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* ''{{Caesar}}'', followed by three sequels. ''Caesar III'' is the trope codifier: the next three entries on the list were all directly inspired by it and played very similarly:

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* ''{{Caesar}}'', ''Videogame{{Caesar}}'', followed by three sequels. ''Caesar III'' is the trope codifier: the next three entries on the list were all directly inspired by it and played very similarly:
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* ''PrisonTycoon''

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* ''PrisonTycoon''''VideoGame/PrisonTycoon''
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* ''RollerCoasterTycoon''

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* ''RollerCoasterTycoon''''VideoGame/RollerCoasterTycoon''

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* ''Stronghold'', while more of a RealTimeStrategy, fits both the Commodity and Lair categories.

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* ''Stronghold'', ''{{Stronghold}}'', while more of a RealTimeStrategy, fits both the Commodity and Lair categories.categories.
* ''{{Tropico}}'', a BananaRepublic simulator, is a mixture of Commodity and Services; foreing tourists arrive on the player's island and make use of dedicated facilities built to cater for their special needs. Also since the player has to periodically revalidate his power through elections or at least be able defend his regime against armed oposition or coups, the player has to service and care for his own citizens and/or military forces or they will turn against the government.
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* ''TheMovies'' can be described as this... without the customers.

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* ''TheMovies'' ''VideoGame/TheMovies'' can be described as this... without the customers.
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* Beginning with SimCity, these games put you in the shoes of the mayor of a more-or-less realistic, modern city. You'll have to place down residential zones, provide employment in industrial and commercial areas, connect areas with roads and electricity, provide services like water and education, and generally make sure that the city is attractive to new immigrants. Money is the chief commodity, so it's important to stay in the black. The laid-back nature of city-building is usually supported by [[WideOpenSandbox open-ended gameplay]], although "scenario"-type missions are also sometimes included. There may or may not be any visible denizens at all - Mayor Games tend to treat them as a statistic rather than as individuals.

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* Beginning with SimCity, VideoGame/SimCity, these games put you in the shoes of the mayor of a more-or-less realistic, modern city. You'll have to place down residential zones, provide employment in industrial and commercial areas, connect areas with roads and electricity, provide services like water and education, and generally make sure that the city is attractive to new immigrants. Money is the chief commodity, so it's important to stay in the black. The laid-back nature of city-building is usually supported by [[WideOpenSandbox open-ended gameplay]], although "scenario"-type missions are also sometimes included. There may or may not be any visible denizens at all - Mayor Games tend to treat them as a statistic rather than as individuals.



* ''SimCity'' and its sequels.

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* ''SimCity'' ''VideoGame/SimCity'' and its sequels.
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* ''SimTower'' is either somewhere between this and Service Game.

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* ''SimTower'' is either somewhere between this and Service Game.
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There are no customers, but there is a lively interprocessing of goods - this is a Commodity game. Well spotted though, Stronghold is indeed a Space Management game.


* ''Stronghold'', while more of a RealTimeStrategy, fits both the Service and Lair categories.

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* ''Stronghold'', while more of a RealTimeStrategy, fits both the Service Commodity and Lair categories.

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** Lair: It turns into a very difficult combat game whenever part of the space station is occupied by one or more other companies attempting to do build their own facilities. Massive doors separating the station's torus design can be hacked open, initiating combat between the workers of one facility against it neighbour; essentially hostile takeovers.[[index]]

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** Lair: It turns into a very difficult combat game whenever part of the space station is occupied by one or more other companies attempting to do build their own facilities. Massive doors separating the station's torus design can be hacked open, initiating combat between the workers of one facility against it neighbour; essentially hostile takeovers.takeovers.
* ''Stronghold'', while more of a RealTimeStrategy, fits both the Service and Lair categories.
[[index]]
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* ''SeaWorldTycoon''
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* ''Game/EvilGenius''

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* ''Game/EvilGenius''
''VideoGame/EvilGenius''
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* Beginning with SimCity, these games put you in the shoes of the mayor of a more-or-less realistic, modern city. You'll have to place down residential zones, provide employment in industrial and commercial areas, connect areas with roads and electricity, provide services like water and education, and generally make sure that the city is attractive to new immigrants. Money is the chief commodity, so it's important to stay in the black. The laid-back nature of city-building is usually supported by [[WideOpenSandbox open-ended gameplay]], although "scenario"-type missions are also sometimes included.

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* Beginning with SimCity, these games put you in the shoes of the mayor of a more-or-less realistic, modern city. You'll have to place down residential zones, provide employment in industrial and commercial areas, connect areas with roads and electricity, provide services like water and education, and generally make sure that the city is attractive to new immigrants. Money is the chief commodity, so it's important to stay in the black. The laid-back nature of city-building is usually supported by [[WideOpenSandbox open-ended gameplay]], although "scenario"-type missions are also sometimes included. There may or may not be any visible denizens at all - Mayor Games tend to treat them as a statistic rather than as individuals.

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* ''Game/ThemePark''

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* ''Game/ThemePark''''VideoGame/ThemePark''



** Lair: It turns into a very difficult combat game whenever part of the space station is occupied by one or more other companies attempting to do build their own facilities. Massive doors separating the station's torus design can be hacked open, initiating combat between the workers of one facility against it neighbour; essentially hostile takeovers.[[index]]

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** Lair: It turns into a very difficult combat game whenever part of the space station is occupied by one or more other companies attempting to do build their own facilities. Massive doors separating the station's torus design can be hacked open, initiating combat between the workers of one facility against it neighbour; essentially hostile takeovers.[[index]][[index]]
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* ''DwarfFortress'' requires attention to all except, for now, Service.

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* ''DwarfFortress'' ''VideoGame/DwarfFortress'' requires attention to all except, for now, Service.

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* ''StarTopia'' is a SpaceManagementGame InSpace.


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* ''StarTopia'', a SpaceManagementGame InSpace, mixes Service with Lair gameplay.
** [[/index]]Service: Your goal is to develop a recreational facility on a derelict space station, catering to a wide variety of alien life forms. These aliens show up, require certain facilities, and spend their heard-earned cash while you strive to keep them happy enough to spend it all.
** Lair: It turns into a very difficult combat game whenever part of the space station is occupied by one or more other companies attempting to do build their own facilities. Massive doors separating the station's torus design can be hacked open, initiating combat between the workers of one facility against it neighbour; essentially hostile takeovers.[[index]]
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* ''PrisonTycoon''
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* ''RollerCoasterTycoon''
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** Service: Currently most (all?) Fortresses are communist; booze and food are the only essential services, provided free by the state, so long as there are raws available. Earlier implementation of capitalist economies have been aborted; though a revamp may make Service relevant again, it'll likely remain an option most players [[ScrappyMechanic won't choose]].[[index]]

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** Service: Currently most (all?) Fortresses are communist; booze and food are the only essential services, provided free by the state, so long as there are raws available. [[http://threepanelsoul.com/2009/07/21/on-mixed-economies/ Earlier implementation of capitalist economies economies]] have been aborted; though a revamp may make Service relevant again, it'll likely remain an option most players [[ScrappyMechanic won't choose]].[[index]]
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Added Space Colony

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* ''SpaceColony''. Ditto.
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* ''JurassicParkOperationGenesis''
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* ''DwarfFortress'' requires attention to all except, for now, Service.[[/index]]
** Mayor: Carve or construct space to zone for residence or production, allocate traffic values for pathing between them, assign subsets of population to defined districts for work and living.

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* ''DwarfFortress'' requires attention to all except, for now, Service.[[/index]]
Service.
** Mayor: [[/index]]Mayor: Carve or construct space to zone for residence or production, allocate traffic values for pathing between them, assign subsets of population to defined districts for work and living.
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* ''DwarfFortress'' requires attention to all except, for now, Service.

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* ''DwarfFortress'' requires attention to all except, for now, Service.[[/index]]



** Service: Currently most (all?) Fortresses are communist; booze and food are the only essential services, provided free by the state, so long as there are raws available. Earlier implementation of capitalist economies have been aborted; though a revamp may make Service relevant again, it'll likely remain an option most players [[ScrappyMechanic won't choose]].

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** Service: Currently most (all?) Fortresses are communist; booze and food are the only essential services, provided free by the state, so long as there are raws available. Earlier implementation of capitalist economies have been aborted; though a revamp may make Service relevant again, it'll likely remain an option most players [[ScrappyMechanic won't choose]].[[index]]
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* ''TransportTycoon'' and its many counterparts can be described as a remote version of this. Space Management becomes a function of travel times vs. profit, which deals very much with the correct placement of stations, tracks and roads in what can occasionally be a very tight space.
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** Commodity: Acquire and process raw materials for weapons, armor, trade goods, housing fixtures and, most importantly, booze. The 'Merchant Arc' currently in development will expand the role of commodities and economic power over the wider world.

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** Commodity: Acquire and process raw materials for weapons, armor, trade goods, housing fixtures and, most importantly, booze. The 'Merchant Arc' currently in development will expand the role of commodities and economic power over the wider world. And the bigger a fortress becomes, the more stockpile management becomes crucial for all other aspects.

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* ''DwarfFortress'' behaves more like this than a Commodity Game, even though it shares traits with both.

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* ''DwarfFortress'' behaves more like this than a Commodity Game, even though it shares traits with both.



* ''TheMovies'' can be described as this... without the customers.

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* ''TheMovies'' can be described as this... without the customers.customers.

!! Examples of Multiple Types:
* ''DwarfFortress'' requires attention to all except, for now, Service.
** Mayor: Carve or construct space to zone for residence or production, allocate traffic values for pathing between them, assign subsets of population to defined districts for work and living.
** Commodity: Acquire and process raw materials for weapons, armor, trade goods, housing fixtures and, most importantly, booze. The 'Merchant Arc' currently in development will expand the role of commodities and economic power over the wider world.
** Lair: It's called 'Fortress' for a reason. Sophisticated defense systems can be installed, with a mixture of combat personnel, guard critters, and mechanical counter-measures. Currently defensive only, but the 'Army Arc' scheduled for development will enable raiding, offensive sorties, and ranged conquest.
** Service: Currently most (all?) Fortresses are communist; booze and food are the only essential services, provided free by the state, so long as there are raws available. Earlier implementation of capitalist economies have been aborted; though a revamp may make Service relevant again, it'll likely remain an option most players [[ScrappyMechanic won't choose]].
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No, this isn't about Business Simulators played in the cold dark vastness of the stars (though it can be sometimes). The idea behind a SpaceManagementGame is for the player to figure out how to make the most out of as little space as possible.

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No, this isn't about [[EveOnline Business Simulators played in the cold dark vastness of the stars stars]] (though it can be sometimes). The idea behind a SpaceManagementGame is for the player to figure out how to make the most out of as little space as possible.
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That is Inventory Management Puzzle. Space Management Game is a GENRE, not a gameplay feature. Please read the article more carefully.


* ''TheMovies'' can be described as this... without the customers.

!! Other:

* ''SystemShock'' 2 has a mini-space management game in its inventory system. It's laid out as a grid, and items take up different areas in the grid. Finding room for the environment suit, the guns you need, ammo, etc. can require a lot of juggling.
[[/index]]

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* ''TheMovies'' can be described as this... without the customers.

!! Other:

* ''SystemShock'' 2 has a mini-space management game in its inventory system. It's laid out as a grid, and items take up different areas in the grid. Finding room for the environment suit, the guns you need, ammo, etc. can require a lot of juggling.
[[/index]]
customers.
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Added DiffLines:

!! Other:

* ''SystemShock'' 2 has a mini-space management game in its inventory system. It's laid out as a grid, and items take up different areas in the grid. Finding room for the environment suit, the guns you need, ammo, etc. can require a lot of juggling.
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Whoa, whoa, whoa. Caesar IV was on a grid too. It's actually very similar in a lot of ways to Caesar II. It just so happens that III directly inspired the rest of the Impressions games.


* ''{{Caesar}}'' and three sequels, the last of which abandoned the use of a grid-like environment [[RuleOfCool in favor of 3D]]... and failed horribly as a result.

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* ''{{Caesar}}'' and ''{{Caesar}}'', followed by three sequels, sequels. ''Caesar III'' is the last of which abandoned trope codifier: the use of a grid-like environment [[RuleOfCool in favor of 3D]]... next three entries on the list were all directly inspired by it and failed horribly as a result.played very similarly:

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