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* ''VideoGame/TheyAreBillions''
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** ''VideoGame/{{Zeus}}'' and ''Poseidon''

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** ''VideoGame/{{Zeus}}'' ''VideoGame/{{ZeusMasterOfOlympus}}'' and ''Poseidon''
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* Many {{Programming Game}}s are conceptual members of this genre, whenever they impose a strict limit on the number of lines you can write. [[note]]Commands stand in for Facilities that must be fitted into the limited space, whereas the Data itself is the Commodity being refined. Overall, this works very much like a highly-abstracted Commodity Game.[[/note]] Of course, they are significantly different from any of the other games listed here (enough to warrant being members of their own separate genre).
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** ''Videogame/{{Caesar}}'', the originator of the series, which was followed by three sequels, with ''Caesar III'' being the trope codifier.

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** ''Videogame/{{Caesar}}'', ''VideoGame/{{Caesar}}'', the originator of the series, which was followed by three sequels, with ''Caesar III'' being the trope codifier.



** ''Videogame/ImmortalCitiesChildrenOfTheNile''

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** ''Videogame/ImmortalCitiesChildrenOfTheNile''''VideoGame/ImmortalCitiesChildrenOfTheNile''



* ''Videogame/{{Impire}}''

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* ''Videogame/{{Impire}}''''VideoGame/{{Impire}}''



** The MMO version, ''Videogame/StrongholdKingdoms'', also fits the niche.

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** The MMO version, ''Videogame/StrongholdKingdoms'', ''VideoGame/StrongholdKingdoms'', also fits the niche.
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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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* ''VideoGame/OxygenNotIncluded''
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* '''VideoGame/{{Northgard}}'''

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* '''VideoGame/{{Northgard}}'''
''VideoGame/{{Northgard}}''
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* '''VideoGame/{{Northgard}}'''
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* ''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.

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* ''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.colonies on those islands.
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add Anno Series

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* ''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.
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* ''VideoGame/UrbanEmpire'', made by the developers of ''VideoGame/{{Tropico}}''.
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No, this isn't about [[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.

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No, this isn't about [[EveOnline [[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.
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* ''VideoGame/PlanetCoaster''
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* ''VideoGame/RimWorld'' is a mix of Commodity and Lair games. Your job is to help a group of survivors stranded on an undeveloped planet survive by building a makeshift colony to provide for basic needs such as food, shelter, clothing, and defense against hostile threats. It takes a great deal of mechanical inspiration from ''Dwarf Fortress'', listed above.

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* ''VideoGame/RimWorld'' is takes a great deal of mechanical inspiration from ''Dwarf Fortress'', listed above, being a mix of Commodity and Lair games. Your job is to help a group of survivors stranded on an undeveloped planet survive by building a makeshift colony to provide for basic needs such as food, shelter, clothing, and defense against hostile threats. It takes Even though the colony has a great deal lot of mechanical inspiration from ''Dwarf Fortress'', listed above.space to potentially expand into, getting the materials to build on a larger scale can take a very long time, and the high frequency of threats and disasters makes dense construction and plenty of forethought the only viable way to survive. Furthermore, the game's complex "storyteller" system will actually make life much harder if the colony expands too rapidly or too early.
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On second thought, that is not really a defining feature of Service games.


* ''VideoGame/RimWorld'' is a mix of Commodity and Lair games. Your job is to help a group of survivors stranded on an undeveloped planet survive by building a makeshift colony to provide for basic needs such as food, shelter, clothing, and defense against hostile threats. It takes a great deal of mechanical inspiration from ''Dwarf Fortress'', listed above. Recent updates have brought this game slightly closer to the Service genre as well, with colonists having a "Joy" bar that must be filled periodically with the help of special furniture (chess/billiards tables, televisions, and so forth), or risk psychotic episodes (though this mechanism is very minor overall at this point). Furthermore, there is now the option to tame and care for animals whom you cannot control, and plans to allow the colony to host visitors from other nearby colonies in order to improve diplomacy.

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* ''VideoGame/RimWorld'' is a mix of Commodity and Lair games. Your job is to help a group of survivors stranded on an undeveloped planet survive by building a makeshift colony to provide for basic needs such as food, shelter, clothing, and defense against hostile threats. It takes a great deal of mechanical inspiration from ''Dwarf Fortress'', listed above. Recent updates have brought this game slightly closer to the Service genre as well, with colonists having a "Joy" bar that must be filled periodically with the help of special furniture (chess/billiards tables, televisions, and so forth), or risk psychotic episodes (though this mechanism is very minor overall at this point). Furthermore, there is now the option to tame and care for animals whom you cannot control, and plans to allow the colony to host visitors from other nearby colonies in order to improve diplomacy.
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* ''VideoGame/RimWorld'' is a mix of Commodity and Lair games. Your job is to help a group of survivors stranded on an undeveloped planet survive by building a makeshift colony to provide for basic needs such as food, shelter, clothing, and defense against hostile threats. It takes a great deal of mechanical inspiration from ''Dwarf Fortress'', listed above.

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* ''VideoGame/RimWorld'' is a mix of Commodity and Lair games. Your job is to help a group of survivors stranded on an undeveloped planet survive by building a makeshift colony to provide for basic needs such as food, shelter, clothing, and defense against hostile threats. It takes a great deal of mechanical inspiration from ''Dwarf Fortress'', listed above. Recent updates have brought this game slightly closer to the Service genre as well, with colonists having a "Joy" bar that must be filled periodically with the help of special furniture (chess/billiards tables, televisions, and so forth), or risk psychotic episodes (though this mechanism is very minor overall at this point). Furthermore, there is now the option to tame and care for animals whom you cannot control, and plans to allow the colony to host visitors from other nearby colonies in order to improve diplomacy.
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* ''VideoGame/DwarfFortress'' requires attention to all except Service.[[/index]]

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* ''VideoGame/DwarfFortress'' requires attention is both a Commodity and Lair game, and has attempted unsuccessfully to all except Service.involve Service gameplay.[[/index]]
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* ''VideoGame/XCom'' (Space is often at a premium during base construction, and the specific layout you use will likely influence how defensible a base will be if invaded. However the series as a whole is a TurnBasedTactics franchise with very different gameplay from the others listed here, and base defense is [relatively] rare):

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* ''VideoGame/XCom'' (Space is often at a premium features elements of Lair design during base construction, construction. Space is at a premium, and the specific layout you use will likely influence how defensible a base will be if invaded. However However, the series as a whole is a TurnBasedTactics franchise with very different gameplay from the others listed here, and base defense is [relatively] rare):(relatively) rare.
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* ''VideoGame/{{Factorio}}''

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* ''VideoGame/{{Factorio}}''
''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''

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* ''VideoGame/Factorio''
''VideoGame/{{Factorio}}''
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* ''VideoGame/Factorio''
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Examples Do Not Happen Now, I don't follow the development, but I infer "Service" is somehow planned for the future? If so, it can be stated in the example along with a version where it is not present, in order not do date the example too much


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

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* ''VideoGame/DwarfFortress'' requires attention to all except, for now, except Service.[[/index]]
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* ''VideoGame/{{Planetbase}}'' is mostly a Commodity Game, with an optional Service Game side, since you can allow tourists inside your spacebase, who then will use your complex and earn you money from their visit.
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* ''VideoGame/DwarfFortress'' requires attention to all except, for now, Service.

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


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[[index]]
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[[/index]]



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[[index]]

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[[index]][[/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]] have been aborted; though a revamp may make Service relevant again, it'll likely remain an option most players [[/index]][[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. [[http://threepanelsoul.com/2009/07/21/on-mixed-economies/ Earlier implementation of capitalist economies]] have been aborted; though a revamp may make Service relevant again, it'll likely remain an option most players [[/index]][[ScrappyMechanic [[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. [[http://threepanelsoul.com/2009/07/21/on-mixed-economies/ Earlier implementation of capitalist economies]] have been aborted; though a revamp may make Service relevant again, it'll likely remain an option most players [[/index]][[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]] have been aborted; though a revamp may make Service relevant again, it'll likely remain an option most players [[/index]][[ScrappyMechanic won't choose]].[[index]]
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* ''VideoGame/CitiesSkylines'', a SpiritualSuccessor to ''Cities in Motion''.

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* ''VideoGame/CitiesSkylines'', a SpiritualSuccessor to made by the same developer as ''Cities in Motion''.
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* ''VideoGame/CitiesSkylines'', by the same developer as ''Cities in Motion''.

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* ''VideoGame/CitiesSkylines'', by the same developer as a SpiritualSuccessor to ''Cities in Motion''.
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* ''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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* ''TransportTycoon'' ''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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