones.
Can put a garbage dump around the area where the power plant is... or export if you have a neighbor town (*).
Build a water tower (NO PUMPS!) and run pipes to cover town. Squares appear to be 12x12 or 13x13 grids to get full coverage.
Adjust budget and enable gambling. Leave all else alone.
Hit >> and let'er grow. In a short time you should 2000+ sims and budget should begin moving into the positive. You'll need to bump up the school funding, power plant funding and build a few more water towers as population grows but should be able to be about $2-300/mo in the positive that way.
(*) Export Exploit: Found this out by accident, if you connect your powerplant to a neighbor town and fund it so it has 1000MW more than is needed in your current town... then exit to region,then go to that neighbor town and start a city, don't have to really do anything just connect to the border power and go to budget. Then buy power from the other town (Like $89/mo) then go save and exit to the region and go back to the first town.
The first town will have a budget of $89/mo extra coming in but the second town won't be loosing any money while you go forward in time in the active town. So, you could go 20years ($89*12*20 = $21,360) for example and when you save/exit to region because you haven't played the 'neighbor' town the $$$ there haven't decreased. It helps 'pay' for that investment in coal power to get you stated.
The exploit is the game only changes the budget from the active town you are playing! Of course you actual profit is < $89 because you have to fund your power-plant to run at a higher level, but, it still helps a bit.
You can do the same thing, export garbage from the non-active town to the active town and get money for that ($19mo) but your landfill will fill up quicker.
NOTE: You don't need either of these exploits to make money the way I described above. I just noticed it by accident when I was playing 'fairly'. In fact, buying power from the first town (in the second town) is actually still profitable instead of building a power plant, so, you can build two towns of 5000 population with one power plant and have them both be profitable. Then it gets a bit hairy.
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That's about where I am now and got bored so need to go back and play some more. Just started getting some high tech industry in the town NOT hosting a power plant. Lack of pollution or something, not sure. But, definitely have reserves cash now, have a library and some parks and still making money. No loans. Etc.
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Sorry for the long post.