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* ''[=SimCity=] 3000'' (1999) was mostly a graphical and feature update. Originally it was going to be in full 3D, but the technical limitations of then-current hardware led Maxis to revert to 2D graphics. The graphics stayed isometric but were promoted to high-definition, new variables were added including fire hazard, approval rating, water and garbage pollution, neighbor deals ([[AdamSmithHatesYourGuts which were quite unfair]]), and support for bigger cities that could reach the million inhabitants with a bit of luck. (It also eliminated hydroelectric power plants that lasted forever, so you could no longer leave your city running overnight and come back to a prospering metropolis with a million Simoleons in the bank; this was counterbalanced by a much more forgiving revenue system that made it much easier to maintain power plants) A later expansion, called ''Unlimited / World Edition / UK Edition'', added a scenario editor, a building editor, as well as Oriental and European building sets. This was [[VideoGameRemake remade]] as ''[=SimCity=] DS''[[note]]some people however argue that [=SimCity=] DS is just [=SimCity=] 2000 with 3000's skin slapped on and some minigames thrown in- the game suffered the same loading times and scrolling issues that plagued the console ports of [=SimCity=] 2000[[/note]] and also for iDevices under the title ''[=SimCity Deluxe=]''.

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* ''[=SimCity=] 3000'' (1999) was mostly a graphical and feature update. Originally it was going to be in full 3D, but the technical limitations of then-current hardware led Maxis to revert to 2D graphics. The graphics stayed isometric but were promoted to high-definition, new variables were added including fire hazard, approval rating, water and garbage pollution, neighbor deals ([[AdamSmithHatesYourGuts which were quite unfair]]), and support for bigger cities that could reach the million inhabitants with a bit of luck. (It also eliminated hydroelectric power plants that lasted forever, so you could no longer leave your city running overnight and come back to a prospering metropolis with a million Simoleons in the bank; this was counterbalanced by a much more forgiving revenue system that made it much easier to maintain power plants) A later expansion, called ''Unlimited / World Edition / UK Edition'', added a scenario editor, a building editor, as well as Oriental and European building sets. This was [[VideoGameRemake remade]] as ''[=SimCity=] DS''[[note]]some people however argue that [=SimCity=] DS is just [=SimCity=] 2000 with 3000's skin slapped on and some minigames thrown in- the game suffered the same loading times and scrolling issues that plagued the console ports of [=SimCity=] 2000[[/note]] and also for iDevices [=iOS=] under the title ''[=SimCity Deluxe=]''.
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A SimulationGame released in 1989, and the first ''Sim'' game "created" by Creator/WillWright (actually a team of developers, most notably Don Hopkins, who go largely uncredited). It's been around for a while: the original was widely released, it could be played on first-generation UsefulNotes/{{Apple Macintosh}}es (i.e. the ones with black-and-white screens) and popular [[UsefulNotes/ZXSpectrum 8-bit]] [[UsefulNotes/AmstradCPC micro]][[UsefulNotes/{{Commodore64}} computers]].

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A SimulationGame released in 1989, and the first ''Sim'' game "created" by Creator/WillWright (actually a team of developers, most notably Don Hopkins, who go largely uncredited). It's been around for a while: the original was widely released, it could be played on first-generation UsefulNotes/{{Apple Macintosh}}es (i.e. the ones with black-and-white screens) and popular [[UsefulNotes/ZXSpectrum 8-bit]] [[UsefulNotes/AmstradCPC micro]][[UsefulNotes/{{Commodore64}} computers]].
computers]], as well as a console version released as a launch title for the UsefulNotes/SuperNintendo, which was developed by Creator/{{Nintendo}} themselves.
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[[folder:''[=SimCity=] - Original Game]]

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[[folder:''[=SimCity=] [[folder:''[=SimCity=]'' - Original Game]]
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[[folder:Simcity - Original Game]]

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[[folder:Simcity [[folder:''[=SimCity=] - Original Game]]



[[folder:Simcity SNES]]

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[[folder:Simcity [[folder:''[=SimCity=]'' SNES]]



[[folder:Simcity 2000]]

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[[folder:Simcity 2000]][[folder:''[=SimCity=] 2000'']]



[[folder:Simcity 3000]]

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[[folder:Simcity 3000]][[folder:''[=SimCity 3000=]'']]



[[folder:Simcity 4]]

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[[folder:Simcity 4]][[folder:''[=SimCity=] 4'']]

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Trope cut per TRS.


* EverythingsBetterWithLlamas: To an art form!



* [[LethalJokeItem Lethal Joke Building]]: The Tourist Trap reward building from ''[=SimCity=] 4''. This seemingly useless [[EverythingsBetterWithLlamas llama-shaped]] building known for its [[EverythingsBetterWithLlamas far-spitting llamas]] boosts the demand caps for low-wealth residents by a whopping 100,000, which makes it incredibly useful for building large cities. Although it has a slight [[NotInMyBackyard NIMBY]] effect on residential zones, it increases the desirability of nearby commercial zones by a significant amount. Commercial high-rises and skyscrapers seem to cluster around it as if it were a capitalist idol.

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* [[LethalJokeItem Lethal Joke Building]]: The Tourist Trap reward building from ''[=SimCity=] 4''. This seemingly useless [[EverythingsBetterWithLlamas llama-shaped]] llama-shaped building known for its [[EverythingsBetterWithLlamas far-spitting llamas]] llama boosts the demand caps for low-wealth residents by a whopping 100,000, which makes it incredibly useful for building large cities. Although it has a slight [[NotInMyBackyard NIMBY]] effect on residential zones, it increases the desirability of nearby commercial zones by a significant amount. Commercial high-rises and skyscrapers seem to cluster around it as if it were a capitalist idol.
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Trope cut per TRS.


** The [[https://www.youtube.com/watch?v=yogziBGCv0A&t=4m17s Random disaster]] feature in ''[=SimCity=] Creator'' for the Wii could summon some of the series' staples such as HumongousMecha and [[AlienInvasion UFOs]], but it can also summon some pretty bizarre ones too, such as giant [[DropTheHammer hammers]] and GiantHandsOfDoom that pound your city, controllable giant SpikeBallsOfDoom and [[ThisIsADrill drills]], and even a stampede of [[EverythingsBetterWithLlamas giant llamas]].

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** The [[https://www.youtube.com/watch?v=yogziBGCv0A&t=4m17s Random disaster]] feature in ''[=SimCity=] Creator'' for the Wii could summon some of the series' staples such as HumongousMecha and [[AlienInvasion UFOs]], but it can also summon some pretty bizarre ones too, such as giant [[DropTheHammer hammers]] and GiantHandsOfDoom that pound your city, controllable giant SpikeBallsOfDoom and [[ThisIsADrill drills]], and even a stampede of [[EverythingsBetterWithLlamas giant llamas]].llamas.
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* EndlessGame: There is no way to "win" Simcity. The game will simply keep going on until the player decides to stop playing. The closest thing to a victory condition is building a city that achieves megalopolis status, which happens when the population hits 500,000.

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* EndlessGame: There is no way to "win" Simcity. The game will simply keep going on until the player decides to stop playing. The closest thing to a victory condition is building a city that achieves megalopolis status, which happens when the population hits 500,000. [[spoiler: Though you get an additional congratulatory message if you go beyond that to reach 600,000.]]



* {{Jumpscare}}: The Plane Crash disaster, which is a loud "WHOOSH!" (the jet engine) followed by a "BOOM!" (the crash itself). It can be quite startling if you're minding your own business and it occurs without manually triggering it from the Disaster Menu. And once you do build an Airport the planes will crash randomly, sooner or later.

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* {{Jumpscare}}: The Plane Crash disaster, which is a loud "WHOOSH!" (the jet engine) followed by a "BOOM!" (the crash itself). It can be quite startling if you're minding your own business and it occurs without manually triggering it from the Disaster Menu. And once you do build an Airport the planes will crash randomly, sooner or later.later, especially since there's no way to control the airplane or helicopter's movements to make them stop occasionally running into each other.



* UnendingEndCard: There is an option to "quit the game", which would lead to a "see you later" card accepting no input from the controller.

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* UnendingEndCard: There is an option to "quit the game", which would lead to a "see you later" card accepting no input from the controller. [[spoiler:Well, it SEEMS like it isn't accepting input, anyway - you can put in a code to reach the debug menu from this screen.]]



* {{Bizarrchitecture}}: One of the [[Main/{{Arcology}} arcologies]] in ''2000'' is said to be designed around what is best described as non-Euclidian. There's also rumors that a [[Main/{{Morlocks}} sub-species of human]] crawls around in the depths within.

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* {{Bizarrchitecture}}: One of the The "Darco" [[Main/{{Arcology}} arcologies]] arcology]] in ''2000'' is said to be designed around what is best described as non-Euclidian. There's also rumors that a [[Main/{{Morlocks}} sub-species of human]] crawls around in the depths within.

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* {{Jumpscare}}: The Plane Crash disaster, which is a loud "WHOOSH!" (the jet engine) followed by a "BOOM!" (the crash itself). It can be quite startling if you're minding your own business and it occurs without manually triggering it from the Disaster Menu. And once you do build an Airport the planes will crash randomly, sooner or later.



* UselessItem: Hospitals will randomly occupy a newly developing residental zone, but they will have no benefit on your city, taking away valuable space until bulldozed. Schools would occupy the same niche, but by getting three, six, and nine of them at once, you get the gift of libraries which help develop your other residential zones. Once you got the libraries, though, the schools were fair game to demolish.

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* UselessItem: Hospitals will randomly occupy a newly developing residental zone, but they will have no benefit on your city, taking away valuable space until bulldozed. Schools would occupy the same niche, but by getting three, six, and nine of them at once, you get the gift of libraries which help develop your other residential zones. Once you got the libraries, though, the schools were fair game to demolish. However, [[AllThereInTheManual the instruction manual warns you]] that if you bulldoze too many schools and hospitals a disaster might be triggered.
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A SimulationGame released in 1989, and the first ''Sim'' game "created" by Creator/WillWright (actually a team of developers, most notably Don Hopkins, who go largely uncredited etc.). It's been around for a while: the original was widely released, it could be played on first-generation UsefulNotes/{{Apple Macintosh}}es (i.e. the ones with black-and-white screens) and popular [[UsefulNotes/ZXSpectrum 8-bit]] [[UsefulNotes/AmstradCPC micro]][[UsefulNotes/{{Commodore64}} computers]].

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A SimulationGame released in 1989, and the first ''Sim'' game "created" by Creator/WillWright (actually a team of developers, most notably Don Hopkins, who go largely uncredited etc.).uncredited). It's been around for a while: the original was widely released, it could be played on first-generation UsefulNotes/{{Apple Macintosh}}es (i.e. the ones with black-and-white screens) and popular [[UsefulNotes/ZXSpectrum 8-bit]] [[UsefulNotes/AmstradCPC micro]][[UsefulNotes/{{Commodore64}} computers]].



* ''[=SimCity=] 2000'' (1993) was the first major extension, replacing the 2D top-view with faux-3D isometric graphics, and introducing most of the features of later games: water pipelines, underground rail, highways, healthcare, education, rewards, a wider assortment of power plants and a separate building editor, the SCURK ([=SimCity=] Urban Renewal Kit). Interestingly UK PC Gamer magazine still ranks this as the best [=SimCity=] despite its age. It is widely remembered as a port overdosed title, even though not a single console from Super NES to Nintendo 64 was capable of running that game without collapsing.

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* ''[=SimCity=] 2000'' (1993) was the first major extension, replacing the 2D top-view with faux-3D isometric graphics, and introducing most of the features of later games: water pipelines, underground rail, highways, healthcare, education, rewards, a wider assortment of power plants and a separate building editor, the SCURK ([=SimCity=] Urban Renewal Kit). Interestingly UK PC Gamer magazine still ranks this as the best [=SimCity=] despite its age. It is widely remembered as a port overdosed title, even though not a single console from Super NES to Nintendo 64 was capable of running that game without collapsing. This game was also a starting point for several other ''Sim'' spinoffs, at least in as far as two of them - ''[=SimCopter=]'' and ''Streets of [=SimCity=]'' - loaded ''[=SC2000=]'' maps and rendered them in full-3D, making ''2000'' an ersatz LevelEditor for them.



It shouldn't be confused with ''ComicBook/SinCity'', unless you forget to build police stations. Or are playing on the appropriate map. It should also not be confused with the 2013 incarnation of ''[=SimCity=]'', [[VideoGame/SimCity2013 which has its own page]].

The series also spawned a number of spin-offs ''other than'' VideoGame/TheSims, some of which are listed below. Most of them tend to be "''[=SimCity=]'' [[JustForFun/XMeetsY meets such-and-such]]."

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It shouldn't be confused with ''ComicBook/SinCity'', unless you forget to build police stations. Or are playing on the appropriate map. It should also not be confused with the 2013 incarnation of ''[=SimCity=]'', [[VideoGame/SimCity2013 which has its own page]].

map.

The series also spawned a number of spin-offs ''other than'' VideoGame/TheSims, than The Sims'', some of which are listed below. Most of them tend to be "''[=SimCity=]'' [[JustForFun/XMeetsY meets such-and-such]]."
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* EldritchAbomination: The Monster in ''2000''. It's unclear whether it's a robot, a living creature, or an alien ship, or even if it's actually from outer space and not just a movie prop gone berserk.

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* EldritchAbomination: The Monster in ''2000''. It's unclear whether it's a robot, a living creature, or an alien ship, LivingShip, or even if it's actually from outer space and not just a movie prop gone berserk.
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TTE is IUEO


** The ''Rush Hour'' / ''Deluxe Edition'' of ''[=SimCity=] 4'' adds difficulty settings, and even the easiest difficulty setting is still pretty hard. Forget the fact that you start off with 500,000 Simoleons on this setting; if you don't spend them wisely and generate revenue within a couple of years, you ''will'' be bankrupt. On the other hand, the difficulty of maintaining a thriving city in ''[=SimCity=] 4'' is what compels people to keep playing it. Those who play a sufficiently large number of hours may [[TetrisEffect see everything differently]], and maybe even have increased respect for every government in RealLife.

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** The ''Rush Hour'' / ''Deluxe Edition'' of ''[=SimCity=] 4'' adds difficulty settings, and even the easiest difficulty setting is still pretty hard. Forget the fact that you start off with 500,000 Simoleons on this setting; if you don't spend them wisely and generate revenue within a couple of years, you ''will'' be bankrupt. On the other hand, the difficulty of maintaining a thriving city in ''[=SimCity=] 4'' is what compels people to keep playing it. Those who play a sufficiently large number of hours may [[TetrisEffect see everything differently]], differently, and maybe even have increased respect for every government in RealLife.
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* CreatorCameo: Using the Query Tool on a sailboat will result in a caption naming the boat "First Light", and listing the captain as J. Scirica, who was the then-Vice President of Product Development at
Maxis.
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* One of the neighboring mayors looks like weatherman Al Roker, while another bears a strong resemblance to Fred Rogers- one of your advisors looks a fair bit like his puppet Lady Elaine Fairchild, as well.
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* TakeThatAudience: The loading screen message "Pixelating Nude Patch" is a jab at ''VideoGame/TheSims'' modders who remove the pixelation effect from nude Sims.

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* ArtisticLicenseHistory: Somewhat averted with period-accurate utilities only being available within their specific time period (i.e, oil power plants are only available after the 1930s, while airports are available after the 1950s). Despite this, there are no graphics changes to represent cars or different building styles, and newspapers can say completely anachronistic things which do not match the time period of the city you're currently in.



** Additionally,


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** Somewhat averted with period-accurate utilities only being available within their specific time period (i.e, oil power plants are only available after the 1930s, while airports are available after the 1950s). Despite this, there are no graphics changes to represent cars or different building styles, and newspapers can say completely anachronistic things which do not match the time period of the city you're currently in.
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* ArtisticLicenseHistory: Somewhat averted with period-accurate utilities only being available within their specific time period (i.e, oil power plants are only available after the 1930s, while airports are available after the 1950s). Despite this, there are no graphics changes to represent cars or different building styles, and newspapers can say completely anachronistic things which do not match the time period of the city you're currently in.


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** Additionally,


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* ArtisticLicenseHistory:
** The Newspaper can mention things which are anachronistic to the time period your city is currently in. For instance, the news will sometimes mention communist takeovers (In Zaire) or tank columns being destroyed by rebels in a war... In 1903. Sometimes, you will have snippets which describe programmers and computers, completely oblivious to the time period your city is in.
** Sometimes, a picture of 2 Vietnam-War era soldiers or a bunch of 80s protestors is shown in the newspapers- again, completely oblivious to the time period.
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* SecretTestOfCharacter: Typing "call cousin vinnie" in the cheat console will trigger an event where a shady woman called Vinnie will offer you a large sum of money acquired through dubiously legal means. If you accept, you will simply get $100,000 with no strings attached. If you refuse, you will get the [=SimCity=] Castle on your reward buildings, which will crank up its surrounding land value to Astronomical and put your local approval rating all the way to maximum.

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* SecretTestOfCharacter: Typing "call cousin vinnie" in the cheat console will trigger an event where a shady woman called Vinnie will offer you a large sum of money acquired through dubiously legal means. If you accept, you will simply get $100,000 with no strings attached. If you refuse, you she will ask you to type "zyxwvu" on the cheat console to get the [=SimCity=] Castle on your reward buildings, which will crank up its surrounding land value to Astronomical and put your local approval rating all the way to maximum.
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* SecretTestOfCharacter: Typing "call cousin vinnie" in the cheat console will trigger an event where a shady woman called Vinnie will offer you a large sum of money acquired through dubiously legal means. If you accept, you will simply get $100,000 with no strings attached. If you refuse, you will get the [=SimCity=] Castle on your reward buildings, which will crank up its surrounding land value to Astronomical and put your local approval rating all the way to maximum.
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** The "Reticulating Splines" status is so pervasive, ''[=SimCity=] 4'' even parodies it, with the status "Gesticulating Mimes".

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** The "Reticulating Splines" status is so pervasive, ''[=SimCity=] 4'' even parodies it, with the status "Gesticulating Mimes". Reticulating Splines ''is'' a legitimate process (it means "forming a grid from lines defined by formulae") which likely would have been necessary for SimCity 2000 at the time it was made, since it used a grid-based landscape with height appearing isometrically.
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* CyberCyclops: The Monster is one of the flying, robotic, one-eyed, laser-shooting variety.

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* CyberCyclops: The Monster is one of the flying, robotic, one-eyed, flying alien laser-shooting variety.
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Trope header reflecting Sim City 2000 quote


!!Tropes in the Sim City world:

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!!Tropes in the Sim City world:
!!YOU CAN'T CUT BACK ON TROPES LISTS! YOU WILL REGRET THIS!

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* SchmuckBait: Confused why [[https://www.youtube.com/watch?v=nDJzf5jqccw "Primordial Dream"]] is left unchecked by default and decide to check it anyway ''without'' playing the song first? Have fun playing the game while listening to the frankly out-of-place ''creepy'' track the entire game, ''because it will be the only one that will play if you do decide to check it!''



* SchmuckBait: Confused why [[https://www.youtube.com/watch?v=nDJzf5jqccw "Primordial Dream"]] is left unchecked by default and decide to check it anyway ''without'' playing the song first? Have fun playing the game while listening to the frankly out-of-place ''creepy'' track the entire game, ''because it will be the only one that will play if you do decide to check it!''
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* SchmuckBait: Confused why [[https://www.youtube.com/watch?v=nDJzf5jqccw "Primordial Dream"]] is left unchecked by default and decide to check it anyway ''without'' playing the song first? Have fun playing the game while listening a frankly out-of-place ''creepy'' track the entire game, ''because it will be the only one that will play!''

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* SchmuckBait: Confused why [[https://www.youtube.com/watch?v=nDJzf5jqccw "Primordial Dream"]] is left unchecked by default and decide to check it anyway ''without'' playing the song first? Have fun playing the game while listening a to the frankly out-of-place ''creepy'' track the entire game, ''because it will be the only one that will play!''play if you do decide to check it!''
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* SchmuckBait: Confused why [[https://www.youtube.com/watch?v=nDJzf5jqccw "Primordial Dream"]] is left unchecked by default and decide to check it anyway ''without'' playing the song first? Have fun playing the game while listening a frankly out-of-place ''creepy'' track the entire game, ''because it will be the only one that will play!''


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* SurpriseCreepy: "Primordial Dream", an ''extremely creepy song''... and it's only purpose? Playing over the ''empty barren wasteland after you obliterate the city!'' [[SchmuckBait Here]], [[https://www.youtube.com/watch?v=nDJzf5jqccw have a listen!]]
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Added "Early Installment Weirdness" to original SC tropes.

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* EarlyInstallmentWeirdness: The first game is this in all sorts of ways if you come to it from one of the later installments:
** The view is entirely top-down, not isometric or 3D;
** The view's not zoomable at all;
** Zones are a fixed size: 3x3;
** There are no different zone densities; low/high density is all decided by the game;
** There's only one type of road - no highways;
** There's no water system;
** There's no underground view or construction whatsoever: no water pipes, no subways, nothing;
** The land is entirely flat;
** There's no education systems, health systems (schools and hospitals can be built by the game on zoned land) or garbage systems;
** There are very few sounds and no music at all.
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A subversion of the Game Breaking Bug

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** There is also a subversion in the original. When the game was tested under, at the time, the upcoming Windows 95, it would crash because a critical bug caused the game to read memory right after it freed it. Under the single-threaded operating systems of the time, this didn't have any adverse effects, but under Windows 95, the memory might have already been reallocated and either contain garbage or cause an access violation. Raymond Chen and the other Microsoft developers at the time were obsessed with backwards compatibility, and wrote an exception into Windows 95 that would specifically check to see if ''[=SimCity=]'' was running and put the memory allocator into a special mode that would delay the freeing of memory, thus ensuring the game would run without incident.
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Dummied Out is now trivia. Moving examples accordingly.


* DummiedOut: Several examples.
** Dirt roads were supposed to be present and would have been cheaper than streets but also have lower capacity. They were presumably cut due to redundancy. The transport adviser was supposed to recommend them as a cost-saving measure and the leftover code has been reused by the [[GameMod Network Addon Mod]] team to create the "Real Highway Plugin".
** The City Hall was supposed to be upgraded 2 times as your city grows, like the airports who are upgraded when they reach higher capacity. The in-game City Hall is supposed to be the Small City Hall, and models exist in the game files for the Medium and Large versions alongside the fully functional code, making it unclear why it was cut, and trivial to re-enable, though due to a [[GoodBadBug bug]] one of the trees will be replaced at random by any custom prop installed, meaning unless you patch it your small town city hall could have an airliner, sequoia or concrete slab on the front lawn.
** Similarly to the cut City Halls cut above and the airports in the retail game, the Seaport was supposed to upgrade when it reached high-capacity.
** There was a large amount of code, apparently cut fairly early in development since it's mostly incomplete, that added weather and also complex water mechanics, such as aquifers and salt water. There was supposed to be a desalination plant that would take salt water and turn it into fresh water, and it was possible to drain the water table if you exploited it too much. The only remnants of this in the final game is the "Water source: Aquifer" note on the water buildings, though the final product aquifers are bottomless.
** A garbage incinerator was going to be implemented. It was apparently cut very late in development, since most of the code is complete and it even has an icon in the game file that looks similar to the incinerator in ''3000''. It would have been a cheaper alternative to the Waste-To-Energy plant that consumed garbage but only produced pollution and no power. Some plugins restore it to the game.
** City ordinances from ''3000'' like the public smoking ban are still in the game files, but unused.
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** Coal Power Plants have the best "bang-for-your-buck" ratio of all power plants, standing at 0.04 Simoleon per megawatt. They're only balanced by their insane pollution.


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** Windmills are a perfectly viable alternative to Coal Power Plants early on to power a settlement, but they have the highest cost-per-megawatt of all power solutions (0.25 Simoleons per megawatt) meaning that as the city grows it's simply not possible for windpower to scale up to fulfill the needs of the city.


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** The Hydrogen Power Plant is effectively this, its actual cost per Megawatt isn't that great (tying with Solar as the second highest, only wind power is less efficient). However it can generate truly colossal amounts of energy. It's best used to power several cities through neighbor deals.


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* GamebreakingBug: The Opera house has a hidden capacity value that's quite low (1200 Sims, though this is balanced by only having the oldest Sims actually attend the opera) and its funding can't be adjusted. When it reaches capacity it will start dragging down the IQ of the entire city, which can be crippling for a late game city, and if you haven't heard about this bug it's hard to figure out the Opera house is responsible. Thankfully patches exist.
** The infamous I-HT (High-Tech Industry) bug. Due to the under-the-hood calculations the game makes for how many jobs a lot gives, many of the high-tech industries actually don't hire any wealthy Sims like they're supposed to do while still contributing to increase demand, meaning the only viable option for giving jobs to wealthy Sims is with office jobs and the occasional jobs from civic buildings. Like most bugs a fanmade patch for this issue exists.
** If you have at least 3 cities that are all interconnected, due to the way job commuting is calculated, Sims can end up in a "[[https://tl.net/blogs/403386-simcity-4-tutorial-part-4#1 commuter loop]]" between each city, never actually getting jobs. It's thankfully fairly easy to avoid this bug if you know about it, though this may require sacrificing "realistic" city planning.
* GoodBadBug: Cutting all funding to the Waste-to-Energy plant will make it stop producing power and only give minimal air pollution, but it will still consume garbage as normal.

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* {{Arcadia}}: Keep your city small, focus on agricultural development [[note]] or high-tech industry [[/note]], clean energy, plant lots of trees and build lots of parks and you have your own Arcadia. Some rewards like the Resort Hotel only unlock if you have little pollution.

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* {{Arcadia}}: Keep your city small, focus on agricultural development [[note]] or high-tech industry [[/note]], clean energy, plant lots of trees and build lots of parks and you have your own Arcadia. Some rewards like One reward, the Resort Hotel Hotel, only unlock unlocks if you have little pollution.


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* AwesomeButImpractical: A lot of the rewards fall under this:
** The Movie Studio is technically free to build and maintain, but takes quite a lot of space (and is one of the last rewards to unlock, by that time the map is likely filled in), consumes relatively large amounts of resources for a relatively weak landmark effect. It does look good and adds some flair to the city.
** The Country Fair. You'll need to heavily invest in farms to unlock it. It's a large lot that increases crime and drives away residential development from its vicinity (essentially being an "anti-park"). However it has positive impact on commercial development and mayor rating, and has the most complex animated 3D models, and looks pretty great.
** The Bureau of Bureaucracy requires you to boost your healthcare and education funding to 100% to unlock... and just gives a decent landmark effect while generating lots of garbage.
** The Opera House (which functions as a school under the hood, boosting education) has low-capacity (1200), no funding slider and doesn't actually tell you about its capacity, meaning it will eventually get over-capacity without you knowing or being able to do anything about it, which will slowly drag down your city's education level. That's right, if an opera is constantly sold-out of tickets then everyone in the city somehow slowly becomes a moron. Thankfully a fanmade patch fixes this.
** Landmark buildings, they essentially are there to look awesome, increase commercial desirability, boost your mayor rating, and cost a lot to build and maintain.
* BlindIdiotTranslation: The French version of the game translated the "Fire" disaster as "Tirer" (as in "fire a gun") instead of the correct "Feu".


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* ChurchOfSaintGenericus: The unlockable "House of Worship" are vaguely Christian but otherwise have no specified religion, letting the player fill in the blanks.


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* CreepyCemetery: ZigZagged, cemeteries are unlocked as population grows, they have a strong park effect (meaning people like living next to it) and clear some air pollutions. They're also free to build and cost nothing to maintain, so there's only benefits to building them. Cemeteries will spawn zombies and ghosts as an EasterEgg, but they're perfectly harmless.


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* DealWithTheDevil: Business Deals are essentially this. If your city is performing poorly financially, your budget advisor will propose you make deals to build structures that generate revenue but have a mix of drawbacks and positive effects. These include the Casino, Army Base, Toxic Waste Dump, Federal Prison and the Missile Range. Unusually for this trope, it's easy to get out of the deal, just bulldoze the building, although this tends to be expensive.
** The Rush Hour expansion added Area 5.1, which is an Air Force Base that's actually the secret evil lair of Dr. Vu.


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* WretchedHive: Caused by a bug in how the crime system functions, large lots like International Airports and the Military Base are considered major crime magnets by the game even if there is technically no more or less crime happening there. Even if you surround the airport with ludicrously well-funded Deluxe Police Stations the public safety advisor will constantly warn you that the area is a den of criminals.
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* ''[[VideoGame/SimCity2013 SimCity]]'' (2013) was designed by Maxis, who intended this game to be more of a direct sequel to ''[=SimCity=] 4'' than ''Societies'' was. It also introduces online multiplayer to the series proper, a game mode that has not been explored since the long-forgotten ''[=SimCity=] 2000 Network Edition.'' However, due mostly to poor planning, server overload and bugs wrecked its release -- badly enough to prompt Paradox to greenlight ''VideoGame/CitiesSkylines'', which literally bills itself as "the ''[=SimCity 5=]'' that never was". Periodic updates over a period of eight months restored the game to approximately the level of functionality promised on launch, albeit with major bugs still gone unsquished. Late the same year, an expansion was released: ''Cities of Tomorrow'', focusing on bringing cities into TheFuture by building huge [[{{Arcology}} Arcologies]] called Mega Towers, unlocking new technologies with an advanced Academy, or taking over the region as O{{megaCorp}} and dispensing the highly addictive {{phlebotinum}} Omega while gradually overtaking all facets of Sim life.

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* ''[[VideoGame/SimCity2013 SimCity]]'' (2013) was designed by Maxis, who intended this game to be more of a direct sequel to ''[=SimCity=] 4'' than ''Societies'' was. It also introduces online multiplayer to the series proper, a game mode that has not been explored since the long-forgotten ''[=SimCity=] 2000 Network Edition.'' However, due mostly to poor planning, server overload and bugs wrecked its release -- badly enough to prompt Paradox to greenlight ''VideoGame/CitiesSkylines'', which literally bills itself as "the ''[=SimCity 5=]'' that never was". Periodic updates over a period of eight months restored the game to approximately the level of functionality promised on launch, albeit with major bugs still gone unsquished. Late the same year, an expansion was released: ''Cities of Tomorrow'', focusing on bringing cities into TheFuture by building huge [[{{Arcology}} Arcologies]] {{Arcolog|y}}ies called Mega Towers, unlocking new technologies with an advanced Academy, or taking over the region as O{{megaCorp}} [[MegaCorp OmegaCorp]] and dispensing the highly addictive {{phlebotinum}} Omega while gradually overtaking all facets of Sim life.



It shouldn't be confused with ''ComicBook/SinCity'', unless you forget to build police stations. Or are playing on the appropriate map. It should also not be confused with the 2013 incarnation of ''SimCity'', [[VideoGame/SimCity2013 which has its own page]].

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It shouldn't be confused with ''ComicBook/SinCity'', unless you forget to build police stations. Or are playing on the appropriate map. It should also not be confused with the 2013 incarnation of ''SimCity'', ''[=SimCity=]'', [[VideoGame/SimCity2013 which has its own page]].

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