SimCity 4 is a city-building simulation computer game developed by Maxis, a subsidiary of Electronic Arts. It was released on January 14, 2003. It is the fourth major installment in the SimCity series. SimCity 4 has a single expansion pack called Rush Hour which adds features to the game. SimCity 4: Deluxe Edition contained the original game and Rush Hour combined as a single product.
The game allows players to create a region of land by terraforming, and then to design and build a settlement which can grow into a city. Players can zone different areas of land as commercial, industrial, or residential development, as well as build and maintain public services, transport and utilities. For the success of a city, players must manage its finances, environment, and quality of life for its residents. SimCity 4 introduces night and day cycles and other special effects for the first time in the SimCity series. External tools such as the Building Architect Tool (BAT) allow custom third-party buildings and content to be added to the gameplay.
SimCity 4 was praised for being the second game in the SimCity series to primarily use a 3D engine to render its graphics, the first being SimCity 64 for the discontinued Nintendo 64DD. It received widespread acclaim, won several awards, and was one of the top ten selling PC games of 2003. However, it was criticized for its difficulty and its demands on computer performance.
Gameplay
Regional gameplay
As with previous SimCity titles, SimCity 4 places players in the role of a mayor, tasked with populating and developing tracts of lands into cities, while fulfilling the needs of fellow Sims that live in the cities. Cities are now located in regions that are divided into segments, each of which can be developed. The player has the option of starting the city in a segment of any of three area sizes. In real measurements, the smallest has a length of one kilometer on a side, and the largest has a length of four kilometers on a side.dead link The size of a region and its layout of segments can be changed in a bitmap file provided for each region.
Neighbor cities play a larger role than in the previous versions of the game. For example, neighbor deals can be established, where a city can exchange resources such as water, electricity and garbage disposal with other cities for money. Players may develop several inter-dependent cities at the same time, eventually populating the entire region.
Game modes
Upon selecting a specific segment in a region, gameplay is divided into three "modes": god mode, mayor mode, and MySim mode. Mayor and MySim modes become available after establishing a city. The god mode is available before establishing a city, as well as after, but with fewer functions. The unavailable functions can be re-activated by obliterating the city.
God mode
The first mode is god mode, which allows players to design or terraform a selected tract of land where the city will be built. God mode also allows players to trigger disasters, including tornadoes and earthquakes among several others. Players can select an area where a disaster will occur and even control the direction of certain disasters. Most terraforming tools are disabled after the city is named and founded. The player still has some terraforming tools made available in mayor mode, although they become very limited and expensive, and they can still trigger disasters at will.
In addition to these abilities, god mode also gives the player tools to reconcile the borders of the cities, so as to fix any discrepancies created during the terraforming process, and a day/night cycle adjustment, so that one can make it always day, always night, or alternate between day or night in accordance with the in-universe game clock. Both the ability to reconcile the city edges and the ability to modify the day/night cycle are available even once the city has been established.
Mayor mode
The second of the modes is the mayor mode, where the actual city building is conducted. Several advisors may give advice to the player on how to best manage a city. Players can build transportation networks, which include roads, streets, avenues, highways, railways, subway lines, and bus stations. Players can also terraform and plant trees in this mode, but in a much smaller scale than in god mode. Terraforming in this mode costs money. Zones are conducted building plots that are empty at first but then controlled buildings pop up in these spaces depending on the density of the zone type.
Areas of land in this mode can be zoned as residential, commercial or industrial areas in various densities where the city will begin to grow. Agriculture is now a separate industrial zone-type, unlike previous versions of SimCity, enabling farms to grow regardless of high land value, so long as demand exists for agriculture and agricultural zones have been provided. Zones are now automatically aligned towards roads and most buildings must be adjacent to a road in order to function properly; streets are automatically created when zoning on large tracts of land.
Buildings are now classified into several wealth levels, zone types, and building size stages, which are affected by the region's population and the city's condition. The game simulates urban decay and gentrification with buildings deteriorating and refurbished accordingly. Buildings originally constructed for occupation by higher wealth tenants can now support lower wealth tenants in the event surrounding factors forces the current tenants to vacate the building; this allows certain buildings to remain in use despite lacking its initial occupants. Buildings and lots can now be constructed on slopes.
Screenshots from the game Simcity 4
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