As an exercise in design, I once sat down and tried to list what I thought were the key features of Sim City.
It's sort of amazing how few key features there really are!
- FEATURES
- Terrain
- Dirt
- Forest
- Zoning
- Residential
- Commercial
- Industrial
- Services
- Transportation
- Road
- Rail
- Power line
- Facilities
- Active
- Power Plant
- Coal Power
- Nuclear Power
- Airport
- Seaport
- Fire
- Police
- Passive
- Park
- Stadium
- Block query
- Land/zone/service/facility type
- Density
- Value
- Crime
- Pollution
- Growth
- City evaluation
- Ratings
- Statistics
- Problems
- Taxation
- ACTIONS
- Place Block (on dirt terrain)
- Zoning (large block)
- Services (small block)
- Facilities (several sizes)
- Bulldoze existing block to dirt
- Set tax rate
- VARIABLES
- Player-set
- Tax Rate
- Internal
- General
- Population
- Funds
- City value
- City score
- Mayoral approval rating
- Per Block
- Population Density
- Pollution Level
- Crime Rate
- Land Value
- Housing Cost
- Traffic
- Police Influence
- Fire Protection
- Satisfaction (aggregate)
- BEHIND-THE-SCENES
- Each tick of the clock is one month.
- Zones must be connected to power to attract sims; connections are checked each month.
- Taxes are assessed on all sims at the end of each year to generate funds.
- Placing a block costs an amount of money that depends on the type of block.
- Sims enter and leave the city each year based on satisfaction with city-wide and local variables.
- Connection to services and proximity to facilities will increase or decrease sim satisfaction.
- Increasing the number of sims in each zone type affects the desirability of other zone types.
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