Economic strategies review and description. SimCity: Three tips for a successful game Coal and Ore Mining

Hello friends! Here I decided to describe the best and most popular economic strategies for PC. For reference, a city planning simulator is a game in which you can build one or more cities, or even entire planets, various buildings in it, and so on. The economic strategy of the German school is a game genre in which there is a large production chain. There are primary, secondary and tertiary resources. For example, having collected wheat, you must create flour from it, and create bread from flour.

Most city planning strategies have an economic component; you constantly need to monitor the income and expenses of your city. settlements or planets. If you have other games of this genre in mind, write in the comments, I will definitely add them to the list if they are interesting.

SimCity 2000

Release date: 1994

Genre: City planning simulator

SimCity 2000 is the second part of the SimCity series. The first part of the game was released on the console in 1989 and marked the beginning of a new genre - a city planning simulator. The game gained great popularity and therefore a sequel was released. In SimCity, the player usually does not have a specific goal, upon reaching which the game ends. The player controls the city, acting as the mayor. He is given the opportunity to collect taxes, build city buildings and pave roads.

Of course, not all aspects of city life are in the hands of the mayor - he cannot, for example, order where to build private buildings, but can only plan the territory, dividing it into commercial, residential and industrial zones. These zones are subsequently built up by city residents. If the attractiveness of a given zone in the eyes of urban residents is low (which may be due to high taxes in this area or insufficient development of other urban zones), it will not be developed.

The mayor has the ability to construct city-owned buildings, primarily power plants, police stations, fire stations, hospitals, schools and colleges, as well as buildings related to the city's water supply system, and so on.

SimCity 3000

Genre: city ​​building simulator

SimCity 3000 is the third part of the series that has undergone major changes in terms of landscape graphics. The player, as the mayor, has more troubles than the first two parts. Now, in addition to solving issues of taxes and population satisfaction, there are problems with city pollution and garbage disposal, power plants lose their usefulness with age. The number and complexity of urban services increased, and agricultural and industrial structures appeared.

Distributing and earning money is an important part of the game. When constructing new buildings and areas in the city, it is worth considering the cost of land or land. The game now offers the opportunity to make commercial transactions not only in your own city, but also with neighboring cities. The worries of the townspeople and natural disasters will constantly distract you from the construction and development of your city. It is necessary to increase the salaries of teachers, otherwise child crime will increase, to provide doctors to avoid an epidemic in the city. And police firefighters and other city employees will not allow you to wastefully use the city budget. The game SimCity 3000 can be called a complete simulator of city development.

SimCity 4

Genre: City planning simulator

The game allows players to use map modification to create a more convenient building site or to create a beautiful and unique landscape. Players can divide the city's land into special zones: residential, commercial, industrial, as well as create and maintain social security, transport, and utilities. In order for the city to develop successfully, players must manage finances, monitor the environment, and maintain the necessary quality of life for its residents.

SimCity 4 introduced a day/night cycle and other special effects that were not present in previous games in the SimCity series. There are also external tools that allow you to modify buildings. As in previous games in the series, the player plays the role of the mayor, who is tasked with the settlement and development of cities, which in the regional viewing mode act as individual sections or districts of the region. The player can choose any site to develop a city on.

The game also has three modes: God, Mayor, and Sim. In god mode, the player can completely change the landscape on which the city will be built and cause natural disasters. In mayor mode, the player is engaged in building the city and managing its economy and population. In Sim mode, the player creates characters in a rebuilt city who go to work, study, give birth to children, and so on. The game has additions SimCity 4: Rush Hour, SimCity Societies.

SimCity 5

Genre: G joy building simulator

As in previous versions, the key task of SimCity is city building. The player acts as a mayor - he is determined by his specialization and acts in such a way as to create a successful metropolis with happy residents. The game begins with the construction of infrastructure, zoning and provision of resources: Electricity, water, waste removal. As the population, capital, and construction of certain types of buildings grow, new opportunities will open up for the player.

The new version of SimCity is distinguished by deep elaboration: Curved roads, district zoning, visual and audio effects. Zone types will include residential, commercial and industrial. In addition, they created so-called constructed worlds. They allow you to plan your city and provide flexible settings for special buildings due to their modularity.

Anno 1602: Creation of a New World

Release date: 1998

Genre: Economic strategy of the German school, urban planning strategy

From the very name of the game it should immediately become clear that the actions take place starting in 1602. The player must expand the possessions of a European nation and to do this, he must first colonize the island by rebuilding on it and developing the economy. As players progress, they are given the opportunity to colonize more and more islands.

Anno 1602 has the ability to create cities to your liking. The game is mostly economic, but sometimes you have to fight to defend your colony. As the population increases, new opportunities open up. Buildings and ships can be graded to improve their characteristics. The main task is to completely colonize the islands and increase the population.

Anno 1503: The New World

Genre:

Continuation of the Anno game series. The same gameplay remains. The player first looks for a small island, then looks for resources for the development of the state, and only after all this the development starts, houses are built, then districts, then entire cities. Created trade routes, established economic and military ties - all this will increase the chance of final victory. The population segments are the same as in the 1602 version: townspeople, merchants, aristocrats, settlers and pioneers.

The player will find authentic buildings of the 16th century - more than 350 different buildings. Detailed development of cities and infrastructure. Many different climatic zones with unique characteristics and features - from chilly tundras to hot tropics and deserts. Trade and diplomatic relations: from peaceful economic cooperation to military expansion. 4 types of combat units and 26 upgrades. The player can choose the path of economic or military development.

Anno 1701

Genre: economic strategy of the German school, urban planning simulator

Anno 1701 is the third part of the series. As in the first two parts, we land on the island, begin to extract resources, build a village and develop the economy. A wide variety of buildings and combat units. Diverse multi-level production chain of resources (there are primary, secondary and tertiary resources).

The graphics have been improved and the economic component of the game is developed by achieving certain goals in your state. To ensure the transition from one level to another, it is necessary to create comfortable conditions for residents of the current level, as well as to reach a certain number of residents. Comfortable conditions are created by providing residents with a full range of goods, the construction of public buildings (such as schools, churches, theaters) and a reasonable level of taxation.

Anno 1404

Genre: Economic strategy of the German school, urban planning simulator

As in previous parts, the main thing in the game is construction, economic development, increasing and pleasing the population. An integral part is also trade, through which funds and missing raw materials are obtained. A large production chain of resources, a large selection of buildings, beautiful graphics and voluminous cities. The deferred cities amaze with their beauty.

The game world is divided into two culturally distinct zones. In Anno 1404, these zones were inspired, although without any claim to historical accuracy, by northwestern Renaissance Europe and the medieval Middle East, referred to as Europe and the Orient respectively. The most important difference from previous parts of the series is the need to build European and Eastern settlements simultaneously in order to ensure the progress of the population and expand construction capabilities. However, despite the ability to directly control the creation and development of Eastern settlements, the focus of the game remains on European settlements. The East remains Europe's trading partner, allowing its population to rise in class.

Anno 2070

Genre: Economic strategy of the German school, urban planning simulator

Anno 2070 - takes us into the future to 2070, which has its own alternative history of human development. Human influence on nature has caused climate change on the planet, which is why the seas began to flood the land. The player will have to build huge megacities on the remnants of the earth's land, economically using the planet's natural resources.

Build giant cities on huge islands and explore new possibilities of the underwater world
Industry or ecology? For the first time, you can choose between two unique playable factions: Tycoons and Ecos. Endless game mode without ending, you can tirelessly improve your creation.

Caesar III

Release date: 2003

Genre: Economic strategy, City planning simulator,

A mixture of economic strategy and urban planning simulator. The game takes place during the dawn of the Roman Empire. The player takes possession of a small plot of land and begins to develop his own civilization, which will be able to compete with neighboring city-powers.

The game provides wide political and economic opportunities, and each new task can be completed in two ways - using diplomacy or brute military force. Caesar III is a classic city-planning strategy that stood at the origins of the genre.

Industry Giant II

Release date: 2003

Genre:

The second part of a business and logistics simulator. The game is set in a time frame from 1900 to 1980, and the player plays the role of a young businessman who must develop his production, using limited capital and being in a compressed time frame.

During the passage, the player will develop his own business: expand production, build new stores, look for new markets, build logistics routes, etc. As incomes rise and the output of goods increases, the surrounding cities will also develop.

Cities XL

Genre:

Cities XL is a city planning simulator similar in gameplay to the games described above: regulate the economy and take care of the needs of residents, engage in construction and improvement. The player's main task is to create a successful metropolis. The game combines elements of economic strategy; it will be necessary to control the expenses and income of the city, which are constantly in short supply.

An interesting feature of the game is the division of the population of your city into social strata. There are rich, poor, and middle peasants. Each social layer has its own needs. The rich can live only in elite areas of the city, so in order to increase taxes and the budget it is necessary to create an elite area and create all the conditions for this. Support for the poor is needed, for example, the availability of work for them.

Cities XL 2011

Genre: Economic strategy, city planning simulator

Cities XL 2011-the second part of the series, as in the first part, you need to build a successful metropolis and satisfy the city residents. Just like in the first part, much attention in the game is paid to the social strata of society. There are 4 classes: unskilled workers, skilled workers, administrators (service personnel) and elite.

Different social strata themselves decide where to live, it all depends on whether you have created comfortable conditions. For example, if there are not enough security, police stations or other buildings in an area, then the elite will never settle in it. Among other things, you will need to deal with the city’s economy, monitor production, agriculture, and commerce in the city. Provide citizens with sports and
cultural leisure.

Cities XL 2012

Genre: Economic strategy, city planning simulator

Cities XL 2012 - continuation of the series. Made on the engine of its predecessor and has undergone very minor changes. New buildings and maps appeared, and some influences on the social strata of the population changed. But overall it's the same game with the same gameplay.

The game allows you to feel like a real city manager, balancing the economic and energy development of cities, forming transport infrastructure and planning housing construction, providing services and recreational opportunities to all residents. Cities XL 2012 features over 1,000 unique buildings across 60 massive, stunningly detailed 3D maps, making it the world's most realistic city builder.

Release date: 1994

Genre: E economic strategy of the German school

The Settlers - released back in the early 90s, gained great popularity and marked the beginning of the Settlers series of economic games. Already in those distant times, a simplified system of self-sufficient farming was born. In the game you will have to create an economy based on a closed society, providing itself with all resources and products.

At first glance, the economy in the game is simple. For example, to get logs, you just need to build a woodcutter's house and build a road to it. However, two problems arise here. First, the trees are running out. And secondly, the logs themselves, it seems, are not used. The first problem is solved by installing a forester’s house, which will plant new trees. And the second is the construction of a sawmill. And such problems with all industries (and there are many of them).

Genre: E

The Settlers II is all about resource gathering and settlement building; creation of an army and expansion in order to capture new sources of resources; attacking the enemy with the goal of intercepting access to resources or destroying his army and camp. The game has both economic and military components.

One of the most favorite strategy games. It won’t be possible to rivet more troops and destroy the enemy base here. Very thoughtful gameplay with many dependencies. German pedantry raised to the absolute level. Despite the fact that the game is not boring, but on the contrary, interesting. A carefully thought-out system of increasing difficulty smoothly leads to enlightenment, creating a competent game balance. Think, think and think again. Well, enjoy the beautiful, somewhat childish and cartoonish graphics.

Genre: Economic strategy of the German school, real-time strategy

As in the second Settlers, in Settlers III the goal of the game comes down to building a functioning economy aimed at producing soldiers and further capturing enemy territories with their help. A serious difference from its predecessor is the lack of roads. The player is asked to lead one of three nations: the Romans, the Asians (actually the Chinese) and the Egyptians on the path to world domination.

A significant part of the game is occupied by the construction and arrangement of buildings. To produce all buildings, stone and wood are required, as well as special construction units. All buildings in the game are divided into industrial and mining, agricultural, military and general. The first group includes buildings that extract natural resources, such as, for example, building materials or minerals (iron and coal) needed in the future for the production of troops.

Agricultural buildings include buildings used to produce food for miners, as well as alcoholic beverages sacrificed to the gods. The group of military buildings includes watchtowers, barracks, a shipyard, and a siege weapons workshop. The fourth group includes: residential buildings used for the production of porters, temples, a market and docks.

Genre: E economic strategy of the German school, real-time strategy

There are four races in The Settlers IV: Mayans, Vikings, Romans and Dark Tribe. In a single player game, you can go through the game campaign for each of the nations and play against the computer on a single map. Multiplayer allows players to fight each other, or play in the “free settle” mode, where you can develop your settlement without the threat of attack from the enemy.

The largest Russian game portal Absolute Games gave the game 90%. The reviewer noted the game's high-quality gameplay and beautiful graphics. Verdict: “As a result, we have Settlers 4 - an excellent, insanely playable, graphically perfect project. “Our Choice”, we highly recommend.

The Settlers: Rise of an Empire

Genre: economic strategy of the German school, real-time strategy

The player's goals in The Settlers: Rise of an Empire are the following: development of the economic infrastructure of a medieval settlement (construction of roads and buildings, extraction of raw materials, production of goods), strengthening and protecting fortress walls, caring for residents. The settlers have various needs that must be met or they will go on strike. The new world is divided into four climatic zones, where seasons and weather conditions change, which affects the efficiency of resource extraction and the speed of expansion of the empire.

Rise of an Empire introduced female settlers for the first time in the series. The population of cities directly depends on the number of marriages. Fairs are the best place to find brides and grooms; They also maintain trade relations with other countries, bring in substantial profits and entertain people. For the first time in the series, the Knight unit appears, reflecting the player’s leadership level. As a military unit, the Knight becomes a key condition for the development of the settlement and the completion of quests.

The Settlers 7: Paths to a Kingdom

Genre: German school economic strategy, real-time strategy, city planning simulator

The game has the same gameplay as presented in the latest 3D parts of The Settlers series. The player starts with a simple village and expands it sector by sector to eventually create his own kingdom. During this process, the player must organize production chains and build transport systems as correctly as possible.

In the game, the player is given the opportunity to choose between three unique development paths through which he can achieve victory: military, scientific and trade. Taking the traditional RTS military path of development, the player creates his own army and then, with the help of military might, defeat and destroy his enemies. Following the scientific path of development, the player must focus on researching technological improvements. And finally, following the trade path of development, the player will have to build his economy and try to capture the best trade routes that are on the world map. Whatever development path is chosen, unique units and capabilities will be available on it.

Tropico

Light of Altair takes us into the distant future. Planet Earth was destroyed after the third world war. The surviving countries concluded a truce agreement, but when the exploration of the planets of the solar system began, conflicts began over the colonies. Humanity is divided into several factions. The player will have to begin the exploration of the Moon, building power plants, hydroponic farms, and a laboratory. To extract minerals, improve the operation of buildings, and improve the fleet, it is necessary to master new technologies.

In addition to the construction and management parts, the game also has a combat component; orbital battles will occur regularly, as other factions will constantly try to recapture your colonies. Only you can decide to conduct diplomatic negotiations more often or conduct military operations. Light of Altair is a colony building simulator. The player will be entirely responsible for the construction of the colony, from landing to the complete settlement of the planet.

East India Company

Genre: Economic strategy, economic simulator

In economic conditions close to real ones, players need to establish trade in tea, porcelain and silks. You have to take on the role of a British merchant (merchant) who is busy with the difficult task of increasing trade between Britain and India. In addition to speculative relations, the player will need to compete with competitors from other countries, periodically turning relations into a state of war. The game is suitable for those who like to engage in constant barter in games, increasing wealth and using economic leverage over competitors.

The game is somewhat reminiscent of Anno. True, in order to rebuild the city you need to capture it. The game is suitable for those who love trading and sea battles. Overall the game is not bad, the slightly monotonous gameplay gets boring over time. Graphically beautiful and pleasant, but at the same time it incomprehensibly heats up the video card, although it does not shine with technological perfection.

Cities: Skylines

Release date: 2015 Latest version 2016

Genre: City planning simulator

City construction simulator. The game is a modern city planning simulator with special attention to small details. In addition to the standard construction of main buildings, Cities: Skylines will require laying communications, creating roads, electrifying buildings, etc.

The game has great capabilities in construction and infrastructure development. Initially, the player begins his journey from a small quarter, which can later grow into a multi-million metropolis. Also, the player must constantly monitor the parameters that affect the city residents and their mood.

Transport Fever

Release date: 2016

Genre: Economic simulator, management,

Economic strategy with elements of a logistics simulator. The game covers a wide time frame - from 1850 to 2050. During this period, the player will be able to go through a long journey from a simple steam locomotive and horse-drawn carriages, to high-tech hovercraft and modern electric vehicles.

In Transport Fever, the player will be able to fully build railway connections between cities, organize cargo transportation, and also manage public transport. Among the key advantages, it is worth noting the wide opportunities in the development of the transport business, excellent graphic design and generated cities.

Banished

Release date: 2014 Latest version 2016

Genre: City planning simulator

Strategic city planning simulator. The game offers you to take control of a small settlement of people who are cut off from the whole world. Since there is no way to return to civilized society, the settlement begins to develop, turning into a new city.

The player’s main task will be to constantly monitor the condition of the residents. They have many parameters that are responsible for happiness, health and hunger. Each resident can die or get sick, so in addition to building the city and developing infrastructure, the player must take care of the surviving settlers.

Railroad Tycoon 3

Release date: 2003

Genre: Economic strategy, train games

Economic strategy in railway business networking. The player takes control of a small railway company that has a tight budget and minimal income. To correct the current situation, the player must become a real businessman.

The game touches on many economic details. In addition to the usual progress in the development of the railway, the player will be able to invest money in other companies or receive third-party investments. The game will delight you with a large number of real-life trains, as well as great opportunities for developing your own enterprise.

Offworld Trading Company

Release date: 2016

Genre: Real-time strategy, economic strategy

Urban planning strategy in a sci-fi setting. The game takes place on colonized Mars, which has become a profitable place for extracting valuable resources. Several mining companies are in constant competition, and the player will be able to choose one of them and try to completely oust competitors from the planet.

The main goal of the game is to develop the extraction and processing of valuable resources as quickly as possible, and then absorb smaller companies. Since the action takes place on an uninhabitable planet, the player should take care of life support systems and connecting communications between processing buildings and mining installations.

Forge of Empires

release date: 2012

Genre: Browser MMO

A multiplayer browser-based military-economic online game, the gameplay of which is based on the development of your settlement, starting from the Stone Age and ending with the oceanic future. And although the territory available for construction is initially very limited, it will gradually expand, giving the player the opportunity to build more and more new buildings and decorative elements.

PLAY

Despite the heavy emphasis on economics, the game contains battles. For example, on the global map you can capture new provinces, expanding your empire, negotiate and interact with your neighbors, bargaining with them or fighting. There are also guilds (unions) in the game that allow players to help each other.

If you've never played SimCity, the first time you start a new game you'll make the classic mistake of rushing to build all the buildings in a row. In less than an hour, your budget will confidently go into the minus, and all the free space on the card will run out. Take your time: first of all, you should understand how you are going to replenish the city treasury. To do this, you need to choose a specialization in advance, on which not only the financial well-being of the city depends, but also its appearance, and build the rest of the infrastructure to support it.

Before founding a city, familiarize yourself with the mineral deposits in this area by turning on the data filters in the lower right corner - if there is nothing on the map, some of the options will immediately disappear. Specializations can and should be combined, but a maximum of two or three at a time - and do not try to combine opposites, for example, mining and tourism. Remember that you can manage several cities: people will work in one, and go on vacation and shopping in another.

Coal and ore mining

Coal and ore bring very good money, but their extraction greatly worsens the environmental situation, so it makes sense to use this specialization as a side specialization in an auxiliary city. Ore is necessary for the development of industry (for example, if you create alloys, it will be much cheaper if you have your own resource), and coal can be used at thermal power plants or sold to other players.

Oil production

Having a deposit of black gold on your site, your people will never be in poverty. In its pure form, however, oil does not bring much, so it is necessary to build oil refineries and produce fuel and plastic - they are very decent on the global market. Well, since a large number of citizens are employed in this industry, it is more correct to build residential buildings near the industrial zone so that people do not stand in traffic jams for a long time when getting to work.

Electronics

To produce electronics, you need alloys and plastics, and then you can supply your city and the world market with TVs, computers and household appliances. If you produce the resources yourself, losses will be minimized; if not, you will have to import them. Raw materials, however, are not cheap, so it is best to build a waste recycling center and kill not two, but three birds with one stone.

Firstly, you can enter into agreements with neighboring cities - they will give you their garbage and pay money for it. Secondly, you will ensure environmental cleanliness of your city - people will be happy with the complete absence of landfills. Finally, you will receive alloys and plastics needed for electronics production for free. The waste recycling center itself is an expensive pleasure and in most cases completely unprofitable, but when using this scheme it turns into a profitable business.

Trade

The essence of trading is simple - buy cheaper, sell more. For this task, you need to build a trading warehouse where your resources will be stored. The depot also helps to establish commerce with logistics and enter the global market. It is best to have a trade specialization coupled with resource extraction - coal, ore and/or oil - and also if you produce electronics. In addition, it is imperative to pay attention to transport infrastructure and have many freight trains, ships and cars - they will transport goods around the world.

Culture

The essence of this specialization is to attract tourists. If you build a lot of cultural buildings, such as exhibition centers or stadiums, tourists will flock to the city like flies to honey. It is also necessary to have three attractions in the city, such as the Leaning Tower of Pisa or the Statue of Liberty - they will be open to tourists 24 hours a day and are an ideal bait. Well, you also need to look after public transport and hotels - tourists need something to ride and somewhere to sleep.

Gambling business

This specialization is also very attractive to tourists and can be combined with culture. Again, this requires hotels, various entertainment facilities, well-developed public transport (it is advisable to have passenger airliners, railway stations and an airport), and more casinos. And such a city looks very impressive at night, when the noisy casinos light up with neon lights. The only negative is that criminal organizations have an uneasy relationship with the gambling industry, so you need to have a lot of police officers to prevent unrest.

  • Do not build factories and other buildings that pollute the air anywhere. The wind can carry smog throughout the city, which will negatively affect the mood of citizens. Therefore, it is worth planning construction relative to the direction of the wind. In addition, pollution in your city can spread to neighboring areas of the region.
  • It is useful to have several cities under your control with different specializations. Since the passage of time flows only for the city you are currently occupying, you don’t have to worry that something will happen in another settlement in your absence.
  • Provide paid services to neighboring cities as soon as possible. You can collect their trash or help maintain order by sending your police cars.
  • Your residents may work in neighboring cities. For this we need public transport - ships, trains, buses. If people have their own cars, they will drive them to work.
  • Bandits do not sleep. They come from neighboring cities, cause riots and thefts - don't forget about the police stations.
  • Education should be dealt with as soon as possible. Without educated residents, a nuclear power plant can explode (imagine a staff consisting only of Homer Simpsons), problems with crime begin, and uneducated residents do not even participate in the waste disposal program.
  • If it is not possible to dispose of waste, then place the landfill as far as possible from the residential area. People don't like living near a landfill, even if there is no garbage there at all. In the future, when there is too much garbage, you can build waste incinerators.
  • Generating electricity costs a lot of money, so keep a close eye on costs. The best option is a solar power plant; it does not pollute the air and requires an average budget. Wind power plants are very expensive, coal power plants heavily pollute the air, and nuclear power plants are expensive to build and require highly qualified personnel.

I haven’t forgotten, and thank God,

Apply an ornament

What have you forgotten? I forgot a little -

Lay the foundation of...

How so? But listen:

What's wrong with that?

You can destroy everything at once

And build again!

M. Shcherbakov

SimCity- one of the oldest, award-winning game series. This urban planning strategy appeared in those hoary times when economic simulators could be counted on the fingers of one hand, if not on the ears of one head. However, we will not assume that all our readers followed with bated breath the ups and downs of virtual urban planning. Therefore, we will describe the game from the very beginning.

For those who want to quickly find out how SimCity 4 is fundamentally different from previous parts of the series, we will tell you that:

1. In the game, you can build several cities on neighboring areas of the map. You can specialize them - for example, create an industrial center with residential suburbs. It is quite possible to establish an exchange, a transport network, etc. between cities. Roughly speaking, from mayor you become governor.

2. “Reward buildings” have appeared, which become available to especially prosperous mayors. Not to be confused with buildings, the construction of which requires certain parameters of your city...

3. You can launch your characters there from The Sims who will tell you about their difficult life as a Sim. Long live the bond between city and country, and the friendship of all Sims in a single project!

4. From now on, almost all buildings have a range of action. There are still many changes in the model of action of the city and its elements, which can be traced implicitly, little by little.

Fundamentals of urban planning

The principle of most economic strategies is the same: you have a certain amount of money that you spend on developing your object (in this case, the city) and fighting all kinds of misfortunes; and clients (here - residents) appreciate your efforts and reward them with payments to your treasury. The better the life of all these Winnie the Poohs in the world, the fuller the treasury and the brighter the future. In addition, for individual achievements (a certain level of your mayoral rating, population size, etc.) you receive a “reward” - the opportunity to build additional, particularly remarkable buildings.

The game is played in real time, to which, however, you can say at any moment: “Stop, just a moment!” - and in one fell swoop give all the required orders, and then start the clock again. The speed of these same clocks can also be changed as needed.

The main tool with which you influence your city is construction and landscaping. In addition, you are given the right to personally command certain services, such as the fire department (a dubious honor for the mayor...).

The cost of land is a key parameter that determines our income; it expresses the result of our struggle to meet the needs of city residents. Roughly speaking, the price of land rises from objects pleasing citizens - parks, stadiums, museums, attractions, from the general well-being of the city - and falls from all sorts of troubles, for example, an increase in crime, environmental pollution, noise, problems with transport, diseases, lack of educational institutions and so on. Moreover, the dependence does not boil down to the elementary “they added a stadium - everything got better”: the fans may be happy, but the population of the surrounding neighborhoods is not at all delighted with the invasion of tiffozi and loud “ole-ole-ole-ole!” at half past eleven at night!

In general, the task is not to build the necessary buildings in the right proportion, but to choose the right place for them. A prosperous city should have elite neighborhoods for prosperous citizens, decent residential suburbs, and even penniless slums...

Residents vary in their tastes and characteristics. Their main parameter is income, but there are others that will be discussed in due time. According to these characteristics, different residents need different conditions.

Everything is as always, but... a city is a somewhat more complex and interesting structure than a resort, a factory, or even a zoo with dinosaurs.

There is even an opinion - it is not confirmed, but also not refuted by facts - that some kind of programmatic criteria... of aesthetics have been introduced into the population. In other words, attention is also paid to the beauty of the quarter's layout. It is difficult to say whether this is so, and even if so, what do computer people understand by aesthetics; however, it can be said with a high degree of certainty that Citizens don't like it when all buildings are oriented the same way! Buttons 7 And 9 the numeric keypad allows you to rotate the structure; use them.

In fact, the game involves not one, but several cities. Having chosen a territory for development, you can build a city in each of its quadrants. It makes sense to specialize these settlements: create an industrial center, a cultural and educational center, create an agricultural region... It is very interesting to build neighboring policies with a friend and work out their interaction; The game allows this too.

Main problems of the city

We will talk about them in detail in the chapters dedicated to the corresponding buildings. For now, let's outline them in very general terms.

Residential, business and industrial areas. Everyone wants to live somewhere, most are even willing to work somewhere for it, and some are able to buy something with the money they earn. For this purpose, we are planning neighborhoods - residential, business (trade + offices) and industrial. Unlike municipal buildings - power plants, prisons, etc. - these houses are not built immediately, land is just allocated for them, and the buildings appear gradually, as clientele arrives.

Technical problems. From the very beginning of construction (if you are creating a city from scratch) you will need energy supply. Without electricity, even the beach does not work. You need to take care, firstly, of energy generation (that is, of a power plant), and secondly, of its transmission. Energy is transmitted freely between adjacent built-up areas, but if it needs to be transmitted through an empty area, then power lines will have to be built. Most power plants generate environmental pollution, thus creating an additional problem. In addition to electricity, buildings need water pipes. It wouldn't hurt to get rid of garbage.

Transport. Residents, sadly, do not want to jog to work, and therefore they need to be close to roads(live no further than 3 cells from her). Congestion of roads creates pollution and other problems. A large city also needs train stations, airports, etc.

Security issues. Just leave these dirty tenants alone for a minute - and they will immediately start getting sick, stealing, killing and forgetting to turn on the irons on their dress shirts. That’s why they need hospitals, fire brigades and cozy, comfortable police stations.

For the soul. Having eaten a hearty meal of bread, the city dweller burps satedly and demands spectacle. And he also does not want the pure and righteous lot of a laborer - he wants education, culture and generally something big and pure. You can live without it, you can never enjoy life!

Misfortune. They happen occasionally on their own, but can be called at your request and then heroically defeated by firefighters and police. Naturally, modest fires and tornadoes usually occur, but you are free to cause a meteorite to fall, a volcano to erupt, and even a robot attack (hmm, Godzilla from the old SimCity was cuter...).

buildings

Let's start listing everything that you can build in your virtual city. Some of these buildings are not built until you reach certain parameters - this will be stated in their description.

All buildings require some kind of fixed amount at the time of their construction, most also require monthly payments. All these figures will be given in the description of the buildings. Please note that in reality the cost of construction is usually a little higher: it takes into account the necessary landscaping work (leveling the site, etc.).

Please note that the building does not have to operate at full capacity. You can always open the building window using the button in the form of a question mark on the main panel, reduce his funding to the desired exit. At the beginning of the game, it is highly recommended to do this with most buildings: idling schools and power plants are quite capable of causing you to fly into the drain. However, this action is also not free: the restriction of funding concerns, in particular, repairs, and after some time the half-dead building may begin to fall apart.

Quarters

As mentioned above, we do not build up residential, commercial, business and industrial areas, but only mark them out. Well, the development depends on how attractive the place turns out to be: is there transport nearby, is the view from the window good...

All three types of neighborhoods are also divided by building density: low density costs 10 per unit, medium - 20, high - 50. But the meaning of their densities is different. For residential areas, low density is single-family houses, high density is skyscrapers; for commercial areas, low density corresponds, roughly speaking, to stalls, high density to supermarkets and office buildings; but for industrial, medium and high density are factories of different sizes, and low density is agriculture.

Electricity

The main problem with electricity: power plants pollute the environment. Some are stronger, others are weaker, but by unfortunate coincidence they are more expensive. Of course, you need to look not just at the price, but at the price/power output ratio. Please also note that small stations - wind turbines, although not so bad in this parameter, have another drawback: they take up a lot of space, and land is your main resource, moreover, it does not grow over time. In addition, “small” buildings are more vulnerable to fires and other disasters.

Larger environmentally friendly power plants with the same level of pollution and the same price per megawatt are certainly more efficient, but you will not have them right away, and by that time you will already need to have a developed energy grid. Of course, the “outdated” coal station can be demolished. And often players do exactly this: they start with “coal”, and at the first opportunity switch to nuclear fuel and, regardless of the costs, demolish the old equipment.

The development of commercial zones is noticeably lagging behind.

Power Lines. Price - 2, per month - 0.10 for each power line segment. At first glance, it may seem that if you install a power plant in the far corner of the map, everything will be fine; However, keep in mind that some energy is lost along power lines. And don’t forget that sooner or later the city may crawl to those distant lands...

Wind Power Plant. Price - 500, per month - 50, gives out 200 units. (MW) energy. What is most pleasant is that it does not harm the environment.

Gas Power Plant. Price - 9,000, per month - 400, gives out 3,000 units. energy. Less polluting than a coal or oil station. However, in comparison with them, the road is hopelessly expensive.

Coal Power Plant. Price - 10,000, per month - 250, produces 6,000 units. energy. The choice of a real man: this old smokehouse for pennies will pump up half the city with energy. Compare: a unit of energy per month costs almost four times less than gas! But the infection, beyond all measure, is just a world champion in this matter!

Oil Power Plant. Price - 17,000, per month - 600, produces 7,000 units. energy. Neither fish, nor meat, nor crayfish are suitable: a kilowatt is more than two times more expensive than coal, and although there is less dirt, it’s not too much.

The following types of power plants are not immediately available.

Solar Power Plant. Price - 30,000, per month - 1,000, produces 5,000 units. energy. Another completely harmless station, but, as you can easily see, it is not much more efficient than a wind turbine. In addition, it requires a mayoral rating of at least 55 and at least 3,000 residents of wealthy neighborhoods.

Nuclear Power Plant. Price - 40,000, per month - 3,000, produces 16,000 units. energy. In general, the same garbage, but, firstly, it uses space more efficiently, secondly, the requirements are different - at least 85,000 inhabitants and at least 25,000 units of energy consumption, and thirdly - everyone guessed it - it can explode . And then it won’t seem like enough.

Thermonuclear power plant (Hydrogen Power Plant). Price - 100,000, per month - 10,000, produces 50,000 units. energy. Requires residence in the city of at least 4,000 high-tech workers, as well as total energy consumption of at least 30,000 units.

Water

Most buildings need running water, just like electricity. Water can be transferred over a distance using underground pipelines (Water Pipe); unlike power lines, they do not take up space and do not create other side effects. Adjacent areas are connected by pipes without additional effort. The cost of laying one segment of a water pipeline is 11, maintenance per month costs 0.10.

As pumps and towers are placed, a blue “coverage area” is outlined around them. Try to ensure that the entire area is properly serviced, at least all somewhat respectable areas and all industry.

Water Tower. The simplest water supply system: at a cost of 50, it provides 2,400 cubic meters of water per month.

Water Pump. A slightly more cunning device: it costs 400, and gives 20,000 cubic meters of water per month. It’s worth building this one, because you don’t have enough space for dozens of towers.

Stands apart Water Treatment Plant. This expensive thing (15,000 for construction, 350 per month) produces only 2,400 cubic meters per month, but does not depend on water pollution. It is better to supply clean water to wealthy areas...

Garbage

People have a habit of shitting themselves, and there is no escaping this sad fact. Something needs to be done about the garbage. You can simply bury it: a landfill will cost you a pittance (50 at a time for each plot, 10 per month), but you can give up on this area: SimCity is not Russia, no one will want to live next to a heap of waste (even underground). Let’s not forget that as a city grows, waste does not decrease, but quite the opposite, and landfills fill up. But there is a more technologically advanced way:

Waste Power Plant. This wonderful thing not only gets rid of garbage, but also produces 5,000 units of electricity. Alas, all this does not come without cost: 25,000 for construction, 1,000 per month. In addition, the combustion process of waste does not ozone the air!

Recycling Center. A very useful structure that serves 20,000 residents and reduces the generation of waste in the entrusted territory by 20%. It costs 5,000 one time and 350 per month. In my opinion, it pays for itself, and even very much.

Safety

To protect against all misfortunes, a decent citizen needs: a fire department, a police station and a hospital. All these establishments exist in “large” and “small” versions; The “big one” has a wider range and a larger fleet of vehicles.

Note the triangle icon with an exclamation mark in the menu: it allows you to manually control the activities of the police and fire departments, which is highly recommended, at least during disasters.

Large and small police stations (Large, Small Police Station) keep crime in the serviced area from excessive growth and create an illusion of safety among residents. Large costs 800 and 250 per month, small - 250 and 125 per month. At the same time, the big one owns 4 cars and has “apartments” for 50 violators, while the small one has these figures twice as low.

Prison (City Jail) necessary for the normal functioning of precincts in any large city: after all, only every little thing should remain in the precinct, and serious criminals should be transferred further. Price - 2500, 150 per month. Contains up to 1000 prisoners; if you need it in the city second prison, then something is very wrong in your city...

Large and small fire stations (Large, Small Fire Station) designed, as you might guess, to fight fire. The price is the same as for police stations, but the large one contains only 2 cars, and the small one - one (and not a single prisoner...). Please note that you control the activities of the brave firefighters yourself, giving them the order to extinguish this or that structure.

Medical Clinic takes care of the medical care of 500 patients, demanding 400 at a time and the same monthly.

Hospital (Large Medical Center)- an improved version of the same, price - 1100 and 1200, respectively, capacity - as many as 3,000 patients. In general, this is a rare case when the price/quality ratio improves dramatically.

For large (>58,000 inhabitants), wealthy cities with a mayor rating of at least 45, another medical building is available.

Disease Research Lab increases the life expectancy of city residents. At the same time, as you might guess, they experience deep satisfaction, not to mention the fact that they pay taxes longer...

Transport

Solving the problem of energy supply or police protection is much easier than dealing with transport problems. They tend to remain sick for any city.

First of all, the road should pass no further than 3 cells from any housing, otherwise no one will settle “that far away.” On the other hand, the road creates pollution and noise, and their excessive concentration does not please anyone.

Further, not all residents are so eager to travel in private cars. The neighborhood will become much more popular if a bus starts going there. However, each bus stop costs 150 and 5 per month, which is not so little. Passenger traffic of 1000 passengers per month passes through it.

The roads themselves come in several types. Regular (roads) - with good coverage, allowing acceleration - cost 10 at a time and 0.10 monthly for each cell; streets cost half as much, but you won’t get decent speed on them. Therefore, the typical structure is as follows: a central road, on either side of it there are blocks and streets leading to this road. In general, just like in life...

The road, among other things, creates a lot of noise, and it is in no way advisable to drive them too thickly.

There is also a particularly “advanced” road - a highway. Having such a highway connecting with nearby cities is a matter of honor and prestige, but don’t even think about using it for intracity travel. Not only is it noisy and smells wildly, but it also costs as much as 600 (!!) coins per cell. And I don’t even want to say how much highway interchanges – “clover leaves” – cost, so as not to upset.

But transport is not limited to automobiles. The railway has a much greater throughput capacity - at least in terms of cargo. Its installation is even somewhat cheaper than a conventional road (8), but it is very noisy. It makes sense to run 2-3 railways around the city to connect distant areas of the city, and, of course, connect them with neighboring settlements. People love to ride the train...

The center is starting to come to life...

Please note that in order to use the railway, it must also have stations. Passenger Train Station can be built for a hundred, requires 10 coins per month and serves 2 thousand passengers.

You can - and should - build on the same line Freight Train Station, with the help of which goods will be transferred. They should be installed mainly in industrial areas.

As you can see, the railway is even slightly cheaper than the bus supply; why shouldn’t we replace roads everywhere with it? Yes, because personal handcars, unlike cars, are still rare, and not everyone is comfortable traveling by train.

In a large, developed city, it would be right to build not a railway, but metro (Subway). This is an ideal transport in all respects: it does not make noise, does not pollute, and due to its high regularity it maintains a large passenger flow. However, tunneling costs a pretty penny: 150 per cell, and this prestigious solution should be left to the megacities. Another minor drawback is the lack of cargo transportation.

The apotheosis of freight transport - seaport (International Sea Port). It is relatively cheap: 10,000 for construction, 300 per month - and 4,000 tons of cargo are sent and arrived there every month. For a developed industry, this is a very valuable matter.

Well, passengers in a big city, of course, need an airport. This type of transport is presented in the game. There are three types of air terminals - from a “simple” runway (20,000 at once, 700 per month, 10,200 passengers) to a municipal airfield (35,000, 1,225, 28,800 passengers) and even an international airport (50,000, 1,750, 70,000). But this “indulgence,” of course, is only affordable by wealthy communities. The airport is one of the necessary links to ensure tourism business. But, I hope, there is no need to explain that due to the level of noise and pollution, the airport cannot be placed close to human habitation.

Culture and education

Residents of our city differ not only in income, but also in level of education. This greatly affects, for example, the set of available buildings, the efficiency of production... Even the crime rate is somewhat reduced among well-educated residents (maybe they just learn not to get caught?). And, of course, confidence in you grows: all “cultural” buildings, in addition to attracting tourists, also delight the indigenous inhabitants of the city.

Educational buildings, as a rule, are inexpensive, but they cost a tidy sum every month: you see, in the West it is customary to pay teachers well...

First of all, the child must be taught the basics. For this there is elementary school Its price is 300, and a month it eats as much as 400. It has 500 students. When building it, pay attention to the range of the school bus, and do not forget to build a decent road to it...

High School- the next educational authority. Its bookmark costs 1050, per month - 750, and there are 750 students studying there. If every child, without exception, needs primary school, then secondary school, in principle, is not for everyone - but for the majority.

College provides education for semi-skilled workers. It costs the city 3,000 and 1,000 per month and teaches 7,000 students. Without it, education will stagnate at a level that precludes the development of serious industry.

University- a luxury that not every city can afford. Not only does it require 12,000 coins and 1,500 per month, and besides, it takes up a colossal area; it can be founded in a city of at least 15 thousand with 95% school education and a mayor rating of at least 42. But in fact, only after its foundation do you begin to develop high technologies, so every mayor should strive to open a university.

A special establishment private school, will not cost you a penny, since they teach there not at the expense of the municipality. In addition to education, it plays another very important role: the “center of crystallization” of the wealthy population. Those who can afford private education try to settle closer to such a school, and it makes a very significant contribution to the structuring of the city. In fact, this is an award building, although it belongs to the educational sphere.

Functions libraries (Local Branch Library) are not quite common for a computer game, but they correspond to reality. It is needed so that educated adults do not reduce their qualifications. It costs 1,000 and 250 per month and contains 30 thousand books. If you are already engaged in developing the educational level in your city, do not forget about libraries, otherwise a fair portion of the money will be wasted.

City Museum increases the level of culture and the attractiveness of the city for tourists, and also brings in some income through exhibitions. It costs 1500 and 450 per month.

As culture grows in the city, new building options appear:

Major Art Museum available if there are at least four museums, 12 thousand residents of the wealthy and middle classes and the mayor's rating is at least 45. It costs 13,000, but costs only 90 per month and itself serves as a source of income.

Main Library improves the efficiency of all city libraries; it requires at least 5 regular libraries, a rating of 37 and a population of at least 34 thousand people.

Recreation areas

Every true miser is heartbroken to waste the usable area of ​​the city, not to mention hard-earned money on parks, gardens, public gardens and other furnishings that do not bring in a penny of income. However, they add very significant value to the surrounding area and must be planned for from the outset.

There is no point in listing all these buildings: there are too many of them, and among them there are enough homogeneous ones (like different types of park landscapes).

Recreation areas can be divided into several categories.

The first will include gardens, parks, gazebos and other similar establishments: they improve the quality nearest neighborhoods, reduce pollution and cost pennies. Keep in mind that not only do they not require electricity (although they do require running water!), but they also do not “conduct current” through themselves, i.e. the park strip does not transmit power supply to the other side. Standing apart among these buildings is playground, which is worth having in the amount of 1 per district. Also stands out beach, a very useful thing, although it is quite difficult to install correctly at the border of land and water.

The second includes football fields, basketball courts, tennis courts and other places of active recreation. They are extremely pleasing to young people and, by the way, reduce crime (hehe); however, it is better that such a thing is not directly under the windows. A ball hitting a window causes attacks of irritability even among quiet pensioners. The most popular way to work with them is to install them in the middle of a large park or slightly out of the way. Some people prefer to create entire “sports areas”, but this, in my opinion, does not pay off.

Stadiums should not be confused with sports grounds. They hold competitions of a serious level, attracting a lot of spectators. This has a very positive effect on both tourism and the mood of the population... categorically excluding those who are unlucky enough to live nearby. Fans are damn unpleasant neighbors for the “civilian population”, and in terms of noise, the stadium drowns out all other human inventions. It is better to place it somewhere among parks on the outskirts, of course, connecting it to the city with a decent road.

The more educated your city is, the greater the effect cultural entertainment venues, such as theaters, have on the population. In addition, such buildings contribute to the development of tourism.

Finally, objects intended exclusively for tourists stand apart. Perhaps they should be attributed rather to the next chapter - attractions, but there we will talk about unique, personalized buildings.

Many recreational buildings are classified as awards and are not given immediately - see the corresponding chapter.

Attractions

What is a city without attractions? So, some kind of village. And there is no need to poke our noses in our local history museum, four parks and the university, the oldest in the Nizhny Khryukinsky district. Tourists want to see something unique that is worth traveling distances to see. And tourists mean money and honor.

Of course, these joys of life will be needed far not right away: they cost a pretty penny (the cheapest costs 30,000, and the typical price is 50-70 thousand) and do not bring immediate profit. Tourist values ​​pay off in a fairly developed city. However, your signature decoration should be placed in a decent location, and it's probably worth planning an area for it right away.

There are a lot of options: from the Sphinx to the “Hollywood” sign, from Hagia Sophia (aka the Church of St. Sophia) to Alcatraz prison, from the Tower and Big Ben to Independence Hall in Philadelphia. Choose to taste...

Reward Buildings

These establishments can be built, as a rule, in the singular - with a special permit, which comes only to successful mayors in recognition of their merits.

The line between regular and award buildings is fuzzy: some of the buildings listed above - such as a private school, an art museum, or a "tourist attraction" - can also be considered "award".

Would you, gentlemen, take the right to build in your city as a reward... Toxic Waste Dump? Something tells me it's unlikely. Meanwhile, for the mayor this is a reward: for storing this dirty trick he receives a round sum (400 monthly!). I would also like to convince the population that this is what tigers love above all else...

Similar story - with Missile Base, Army Base And Federal Prison. For the unpleasant duty of keeping these joys at home, an income is paid monthly: 450 for missiles, 350 for soldiers, 250 for prison. True, the prison helps a little to support its own prisoners, but otherwise they are nothing but trouble. And at the test site, something can also go wrong... If you take all this stuff, then build it somewhere far, far away.

Similar in effect casino, which transfers a lot to the budget, but attracts all sorts of undesirable persons and thus violates law and order, and also scares residents.

Many other buildings in this category, on the contrary, pacify the population. These include entertainment facilities - Zoo (City Zoo), TV station, radio station, film studio (Movies Studio) and others, as well as places of worship that put residents in a thoughtful and calm mood: temple (Worship Center) And cemetery.

Great Exhibition (State Fair), in addition to the above effect, also stimulates new technical achievements, i.e. encourages the development of industrial zones throughout the city. One of the most useful buildings...

Another broad category is establishments prestigious(remember in the education section we had a private school?). They cost nothing to maintain, but encourage the wealthy population to purchase housing nearby. This is, for example, Mayor's House and diverse series mayor statues in all types and angles (what did these strange rich people see in her?!).

Country Club- from the same series, but - not for free, poorer people shun the fun entertainment of the regulars there. However, it’s better for a wealthy neighborhood to remain on the outskirts.

Resort Hotel puts the finishing touches on turning your city into a tourist destination. Be sure to place it as close as possible to attractions and the sea, and, of course, away from factories.

Courthouse Not in every city; for some reason, prison is much more common. When news of the court's construction spreads, the police departments begin to act with increased zeal, and the criminal elements immediately turn on the ovens and begin drying crackers.

Research Center- once it appears, the high-tech industry begins to grow rapidly. Some time after this, it is worth starting a campaign to gradually replace outdated neighborhoods with more efficient ones. Convention Center has a similar effect.

Stock Exchange And bureaucratic center commercial areas are similarly stimulated.

And finally City Hall improves the attitude towards the mayor in all respects, improves tax collection and the work of city services. In general, the world immediately becomes a better place, and the grass becomes greener. One of the most powerful buildings, whatever one may say...

Strategy and tactics

They play SimCity like this: they build the first objects, find out what the residents lack, build it, look again at what the residents need, add buildings, the city grows...

Yes, this is the method that is best suited... for Tetris. Well, it's a little out of place in SimCity. Being in a constant struggle with difficulties, you can win, but in the end your settlement will not be a city, but... how should I say... a populated area. The inhabitants will settle there out of fear that if they don't, you'll come up with something worse. In general, you can survive, but a real city planner doesn’t do that.

Strategy is planning. Even before the first bulldozer plunges its bucket into the virgin soil of the region allocated to you, you must know in advance not only what is to be built right now, but also where the business, tourist, industrial center will be located, where there will be expensive neighborhoods, where - cheap... You can’t build a city “in one go”, and you will still have to demolish something, but at least they won’t say about your city like Famusov did about Moscow in the 19th century:

The fire contributed a lot to her decoration!

Where does the homeland begin?

The opening is one of the most difficult phases of the game, and the main thing in it is not to rush. The 100 thousand allocated to you at the start is far from Eldorado, and if from the very beginning you build all the basic infrastructure that we talked about in the previous chapter - police, bus lines, etc. - then you will burn out, and most importantly offensive, not immediately, but a little later - when you become convinced that the costs of maintaining all this luxury far exceed the amount that the first settlers are willing to pay into the city treasury.

The theater begins with a coat rack, the city with a power plant and water supply. The power plant is usually coal-fired at first, although there is a school of thought that favors gas. But, in my opinion, at first costs are more important than air purity. Subsequently, when you are firmly on your feet, you, of course, will tear down the “stinker” and put something more decent in its place. Water will be provided by the most ordinary, proletarian water tower.

As you might imagine, this section of the city will not be the cleanest or nicest; therefore, there is no need to locate your first buildings on a picturesque seashore. Choose an area that is not entirely remote, but still a fair distance from the best lands.

At first, you constantly monitor the level of energy generated by the station and, as necessary, reduce its funding. You do the same with other buildings that work “to excess” (especially with the school. What a pity that our rulers also realized this!). This should not continue for long, otherwise you will face the problem of destruction of buildings, but at first it is necessary: ​​there are “no” taxes, and monthly expenses can quickly eat up your starting amount.

Once electricity and water are available, plan the first residential, commercial and industrial areas. The ratio of these three types of areas in number: 4:1:3 (at this stage; later leveled out to approximately 3:2:3). All of them, of course, must initially have a minimum density (for industry this means “medium”; small means farms). They will begin to be populated almost immediately... and then complaints about transport will begin.

At first, transport is organized like this: one central artery is a decent road, and the adjacent sections are streets. Of course, no railways, etc. (except when there is already a thriving city nearby: then you can must connect them by rail as soon as possible And motorway).

Only after life in the neighborhoods has begun to develop do you add infrastructure: first the police and hospital, then the school, and lastly the firefighters. The turn will come to colleges, parks, etc.; Let this goodness begin to pay off for now. However, you can build a small and simple park in the middle of a residential area. And in any case, in advance plan places for all this.

As soon as the first taxes go to the treasury, raise the tax rate a little, by about one percent. A little later you will return to the original state.

A popular method of planning a city in the early stages is the so-called “block” layout: elongated rectangles of buildings are closed at narrow ends, leaving cavities inside. The city is not yet so large that the range of, say, one fire station is not enough for everyone...

"And I am a mechanical robot..."

By the way, this infrastructure - police, firefighters - serves as an excellent buffer between the industrial zone and residential areas. They themselves do not stain the surrounding area, and a policeman will not refuse to go to work just because the office window has a view of an industrial waste dump... In addition, it is very useful to “plant” these buildings on the central highway of your “embryo city” . But in any case, don't expect that your original residential areas will ever bring in large profits: accept the fact that there will be cheap houses here. It is better to develop an industrial center + cheap houses and offices around the starting point, and move the more expensive part to the side, away from the smoke.

With further development, wait until taxes replenish the treasury.

In general, do not try to immediately satisfy all the demands that this absurd public - the townspeople - puts before you. Everything is never enough for them. Just try to ensure that satisfaction with the basic parameters of the city (see the information panel that is displayed at the bottom of the screen in mayor mode) does not go off scale.

Patience!

One of the fashionable concepts of the city is a “binuclear” city, that is, of two parts connected by long highways. One, of course, is industrial, the other is residential. This method is not bad, but you just need to not overdo it with the length of the connecting section: keep in mind that transport costs affect the efficiency of industrial taxes in a very serious way. And if possible, provide the “front” city with a separate, fancy power plant - usually a solar station.

Of course, with this method, all buildings associated with dirt and noise - a port, for example - go to an industrial city. Don't forget to provide the area with strong fire protection.

An alternative method is the administrative building connection buffer. The fact is that most of them don’t care whether it’s smoky or not, and even the university, oddly enough, has nothing against being next to the plant.

Commercial zones are growing the slowest. Until your residential and industrial areas begin confident master maximum density, don’t even think about high commercial density. Its development should lag behind everything else, this is natural.

You don’t have to deal with garbage seriously right away, but by this point you normally don’t have the money for advanced cleaning products. In other words, we cannot do without a landfill. Let it be in the very, very nasty corner of the map, no matter - let the garbage men ride around.

When there is enough money, this is a sure sign that something will soon catch fire or sink. So don't spend everything on luxury, take care of a decent number of firefighters...

Finally, a recommendation: read carefully those wonderful messages that come from the game. They are really funny, even the ones that go on while the zone is loading (if you think the game Indeed does everything it claims...).

Do you want to receive the proud nickname of the Prince of Darkness?

It's simple.

Let some of the houses sit without electricity - and grateful residents will give you this title!

When planning a new city, the first step is to find out what resources are available in a certain area. Data layers will help you with this. Then you need to decide what type of city you will build. Various natural resources allow you to earn extra Simoleons, and a look at the land value map will show you where people with average and high incomes prefer to live - if, of course, you pay due attention to these areas (we'll talk more about this later). Consider the direction of the wind if you do not want polluted air from factory chimneys to spread throughout the city, adversely affecting the health of residents. Build industrial areas so that the wind carries the smoke away from the city.

When creating roads, make every Simoleon count and try to shorten the distances, especially if this is your first city. Remember: new residents will need water, power and sewer, and you must think ahead about where landfills and treatment systems will be located, as well as the thriving businesses you intend to build. Special buildings (universities, shopping centers, gambling establishments, etc.) also have both positive and negative impacts on surrounding areas. Their construction may require several separate buildings or modules, and when planning, try to choose places for them where they will bring maximum benefit and the harm from them will be minimized. When the general plan of the city is ready, move on to building roads.

No city exists in a vacuum. When creating a new city, it is necessary to connect it with a road to a highway - otherwise where will the townspeople come from? You can use any type of road, but I prefer a medium-density boulevard as the main street of a new city. Buildings can be built on this street, plus it can be improved by adding an additional lane and even a monorail. Such roads are expensive, so for other streets it is better to choose two-lane roads or even country roads to cover a larger area with minimal cost.

Depending on the type of city chosen, you can either build a road to the source of resources, or build a ring road around the city to ensure free movement of citizens. After building a few blocks, you can begin to place different areas so that residents can start working and paying taxes to the budget. A growing city attracts low-income newcomers who dream of making it big in a new city, but if you don't provide for their basic needs, they may seek a better life elsewhere. If you miscalculate your planning, you can take out a loan to cover the costs of basic services. Credit is a great tool if used wisely. But payments for it can become a heavy burden for the budget of a young city, so at first you should carefully consider all expenses and income.

As the city grows, I will have to think about building density and traffic flows. Most likely, some two-lane roads could be torn down to make way for buildings, and others could be improved to make it possible to build apartment buildings. Keep in mind that high-density buildings will sooner or later appear on high streets, and you will have to deal with public transport and a whole range of special services, the need for which will increase sharply. Hopefully you've got a basic understanding of how to plan new cities in SimCity. With a little experimentation, you can create great cities without any problems.

SimCity: Future Cities(SimCity: Cities of Tomorrow) - a large, full-fledged add-on to the original game. The new addition will take us decades into the future, allowing us to see what our cities can become in the future. You can follow the path of developing environmentally friendly technologies into a green, beautiful world where human buildings coexist with parks and clean waters, or you can prefer the more aggressive, but more profitable path offered by the “evil” corporation OmegaCo. But it depends only on the mayor himself, that is, on you, what your city will become.

The Future Cities expansion includes new regions, resident specialties, new buildings and technologies, as well as special situations, missions and natural disasters. Among the new disasters and situations, there is something very unusual - an attack by giant robots, which is only possible in technologically advanced regions.

The addon will allow you to seriously change the face of your city, and objects and the environment will change right before your eyes, as soon as you discover a new technology or build a special building that affects everything else. Gradually, the city becomes more and more similar to what we saw in films such as Blade Runner or Star Trek, it represents a kind of synthesis of various futuristic fantasies. Bright neon lights, huge skyscrapers stretching ever higher, suspended roads at great distances above the ground, maglev trains, new types of transport, thermonuclear reactors that supply the entire city with energy. You look at all this as if spellbound, and you really are transported with your thoughts into the future, you feel its atmosphere. The game still has an important quality - it is addictive, and at first the shortcomings are not at all noticeable, you forget about them, captivated by the excellent view and carried away by the process of construction and transformation. But, unfortunately, there are many shortcomings here. And at some point they obsessively ask for your attention.

As mentioned in the early trailers, we got two corporations representing different sides, dissimilar development paths: The Academy and OmegaCo. Each of them, of course, has its own advantages, but even outwardly they are very different. OmegaCo is more concerned with making a net profit and will not look at various sacrifices, air pollution, and uses more cheap labor. In such a city, there are seemingly demonic red lights, there are no trees around, everything is built up with factories, industry is highly developed, and many natural resources are mined. The Academy is much nicer to look at, with its clean, shiny towers, neon signs, and neat parks. Everywhere here trees, air and water are purified; there is a special technology for getting rid of garbage.

You can buy the SimCity: Cities of Tomorrow add-on by going through

The main change in the city concerns high-rise buildings, new skyscrapers, which are many times larger than ordinary ones. The fact is that these towers grow not in width, but in height. And you gradually build new levels, which can be very different. One floor may be occupied by residential premises, another by shops, and the next may have some utilitarian, practical purpose. Level 8 has a special purpose and gives large bonuses to the entire region. These towers are like an independent, small city; at various levels there can be parking, a park, shops, and schools. You can assign each of the towers to one specialization or combine different types of levels depending on the need. In addition, the towers are connected to each other by beautiful, high bridges. New sources of energy are now at your service, including solar, as well as robots, drones, computer-controlled machines that themselves collect garbage, monitor safety, catch criminals, and take care of the health and well-being of the population. Just like in some science fiction novels.

In general, we have already seen a similar division into two opposing corporations, almost according to the same principles, in another economic simulator about the future - (). If we compare, even visually some objects are very similar. But if everything worked flawlessly there almost immediately, then even SimCity itself at the time of the release of this add-on could not get rid of all its problems, although a lot of time had passed since the start of sales. As we remember, users mainly complained about the very limited, small sizes of cities, but they wanted more freedom for imagination and experimentation. Moreover, the constant connection to the Internet and various bugs and freezes associated with this irritated many. But Maxis did not heed the requests of customers, and the addon also requires a constant connection, and as for the restrictions on the size of the city, they remained the same here too. And if in the original you could build specialized cities, using this path only as one of the possible strategies, then here you almost certainly cannot do without division. You will have to plan in advance what each city from which you will take money will do. New buildings will require more energy, which means that power plants, reactors, solar panels and other objects that provide it will need to be built somewhere. People will ask for churches, new jobs, hospitals. And their level of happiness and population growth, the number of visitors, will depend on this. There are also quite original, non-standard tasks. A special role is given to futuristic buildings; the level of “futurization” is monitored separately.

However, it turns out that satisfying the population is not so difficult, even at times too simple. Most of the things here are intuitive, everything is perfectly translated, and the game itself constantly unobtrusively tells you what to do next. For each case, there is a guide explaining what new buildings are for and their types. It’s still just as convenient to plan where to build houses here. Rulers and markings are always at hand. You can see what the building develops into next, there is a choice of different options for roads, avenues, many small details vary. The problems become greater when your buildings grow many stories high. This is where some strange things begin, so familiar from . For some reason, people from one level cannot get to the store on the next one, there are reports that there are no students in schools, although they are completely full, statistics sometimes provide absurd and strange figures that do not correspond to the parameters of the buildings. What is happening inside the tower is an absolute mystery. The school bus behaves incomprehensibly, constantly cutting in circles. People have at least learned to interact with each other, but they can suddenly begin to behave inappropriately. And many other flaws can ruin the fun of the game.