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General clarification on work content


* ''[=SimCity=] Creator'' (2008) is a standard [=SimCity=] game that offers a wide selection of architecture themes such as Egyptian, Roman, Japanese, European, Las Vegas, near-future, and even fantasy themes that result in crystal-style or confectionery-style cities. The game was exclusively released on the Nintendo Wii and DS. It's notable for being the first game in the series to allow curved roads, as well as for having advisors who could actually take over a section of the city and see to its needs, though they had to be leveled up in order to do a good job. It also has the widest variety of available disasters.

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* ''[=SimCity=] Creator'' (2008) is a standard [=SimCity=] game that offers a wide selection of architecture themes such as Egyptian, Roman, Japanese, European, Las Vegas, near-future, and even fantasy themes that result in crystal-style or confectionery-style cities. The game was exclusively released on the Nintendo Wii and DS. It's notable for being the first game in the series to allow curved roads, as well as for having advisors advisors[[note]]who consisted primarily of characters from ''{{VideoGame/MySims}}'' alongside other characters designed in the same style[[/note]] who could actually take over a section of the city and see to its needs, though they had to be leveled up in order to do a good job. It also has the widest variety of available disasters.
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Going to start adding more examples from the DS Sim City games. If enough examples come up, I'll place them in a new folder titled "DS and Creator".

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* ArcWords: The DS version of ''Creator'' has "The happiness of the city is in your hands!" said at the end of each advisor meeting.
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Kick the Son of a Bitch was disambiguated. The more concise trope would be Pay Evil Unto Evil.


** In ''2000'', you can get rid of rioters by lowering the terrain that they're standing on until it becomes water. That's right, you can [[KillItWithWater drown]] [[BadBoss your own]] [[KickTheSonOfABitch malcontent citizens]].

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** In ''2000'', you can get rid of rioters by lowering the terrain that they're standing on until it becomes water. That's right, you can [[KillItWithWater drown]] [[BadBoss your own]] [[KickTheSonOfABitch [[PayEvilUntoEvil malcontent citizens]].
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Hilarity Ensues is no longer a trope.


* HilarityEnsues: Although not as many funny moments as ''VideoGame/TheSims'', it's still funny to watch cars driving ''directly into an oncoming tornado''.
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Dewicking as part of the Drop The Hammer cleanup.


** 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 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]] hammers and GiantHandsOfDoom that pound your city, controllable giant SpikeBallsOfDoom and [[ThisIsADrill drills]], and even a stampede of giant llamas.
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added Modern Stasis

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* ModernStasis: Your city could be in the year 2300, and yet architecture, fashions, trends, and industry are pretty much the same (yes, even the high-tech industry doesn't get any higher or more improved). Sim City 2000 introduces some futuristic power stations and the giant "arcology" apartment buildings, but their presence doesn't seem to have any effect on the rest of the city.
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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 Platform/{{Apple Macintosh}}es (i.e. the ones with black-and-white screens) and popular 8-bit microcomputers (the Platform/ZXSpectrum, the Platform/AmstradCPC, the Platform/{{Commodore64}}), 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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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 Platform/{{Apple Macintosh}}es (i.e. the ones with black-and-white screens) and popular 8-bit microcomputers (the Platform/ZXSpectrum, the Platform/AmstradCPC, the Platform/{{Commodore64}}), as well as a console version released as a launch title for the UsefulNotes/SuperNintendo, Platform/SuperNintendo, which was developed by Creator/{{Nintendo}} themselves.
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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]], 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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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 Platform/{{Apple Macintosh}}es (i.e. the ones with black-and-white screens) and popular [[UsefulNotes/ZXSpectrum 8-bit]] [[UsefulNotes/AmstradCPC micro]][[UsefulNotes/{{Commodore64}} computers]], 8-bit microcomputers (the Platform/ZXSpectrum, the Platform/AmstradCPC, the Platform/{{Commodore64}}), 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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* LevelEditor: An interesting example in regards to ''[=SimCopter=]'' and ''Streets of [=SimCity=]'', which load ''[=SimCity=] 2000'' levels, thus making ''[=SC2000=]'' a level editor for them.

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* LevelEditor: LevelEditor:
**
An interesting example in regards to ''[=SimCopter=]'' and ''Streets of [=SimCity=]'', which load ''[=SimCity=] 2000'' levels, thus making ''[=SC2000=]'' a level editor for them.them.
** As for ''[=SimCity=] 2000'' itself, there was a program called ''[=SimCity=] Urban Renewal Kit'' (or simply called [[FunWithAcronyms "SCURK"]]) which was either sold as a stand-alone product or included with certain "special editions" of ''[=SimCity=] 2000'' and ''Streets of [=SimCity=]''. The Urban Renewal Kit allowed you to place buildings, roads, water, trees, and so on anywhere you like [[RuleOfFun regardless of whether it would make the city functional or not]] (for ''[=SimCopter=]'' and ''Streets of [=SimCity=]'' levels or to even make a city you could print out as a physical picture). It also included a pixel editor for objects so you could change the appearance of buildings, which could be imported into ''[=SimCity=] 2000'' as building sets.
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* HatedByAll: [[DownplayedTrope Downplayed]] and PlayedForLaughs with the Tax Advisor (from the Budget screen). Anytime you ask him for advice, his dialogue will be accompanied by the sound of a crowd booing (and he's apparently the only advisor who gets this treatment). And it doesn't matter what he says, as they will ''still'' boo him even if he advises you to ''lower'' taxes. Then again, it's kind of justified since he ''is'' trying to influence your decisions that could affect the financial well-being of your citizens.
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* ''[=SimCity=] 4'' (2003) was the second major extension; the buildings are rendered in 3D with high resolution, trimetric bitmaps, but the terrain was now a full 3D mesh, and the assortment of civic buildings was expanded (the schools, for example, were split into elementary schools, high schools and private schools), a maintenance cost was added for all the utility buildings, and the game was designed to allow for third-party mods. However, the greatest new feature was the regional gameplay: instead of playing with isolated cities, you could now play with an entire region divided in cities, you could get all your services from another city at a fair price, your Sims could live in your city but work somewhere else, and the demand in your neighboring cities would affect your own demand. A later expansion, called ''Rush Hour'', added more transportation options, such as ground highways, monorail, elevated rail, one-way streets, toll booths, and there are also many third-party mods, such as the Network Addon Mod, which adds more rail systems, elevated roads, and more traffic crossings. Aside from the in-depth city management options, the player also had the option to design the region from scratch. This extended to the possibility of using real-life satellite imaging to add real world regions in game. So far, due to its many, many hidden depths and vast modding community, this game is considered the best of the series.

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* ''[=SimCity=] 4'' (2003) was the second major extension; the buildings are rendered in 3D with high resolution, trimetric bitmaps, but the terrain was now a full 3D mesh, and the assortment of civic buildings was expanded (the schools, for example, were split into elementary schools, high schools and private schools), a maintenance cost was added for all the utility buildings, and the game was designed to allow for third-party mods. However, the greatest new feature was the regional gameplay: instead of playing with isolated cities, you could now play with an entire region divided in cities, you could get all your services from another city at a fair price, your Sims could live in your city but work somewhere else, and the demand in your neighboring cities would affect your own demand. A later expansion, called ''Rush Hour'', added more transportation options, such as ground highways, monorail, elevated rail, one-way streets, toll booths, and there are also many third-party mods, such as the Network Addon Mod, which adds more rail systems, elevated roads, and more traffic crossings. Aside from the in-depth city management options, the player also had the option to design the region from scratch. This extended to the possibility of using real-life satellite imaging to add real world regions in game. The .sc4 files used as save files for city layouts in this game would also be used in ''VideoGame/TheSims2'' for neighbourhood layouts, so this game could be used as an effective LevelEditor for that game. So far, due to its many, many hidden depths and vast modding community, this game is considered the best of the series.
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YMMV on main.


* ''Streets of [=SimCity=]'': Actually a major break from the resource simulation genre, instead being a driving sim - with some combat elements thrown in, no less. Perhaps most notable for two things: you can upload ''[=SimCity=] 2000'' maps into it, and it was a rather remarkable forebearer of much later open-ended games like ''VideoGame/GrandTheftAuto'' (except that the player is stuck in his car, and it was naturally much more primitive; that said, it even shares many similar themes, if you can believe that) Sadly, it had a number of ObviousBeta bugs that kept it from gaining a wide audience.

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* ''Streets of [=SimCity=]'': Actually a major break from the resource simulation genre, instead being a driving sim - with some combat elements thrown in, no less. Perhaps most notable for two things: you can upload ''[=SimCity=] 2000'' maps into it, and it was a rather remarkable forebearer of much later open-ended games like ''VideoGame/GrandTheftAuto'' (except that the player is stuck in his car, and it was naturally much more primitive; that said, it even shares many similar themes, if you can believe that) Sadly, it had a number of ObviousBeta bugs that kept it from gaining a wide audience.

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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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* 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
at Maxis.

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* {{Arcology}}: ''[=SimCity=] 2000'' has four types of arcologies, described on the trope page.

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* {{Arcology}}: ''[=SimCity=] 2000'' {{Arcology}}:
** The ''Plymouth Arco'', invented in 2000, is "Solid as a Rock", or so claims Plymouth Arcologies, Inc. It's known that they have stood through several earthquakes, notably in the [=NeoRepublic=] of Mexico and the Taiwan [=CoProsperity=] Region. Plymouth Arcologies are designed primarily to support heavy industries, as visually demonstrated by the [[{{Squick}} sewage and pollution literally oozing down the grungy outer walls]] of its obelisk-like design. [[CyberPunk Combined with the giant television screen built at the base, this arcology and its 55,000 industrious citizens
has four types a distinct 80s dystopian cyberpunk theme going for it.]]
** Going in the complete opposite direction from [[ScienceIsBad its predecessor]], the ''Forest Arcology'', invented in 2050, is a series
of arcologies, described habitat rings built on top of each other, and is named for its attractive forest setting on the trope page.top level. Throughout the structure, citizens utilize recycling, operate ecologically sound industries, and maintain a [[LuddWasRight rich verbal heritage that replaces television and radio]]. Unfortunately, the youth of Forest Arcos are bored silly and roam out into your city where they stare mindlessly at soap operas and sports programs displayed in the electronics department at local malls. Most of its 30,000 residents are [[NewAgeRetroHippie tree-hugging hippies]].
** Invented in 2100 is the ''[[NamesToRunAwayFromReallyFast Darco]]'' -- slang for "[[FunWithAcronyms De-Urbanized Arcological Construct]]". Originally designed by the [[TheyCalledMeMad twisted genius]] of Dante [=McCallavre=], the artist/architect proclaimed it a reactionary response to the rigid, archetypal arcologies of his day. No one really knows what this means, and many engineers are frankly baffled at how the thing stays standing. Inside, the ill-lit corridors twist into [[AlienGeometry odd, meandering corkscrews that mysteriously turn back on themselves. Non-Euclidean would be the best way to describe it.]] There are rumors that a [[TheMorlocks strange sub-species of man inhabits the air ducts]]. The Darco can attract up to 45,000 [[TooDumbToLive brave]] souls.
** ''"Launch" Arcologies'', invented in 2150, were nicknamed for their resemblance to modern orbital launchers. The resemblance is not entirely coincidental, as sophisticated methods of biological support were necessary to oxygenate and feed the thousands of inhabitants. While never tested, the manufacturers claim the occupants could stay self-contained for up to two decades. The sides of the arcology are equipped with vernier jets to [[BlatantLies stabilize the structure during storms and earthquakes]]. A small nuclear facility independently powers the building; spare energy is stored by electrolyzing water into two tanks for oxygen and hydrogen. The "Launch Arco" holds 65,000 inhabitants, but are also the most expensive to build. Build 450 of these in your city and the Exodus will occur. All of the launch arcos will explode, demolishing themselves while a message appears on your screen: "Your launch arcos have departed into space to find new worlds. You have been compensated for the construction." Note: building 450 of them will take up roughly 90% of your entire city's area, meaning you will need to destroy most of what you've already built just to accommodate them. This is, however, considered the unofficial "Win Condition" in [[EndlessGame a technically unwinnable, unending game]].

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* NoCelebritiesWereHarmed: The portrait of the Green Gaians spokesman looks like actor Howard Hesseman- known for playing Dr, Johnny Fever on ''[=WKRP=]'' though the portrait looks almost identical to his appearance on ''Dragnet'' as a hippie.
* 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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* NoCelebritiesWereHarmed: NoCelebritiesWereHarmed:
**
The portrait of the Green Gaians spokesman looks like actor Howard Hesseman- known for playing Dr, Johnny Fever on ''[=WKRP=]'' though the portrait looks almost identical to his appearance on ''Dragnet'' as a hippie.
* ** 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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* ArtisticLicenseLaw: Criminals caught by the police will go to prison even if you have no Courthouse in town, or even in the region, to give them a trial, which is a big no-no in most justice systems around the world. Possible subversion: That said, in real life it's not uncommon for the courthouse to be combined with something else, like the City Hall[[note]]Prominent example: Up until the completion of the [[https://en.wikipedia.org/wiki/Justice_Juanita_Kidd_Stout_Center_for_Criminal_Justice Criminal Justice Center]] in 1994, most criminal trials in UsefulNotes/{{Philadelphia}}--one of the 5 largest cities in the United States at the time--were held in the [[https://en.wikipedia.org/wiki/Philadelphia_City_Hall Philadelphia City Hall]]. Please note that even after criminal functions were moved to the CJC, City Hall is still primarily a courthouse--it's just that the relevant trials are civil rather than criminal. (City government functions are mostly located in two nearby municipal office buildings or in rented space.)[[/note]] (pretty easy to get in this game) or even the police station. Perhaps the assumption is that this is what's going on.

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* ArtisticLicenseLaw: Criminals caught by the police will go to prison even if you have no Courthouse in town, or even in the region, to give them a trial, which is a big no-no in most justice systems around the world. Possible subversion: That said, [[RealityIsUnrealistic in real life it's not uncommon for the courthouse to be combined with something else, else]], like the City Hall[[note]]Prominent example: Up until the completion of the [[https://en.wikipedia.org/wiki/Justice_Juanita_Kidd_Stout_Center_for_Criminal_Justice Criminal Justice Center]] in 1994, most criminal trials in UsefulNotes/{{Philadelphia}}--one of the 5 largest cities in the United States at the time--were held in the [[https://en.wikipedia.org/wiki/Philadelphia_City_Hall Philadelphia City Hall]]. Please note that even after criminal functions were moved to the CJC, City Hall is still primarily a courthouse--it's just that the relevant trials are civil rather than criminal. (City government functions are mostly located in two nearby municipal office buildings or in rented space.)[[/note]] (pretty easy to get in this game) or even the police station. Perhaps the assumption is that this is what's going on.
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* ArtisticLicenseLaw: Criminals caught by the police will go to prison even if you have no Courthouse in town, or even in the region, to give them a trial, which is a big no-no in most justice systems around the world. Possible subversion: That said, it's not uncommon for the courthouse to be combined with something else, like the City Hall[[note]]Prominent example: Up until the completion of the [[https://en.wikipedia.org/wiki/Justice_Juanita_Kidd_Stout_Center_for_Criminal_Justice Criminal Justice Center]] in 1994, most criminal trials in UsefulNotes/{{Philadelphia}}--one of the 5 largest cities in the United States at the time--were held in the [[https://en.wikipedia.org/wiki/Philadelphia_City_Hall Philadelphia City Hall]]. Please note that even after criminal functions were moved to the CJC, City Hall is still primarily a courthouse--it's just that the relevant trials are civil rather than criminal. (City government functions are mostly located in two nearby municipal office buildings or in rented space.)[[/note]] (pretty easy to get in this game) or even the police station.

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* ArtisticLicenseLaw: Criminals caught by the police will go to prison even if you have no Courthouse in town, or even in the region, to give them a trial, which is a big no-no in most justice systems around the world. Possible subversion: That said, in real life it's not uncommon for the courthouse to be combined with something else, like the City Hall[[note]]Prominent example: Up until the completion of the [[https://en.wikipedia.org/wiki/Justice_Juanita_Kidd_Stout_Center_for_Criminal_Justice Criminal Justice Center]] in 1994, most criminal trials in UsefulNotes/{{Philadelphia}}--one of the 5 largest cities in the United States at the time--were held in the [[https://en.wikipedia.org/wiki/Philadelphia_City_Hall Philadelphia City Hall]]. Please note that even after criminal functions were moved to the CJC, City Hall is still primarily a courthouse--it's just that the relevant trials are civil rather than criminal. (City government functions are mostly located in two nearby municipal office buildings or in rented space.)[[/note]] (pretty easy to get in this game) or even the police station. Perhaps the assumption is that this is what's going on.
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* ArtisticLicenseLaw: Criminals caught by the police will go to prison even if you have no Courthouse in town, or even in the region, to give them a trial, which is a big no-no in most justice systems around the world.

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* ArtisticLicenseLaw: Criminals caught by the police will go to prison even if you have no Courthouse in town, or even in the region, to give them a trial, which is a big no-no in most justice systems around the world. Possible subversion: That said, it's not uncommon for the courthouse to be combined with something else, like the City Hall[[note]]Prominent example: Up until the completion of the [[https://en.wikipedia.org/wiki/Justice_Juanita_Kidd_Stout_Center_for_Criminal_Justice Criminal Justice Center]] in 1994, most criminal trials in UsefulNotes/{{Philadelphia}}--one of the 5 largest cities in the United States at the time--were held in the [[https://en.wikipedia.org/wiki/Philadelphia_City_Hall Philadelphia City Hall]]. Please note that even after criminal functions were moved to the CJC, City Hall is still primarily a courthouse--it's just that the relevant trials are civil rather than criminal. (City government functions are mostly located in two nearby municipal office buildings or in rented space.)[[/note]] (pretty easy to get in this game) or even the police station.
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TRS wick cleanupSurprise Creepy has been split and disambiguated


* 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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* SurpriseCreepy: SurprisinglyCreepyMoment: "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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** In ''[=SimCity=] 3000'', one of the types of residential buildings is named "Sheeza Brick House" in reference to the song "Brick House" by The Commodores.

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* CreatorsCultureCarryover:
** Quite a few things work the way they do in the United States and not in other countries. For instance, it is the responsibility of the city government to fund and operate the police force, whereas in many if not most countries, that's the function of a higher level of government (e.g., in France, it's the central government, while in Germany, it's the state government). Of course, the developers had to use ''some'' country as a model.
** The game resembles the United States in that the easiest solution to population growth is usually to expand into a previously undeveloped wilderness area. Most European cities don't have this option.
** The lack of mixed zoning policies has been [[http://www.humantransit.org/2009/06/did-sim-city-make-us-stupid.html remarked]] as basically being US urban planning, circa 1960. The tendency to prefer highways to commuter rail, etc. in anything but the largest cities (driven by weak commuter algorithms) is also quite American. The former may have been a product of simplified programming; the concrete-slapping that the latter can induce, however...



* WeAllLiveInAmerica: Quite a few things work the way they do in the United States and not in other countries. For instance, it is the responsibility of the city government to fund and operate the police force, whereas in many if not most countries, that's the function of a higher level of government (e.g., in France, it's the central government, while in Germany, it's the state government). Of course, the developers had to use ''some'' country as a model.
** On the other hand, averted in a few cases (mostly for gameplay reasons). The city (which is the only level of government in the game) owns and operates all utilities (water, power, and sanitation) and all health facilities. Most of these services--with the exception of water supply--are usually handled by private companies, or sometimes private non-profits, in the US; there are a few places where the local government might own or have a controlling stake in a hospital, power plant, or garbage-collection service, but these aren't exactly the norm. Governmental ownership of most education facilities, however, ''is'' realistic (as it is in most countries).
** People won't tolerate high tax rates. For example, in Sim City 4 demand goes negative if taxes are set at about eleven or more.
*** That's probably because an 11% municipal tax rate is unheard of anywhere in the United States. (As an example, NYC's residential rate is at 10.8%)
*** Of course, while Americans can get pretty passionate about the tax rate and there are places in the world with ''higher'' tax rates, there are fairly few places in the world where high tax rates are exactly popular. Also, even in high-tax countries, a high ''municipal'' tax rate (rather than a high ''national'' or other tax rate) amounting to more than 10-15% of income would usually be regarded as extortionary (recall, of course, that in most places--''including'' the United States--municipalities most commonly levy their taxes on ''property value'' rather than income).
** The game also resembles the United States in that the easiest solution to population growth is usually to expand into a previously undeveloped wilderness area. Most European cities don't have this option.
** The lack of mixed zoning policies has been [[http://www.humantransit.org/2009/06/did-sim-city-make-us-stupid.html remarked]] as basically being US urban planning, circa 1960. The tendency to prefer highways to commuter rail, etc. in anything but the largest cities (driven by weak commuter algorithms) is also quite American. The former may have been a product of simplified programming; the concrete-slapping that the latter can induce, however...
*** ''4'''s Network Addon Mod actually addresses it with a patch that "makes your sims European" by increasing their preference for mass transit.

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* ArtisticLicenseLaw: Criminals caught by the police will go to jail even if you have no Courthouse in town, or even in the region, to give them a trial, which is a big no-no in most justice systems around the world.
* ArtisticLicenseNuclearPhysics: in ''[=SimCity=] 4'', nuke plants explode with a [[UsefulNotes/NuclearWeapons mushroom cloud]] and leave behind a glowing crater, contrasting earlier editions that merely rendered the surrounding area uninhabitable. This may be [[InvokedTrope deliberate]], given that the effect [[TheCoconutEffect is expected.]]

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* ArtisticLicenseLaw: Criminals caught by the police will go to jail prison even if you have no Courthouse in town, or even in the region, to give them a trial, which is a big no-no in most justice systems around the world.
* ArtisticLicenseNuclearPhysics: in ''[=SimCity=] 4'', nuke plants explode with a [[UsefulNotes/NuclearWeapons mushroom cloud]] and leave behind a glowing crater, crater and a Chernobyl-tier exclusion zone, contrasting earlier editions that merely rendered the surrounding area uninhabitable. This may be [[InvokedTrope deliberate]], given that the effect [[TheCoconutEffect is expected.]]



** 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.

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** 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.garbage (you can lower the funding to a more reasonable level once you have unlocked it).



* BoringButPractical: The Farmers Market, it's [[ExactlyWhatItSaysOnTheTin literally just a Farmers Market]], but it's small (3x3 tiles), it gives some residential demand cap relief and provides a passive, city-wide health benefit.

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* BoringButPractical: BoringButPractical:
**
The Farmers Market, it's [[ExactlyWhatItSaysOnTheTin literally just a Farmers Market]], but it's small (3x3 tiles), it gives some residential demand cap relief and provides a passive, city-wide health benefit.



** Humble streets, they cost very little but don't have high capacity or speed limits. Use them in residential areas to create quiet suburbs (where having high traffic is [[CaptainObvious undesirable]] anyway) that feed into larger capacity roads, avenues and highways (a real life urbanism trick known as "[[https://en.wikipedia.org/wiki/Road_hierarchy road hierarchy]]").



* DifficultButAwesome: In ''4'', it's often common strategy to just [[ComplacentGamingSyndrome play on the biggest map possible and develop a large self-sufficient city on it]]. However, actually sitting down to split up your region into various functioning roles can result in having varied means of keeping pollution and crime very low and restricted to only specific cities.

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* DifficultButAwesome: DifficultButAwesome:
**
In ''4'', it's often common strategy to just [[ComplacentGamingSyndrome play on the biggest map possible and develop a large self-sufficient city on it]]. However, actually sitting down to split up your region into various functioning roles can result in having varied means of keeping pollution and crime very low and restricted to only specific cities.
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* ''[=SimGolf=]'': Create your own golf course and then play on it. Various elements of design are the starting locations, hole locations, placement of water, rocks, sandtraps, trees, and other hazards, and even changing the gravity if so desired. Not to be confused with ''Creator/SidMeier's [[NamesTheSame SimGolf]]'', which was published by Firaxis.

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* ''[=SimGolf=]'': Create your own golf course and then play on it. Various elements of design are the starting locations, hole locations, placement of water, rocks, sandtraps, trees, and other hazards, and even changing the gravity if so desired. Not to be confused with ''Creator/SidMeier's [[NamesTheSame SimGolf]]'', [=SimGolf=]'', which was published by Firaxis.
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** This also applies if you choose to keep disasters enabled. It may as enabling disasters and running at cheetah speed in ''2000'', causing a simple fire to wipe out the city before you can react.

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** This also applies if you choose to keep disasters enabled. It may as enabled, since enabling disasters and them while running at cheetah speed in ''2000'', causing ''2000'' will cause a simple fire to wipe out the city before you can react.
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** This also applies if you choose to keep disasters enabled. It may become a {{Classic Video Game Screw You|s}} in some cases, such as enabling disasters and running at cheetah speed in ''2000'', causing a simple fire to wipe out the city before you can react.

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** This also applies if you choose to keep disasters enabled. It may become a {{Classic Video Game Screw You|s}} in some cases, such as enabling disasters and running at cheetah speed in ''2000'', causing a simple fire to wipe out the city before you can react.
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* DifficultButAwesome: In ''4'', it's often common strategy to just [[ComplacentGamingSyndrome to play on the biggest map possible and develop a large self-sufficient city on it]]. However, actually sitting down to split up your region into various functioning roles can result in having varied means of keeping pollution and crime very low and restricted to only specific cities.

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* DifficultButAwesome: In ''4'', it's often common strategy to just [[ComplacentGamingSyndrome to play on the biggest map possible and develop a large self-sufficient city on it]]. However, actually sitting down to split up your region into various functioning roles can result in having varied means of keeping pollution and crime very low and restricted to only specific cities.
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* ''[=SimPark=]'': ''[=SimCity=]'' meets a nature reserve in North-West America. Doubles as an enviromental educational tool and a way to hear people constantly whining about there not being enough cars. Its disasters include Kudzu (a rapidly spreading weed) and a garbage dump. Like ''SimTown'' it's mostly geared towards children.

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* ''[=SimPark=]'': ''[=SimCity=]'' meets a nature reserve in North-West America. Doubles as an enviromental educational tool and a way to hear people constantly whining about there not being enough cars. Its disasters include Kudzu (a rapidly spreading weed) and a garbage dump. Like ''SimTown'' ''[=SimTown=]'' it's mostly geared towards children.



** 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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** 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 ''[=SimCity 2000=]'' at the time it was made, since it used a grid-based landscape with height appearing isometrically.

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Changed: 461

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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, especially since there's no way to control the airplane or helicopter's movements to make them stop occasionally running into each other.

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* {{Jumpscare}}: {{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, especially since there's no way to control the airplane or helicopter's movements to make them stop occasionally running into each other.other.
** The [[https://www.youtube.com/watch?v=u-MDyYe_eUY "Disaster" music theme]] can be quite startling since it begins with loud emergency vehicle sirens.

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Changed: 145

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* ArtisticLicenseEconomics: To make way for RuleOfFun.

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* AllegedlyFreeGame: ''[=SimCity Social=]'' and ''[=SimCity BuildIt=]'', being reliant on microtransactions but are free to install and play.
%%
* ArtisticLicenseEconomics: To make way for RuleOfFun.

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Removed: 179

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* CheatCode: Older versions of ''[=SimCity=] 2000'' have codes that unlock all perks (including [[Main/{{Arcology}} Arcologies]]) and give you a pile of money. There's also the classic "double fund" code where you buy two municipal bonds via "fund", then one through the city management menu, triggering a GoodBadBug where you end up with a loan with a ludicrous ''negative'' interest, meaning you get piles of money you'll probably never run out of every year.

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* CheatCode: Older versions of ''[=SimCity=] 2000'' have codes that unlock all perks (including [[Main/{{Arcology}} Arcologies]]) and give you a pile of money. There's also the classic "double fund" code where you buy two municipal bonds via "fund", then one through the city management menu, triggering a GoodBadBug {{Good Bad Bug|s}} where you end up with a loan with a ludicrous ''negative'' interest, meaning you get piles of money you'll probably never run out of every year.



* 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.

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* GamebreakingBug: 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.



* 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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