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* With Service Games your facility is expected to give services and/or care to customers, who begin arriving as soon as you open the doors. Your customers will wander around the facility, paying money for the various services you provide. Generally, each customer will require different services and behave differently while visiting. Each has a certain amount of money they can spend, and will react differently to problems they encounter during their visit. Keeping everyone happy, and keeping the cash coming in, is your main objective. This is similar to TowerDefense games, except you're trying to ''avoid'' anyone suffering damage. ''VideoGame/ThemePark'' is probably the TropeCodifier for this sub-genre.

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* With Service Games your facility is expected to give services and/or care to customers, who begin arriving as soon as you open the doors. Your customers will wander around the facility, paying money for the various services you provide. Generally, each customer will require different services and behave differently while visiting. Each has a certain amount of money they can spend, and will react differently to problems they encounter during their visit. Keeping everyone happy, and keeping the cash coming in, is your main objective. This is similar to TowerDefense games, except you're trying to ''avoid'' anyone suffering damage. ''VideoGame/ThemePark'' is probably the TropeCodifier for this sub-genre.
SubGenre.
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* ''VideoGame/{{Banished}}''

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* ''VideoGame/{{Banished}}''''VideoGame/{{Banished|2014}}''

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* ''VideoGame/{{Timberborn}}''
* ''VideoGame/TheUniversim''
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* ''VideoGame/{{IXION}}'' is set on a toroidal space station with up to six unlockable sectors, with benefits for specialising sectors in particular building types and a transport system for moving goods and people between them.

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alphabetizing and adding To the Rescue!


* ''VideoGame/ThemePark'', the original Service Game.
* ''VideoGame/ThemeHospital''
* ''VideoGame/ThemeParkWorld''
* ''VideoGame/SpaceColony''
* ''VideoGame/ZooTycoon'' included management of the animals themselves in order to make them comfortable, requiring you to put extra effort not only into setting the facility itself, but also customizing each enclosure to the animals' exact preferences.



* ''VideoGame/RollerCoasterTycoon'' the most popular Service Game. Popularized the subgenre as "Tycoon Games".



* ''VideoGame/RollerCoasterTycoon'' the most popular Service Game. Popularized the subgenre as "Tycoon Games".
* ''VideoGame/SeaWorldTycoon''



* ''VideoGame/SeaWorldTycoon''

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* ''VideoGame/SeaWorldTycoon''''VideoGame/SpaceColony''


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* ''VideoGame/ThemePark'', the original Service Game.
* ''VideoGame/ThemeHospital''
* ''VideoGame/ThemeParkWorld''
* ''VideoGame/ToTheRescue''


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* ''VideoGame/ZooTycoon'' included management of the animals themselves in order to make them comfortable, requiring you to put extra effort not only into setting the facility itself, but also customizing each enclosure to the animals' exact preferences.
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* ''VideoGame/CityBuildingSeries'':

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* ''VideoGame/CityBuildingSeries'':''VideoGame/CityBuildingSeries'': Uniquely to this series, many buildings work by periodically sending out a Denizen who picks a random direction to walk in and just continues along that road, providing a specific service to any building they pass by. The distance they can walk before returning home is specific to each service provider, and they pick a random direction each time they hit an intersection. This requires the player to not only be smart with placing buildings in close proximity to the services they require, but also to design the road network in such a way that each patrolling Denizen will reliably walk past each building that requires their service. Residential zone design, in particular, typically involves finding a balance between the number of houses that can be crammed in and the length of the road that passes by all of them.
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Added more explanations


"Space Management Games" are{{Simulation Game}}s in which the player has to make the most out of what little space they're given. The default premise is that the player is the head of some organization or business, and receives a set amount of resources (sometimes abstracted to money or generic points) with which to construct a facility. This can be a business place, a secret lair of evil, an amusement park, or even a city - depending on the genre of the specific game involved. The player is allotted a limited amount of space for construction of this facility, as well as access to the various "pieces" that must be placed down in order to make the facility work. These pieces (which are usually called "Rooms", "Buildings" or "Zones", depending on the scope of the game) are often oddly-shaped, and some must be placed in close proximity to specific other pieces in order for the facility to achieve peak efficiency. Deciding what to put where is the whole point of the game, and it is often necessary to make compromises in order to fit everything in.

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"Space Management Games" are{{Simulation are {{Simulation Game}}s in which the player has to make the most out of what little space they're given. The default premise is that the player is the head of some organization or business, and receives a set amount of resources (sometimes abstracted to money or generic points) with which to construct a facility. This can be a business place, a secret lair of evil, an amusement park, or even a city - depending on the genre of the specific game involved. The player is allotted a limited amount of space for construction of this facility, as well as access to the various "pieces" that must be placed down in order to make the facility work. These pieces (which are usually called "Rooms", "Buildings" or "Zones", depending on the scope of the game) are often oddly-shaped, and some must be placed in close proximity to specific other pieces in order for the facility to achieve peak efficiency. Deciding what to put where is the whole point of the game, and it is often necessary to make compromises in order to fit everything in.



* ''VideoGame/TransportTycoon'' and its many counterparts. Although most tracks and roads will easily run uninterrupted for miles over open fields, Space Management is crucial when constructing stations and intersections, in what can occasionally be a very tight space.

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* ''VideoGame/TransportTycoon'' and its many counterparts. Although most tracks and roads will easily run uninterrupted for miles over open fields, Space Management is crucial when constructing stations and intersections, in what can occasionally be a very tight space. Advanced gameplay involves aspects of Commodity Game, as transporting raw materials to industries can boost their production of higher-end goods that are more lucrative to transport, but this is mostly optional.



* ''VideoGame/CitiesInMotion'' and its sequels.
* ''VideoGame/CitiesSkylines'', made by the same developer as ''Cities in Motion''.

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* ''VideoGame/CitiesInMotion'' and its sequels.
sequels dealt exclusively with the public transit systems (with the cities themselves being effectively static). Construction is mostly limited to maintenance facilities and stations, but you can also make changes to the city's road network as needed.
* ''VideoGame/CitiesSkylines'', made by the same developer as ''Cities in Motion''.Motion'', expanded the game into a true Mayor Game with many different aspects of city management to consider. More space can be unlocked as your city grows and "levels up"; determining which part of the map you wish to unlock next is part of the challenge.



** ''VideoGame/ImmortalCitiesChildrenOfTheNile''

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** ''VideoGame/ImmortalCitiesChildrenOfTheNile''''VideoGame/ImmortalCitiesChildrenOfTheNile'' changed the formula slightly, in particular abandoning the grid design.



* ''VideoGame/{{Factorio}}'' forgoes the use of Denizens altogether, replacing them with self-operating machines. Commodities (and fuel) must be brought to the machines by means of elaborate conveyor belt systems.

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* ''VideoGame/{{Factorio}}'' forgoes the use of Denizens altogether, replacing them with self-operating machines. Commodities At first, commodities (and fuel) must be brought to the machines by means of elaborate conveyor belt systems.systems. Later on you can add programmable trains and even flying robot networks to distribute them. Elaborate power production and distribution systems must also be constructed from scratch, requiring almost as much attention as the factory itself. The game also has aspects of Lair gameplay, as you defend your factory against the native creatures of the planet, by building automated defenses, walls, and eventually even long-range artillery to wipe them out - but this aspect of the game can be turned off altogether.



* ''VideoGame/{{Frostpunk}}''

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* ''VideoGame/{{Frostpunk}}''''VideoGame/{{Frostpunk}}'' eschews the traditional grid design for concentric circles surrounding a central heating hub. This requires you to consider how far from the hub each building should be placed, which affects its temperature and thus its effectiveness.



* ''VideoGame/OxygenNotIncluded''

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* ''VideoGame/OxygenNotIncluded''''VideoGame/OxygenNotIncluded'' involves building a vertical base inside an asteroid. Gases (such as oxygen and carbon dioxide) and liquids (such as water and oil) have their own relative weights, and will either pool downwards or float upwards accordingly, which must be taken into account constantly. Air and liquid temperature is also tracked, and can have a serious impact on your denizens. Germs can also become a problem if not properly managed and contained.



* ''VideoGame/TheSettlers'' (AKA ''Serf City'') and its first three sequels. After that it becomes... different.

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* ''VideoGame/TheSettlers'' (AKA ''Serf City'') and its first three sequels. After Unique in that it becomes... different.each denizen is responsible only for their specific little niche, either operating a building or transporting goods over a single stretch of road. Later sequels abandoned much of this formula and became much more similar to RealTimeStrategy games.



* ''VideoGame/DungeonKeeper'' and its sequel.

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* ''VideoGame/DungeonKeeper'' and its sequel.sequel were the first examples of this sub-genre.



* ''VideoGame/ZooTycoon''

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* ''VideoGame/ZooTycoon''''VideoGame/ZooTycoon'' included management of the animals themselves in order to make them comfortable, requiring you to put extra effort not only into setting the facility itself, but also customizing each enclosure to the animals' exact preferences.



* ''VideoGame/PrisonArchitect''

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* ''VideoGame/PrisonArchitect''''VideoGame/PrisonArchitect'' changed the formula by having the "visitors" be criminals who must be supervised at all times, lest they break out, kill one another, or destroy the facility.

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No, this isn't about [[VideoGame/EveOnline Business Simulators played in the cold dark vastness of the stars]] (though it can be sometimes). The idea behind a Space Management Game is for the player to figure out how to make the most out of as little space as possible.

"Space Management Games" is the collective name for a respectable number of {{Simulation Game}}s which all follow very similar core gameplay. They usually share the same premise: The player is the head of some organization or business, and receives a set amount of resources (sometimes abstracted to money or generic points) with which to construct a facility. This can be a business place, a secret lair of evil, an amusement park, or even a city - depending on the genre of the specific game involved. The player is allotted a limited amount of space for construction of this facility, as well as access to the various "pieces" that must be placed down in order to make the facility work. These pieces (which are usually called "Rooms", "Buildings" or "Zones", depending on the scope of the game) are often oddly-shaped, and some must be placed in close proximity to specific other pieces in order for the facility to achieve peak efficiency. Deciding what to put where is the whole point of the game, and it is often necessary to make compromises in order to fit everything in.

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No, this isn't about [[VideoGame/EveOnline Business Simulators played in the cold dark vastness of the stars]] (though it can be sometimes). The idea behind a Space Management Game is for the player to figure out how to make the most out of as little space as possible.

"Space Management Games" is the collective name for a respectable number of {{Simulation are{{Simulation Game}}s in which all follow very similar core gameplay. They usually share the same premise: player has to make the most out of what little space they're given. The default premise is that the player is the head of some organization or business, and receives a set amount of resources (sometimes abstracted to money or generic points) with which to construct a facility. This can be a business place, a secret lair of evil, an amusement park, or even a city - depending on the genre of the specific game involved. The player is allotted a limited amount of space for construction of this facility, as well as access to the various "pieces" that must be placed down in order to make the facility work. These pieces (which are usually called "Rooms", "Buildings" or "Zones", depending on the scope of the game) are often oddly-shaped, and some must be placed in close proximity to specific other pieces in order for the facility to achieve peak efficiency. Deciding what to put where is the whole point of the game, and it is often necessary to make compromises in order to fit everything in.



* ''VideoGame/AnnoDomini'' (AKA ''The Anno Series'') features islands which are for the most part fixed in size and shape. It's up to the player to build and manage the logistics of cities and colonies on those islands.
* ''VideoGame/{{Banished}}''



* ''VideoGame/TheSettlers'' (AKA ''Serf City'') and its first three sequels. After that it becomes... different.
* ''VideoGame/AnnoDomini'' (AKA ''The Anno Series'') features islands which are for the most part fixed in size and shape. It's up to the player to build and manage the logistics of cities and colonies on those islands.
* ''VideoGame/{{Banished}}'' is a rare game of this genre produced after 2010.

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* ''VideoGame/TheSettlers'' (AKA ''Serf City'') and its first three sequels. After that it becomes... different.
''VideoGame/CliffEmpire''
* ''VideoGame/AnnoDomini'' (AKA ''The Anno Series'') features islands which are for the most part fixed in size and shape. It's up to the player to build and manage the logistics of cities and colonies on those islands.
* ''VideoGame/{{Banished}}'' is a rare game of this genre produced after 2010.
''VideoGame/DawnOfMan''



* ''VideoGame/{{Flotsam}}''
* ''VideoGame/{{Frostpunk}}''



* ''VideoGame/{{Flotsam}}''
* ''VideoGame/{{Frostpunk}}''
* ''VideoGame/DawnOfMan''
* ''VideoGame/CliffEmpire''


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* ''VideoGame/TheSettlers'' (AKA ''Serf City'') and its first three sequels. After that it becomes... different.
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Wick swap


* ''VideoGame/ShapezIO'' simplifies the ''Factorio'' model.

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* ''VideoGame/ShapezIO'' ''VideoGame/{{Shapez}}'' simplifies the ''Factorio'' model.
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*** * Its sequel''VideoGame/SpacebaseStartopia'' is more of the same.
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Capitalization was fixed from VideoGame.Frost Punk to Video Game.Frostpunk. Null edit to update index.
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* ''VideoGame/ShapezIO'' simplifies the ''Factorio'' model.

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* ''VideoGame/{{Tinytopia}}'' combines a very simple version of this genre with the necessity to cope with the physical properties of the buildings themselves -- especially their mass -- as they move around, topple over, or teeter precariously on an unstable platform.


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* ''VideoGame/MiniMotorways'' is an extremely bare-bones version of this genre.
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* ''VideoGame/TheRiftbreaker''
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* ''VideoGame/TwoPointCampus

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* ''VideoGame/TwoPointCampus''VideoGame/TwoPointCampus''
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* ''VideoGame/TwoPointCampus
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* The further the player gets into ''VideoGame/EverOasis'', the more it becomes a mixture of Mayor and Commodity. At first, the player will have no issue placing down just about every shop they get, and if anything, running out of money to place them. You have to have a variety of shops to attract more residents, which itself allows you to build a wider variety of shops. But later on, the Oasis level-ups that increase the amount of space you have become fewer and far in between, resulting in the player being forced to try and decide whether or not they want to use that space for more plants that boost sales of nearby booths, where to place them for maximum effect, whether to place them ''period'' (as placing them in any spot but the end forces the player to essentially give up a shop that a new resident might want), which shops to keep (since shops become more profitable as they level up), and whether to keep the new shop you just built once the interested resident has moved in. Players must ''also'' get stock for their shops, since keeping your shops well stocked will keep your Oasis Morale high. Naturally, since shops require different items that can be obtained in-game through different ways, a player will be forced to decide whether or not it's even worth ''keeping'' the shop, since shops that are out of stock will lower the morale and your potential day-to-day earnings. While you are able to make seedlings who are ''not'' tending a shop work on the garden, your space in the garden is also limited as well. Oh, and finally, Morale - you absolutely ''must'' keep your morale high, as a higher morale translates to more health your characters have in the field. Festivals are also a great way to boost sales and morale (even allowing it to persist), but [[RealityEnsues they will absolutely wipe out your stock]], meaning you have to keep a steady flow of even basic early-game supplies at hand.

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* The further the player gets into ''VideoGame/EverOasis'', the more it becomes a mixture of Mayor and Commodity. At first, the player will have no issue placing down just about every shop they get, and if anything, running out of money to place them. You have to have a variety of shops to attract more residents, which itself allows you to build a wider variety of shops. But later on, the Oasis level-ups that increase the amount of space you have become fewer and far in between, resulting in the player being forced to try and decide whether or not they want to use that space for more plants that boost sales of nearby booths, where to place them for maximum effect, whether to place them ''period'' (as placing them in any spot but the end forces the player to essentially give up a shop that a new resident might want), which shops to keep (since shops become more profitable as they level up), and whether to keep the new shop you just built once the interested resident has moved in. Players must ''also'' get stock for their shops, since keeping your shops well stocked will keep your Oasis Morale high. Naturally, since shops require different items that can be obtained in-game through different ways, a player will be forced to decide whether or not it's even worth ''keeping'' the shop, since shops that are out of stock will lower the morale and your potential day-to-day earnings. While you are able to make seedlings who are ''not'' tending a shop work on the garden, your space in the garden is also limited as well. Oh, and finally, Morale - you absolutely ''must'' keep your morale high, as a higher morale translates to more health your characters have in the field. Festivals are also a great way to boost sales and morale (even allowing it to persist), but [[RealityEnsues [[SurprisinglyRealisticOutcome they will absolutely wipe out your stock]], meaning you have to keep a steady flow of even basic early-game supplies at hand.
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* ''VideoGame/GhostControlInc''
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* ''VideoGame/CliffEmpire''
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* ''VideoGame/{{Flotsam}}''
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* ''VideoGame/DawnOfMan''
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* ''VideoGame/{{Parkitect}}''
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* ''VideoGame/TwoPointHospital''
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* ''Videogame/{{Dungeons}}'', similar to the above is also a spiritual successor to Dungeon Keeper.
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Given sales figures and public opinion, Cities XL doesn't rival anything. It's also harder to claim that Sim City has _any_ rivals anymore since it's already been utterly crushed by Cities:Skylines...


* ''VideoGame/CitiesXL'', the current rival series to ''[=SimCity=]''.

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* ''VideoGame/CitiesXL'', the current rival series to ''[=SimCity=]''.''VideoGame/CitiesXL'' and its sequels.
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** ''VideoGame/{{ZeusMasterOfOlympus}}'' and ''Poseidon''

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** ''VideoGame/{{ZeusMasterOfOlympus}}'' ''VideoGame/ZeusMasterOfOlympus'' and ''Poseidon''
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* ''VideoGame/{{Frostpunk}}''
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* ''VideoGame/ThemePark''

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* ''VideoGame/ThemePark''''VideoGame/ThemePark'', the original Service Game.



* ''VideoGame/RollerCoasterTycoon''

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* ''VideoGame/RollerCoasterTycoon''''VideoGame/RollerCoasterTycoon'' the most popular Service Game. Popularized the subgenre as "Tycoon Games".
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* ''VideoGame/Citystate'', an indie game that also give you complete control over the government.

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* ''VideoGame/Citystate'', ''VideoGame/{{Citystate}}'', an indie game that also give you complete control over the government.
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* ''VideoGame/Citystate'', an indie game that also give you complete control over the government.

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