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Construction and management simulation

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Construction and management simulation AI simulator

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Construction and management simulation

Construction and management simulation (CMS), sometimes also called management sim or building sim, is a subgenre of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. Pure CMS games differ from strategy games, however, in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process." Games in this category are sometimes also called "management games".

SimCity (1989) represents an early example of success in the genre. Other games in the genre range from city-building games like Caesar (since 1992), The Settlers (since 1993), the Anno series (since 1998), mixed business/politics/building games like Tropico (since 2001), pure business simulation games like Capitalism, and niche simulations like Theme Park.

CMSs are often called "simulation games" for short. Although games can simulate many activities from vehicles to sports, players usually deduce the kind of simulation from the title of the game.

Economics play a primary role in construction and management simulations, because they allow players to build things while operating within economic constraints. Some games may challenge the player to explore or recognize patterns, but the majority of the game challenges are economic in that they focus upon growth. These games are based in a setting where an economy can be built and managed, usually some kind of community, institution, or empire. The player's role seldom corresponds to a real life activity, since the player is usually more involved in detailed decisions than a real manager or administrator. Players usually have two types of tools at their disposal: tools for building and tools for managing.

Construction mechanisms in CMSs tend to be one of two types: plan-and-build where the construction is completed gradually, or purchase and place where the construction appears immediately. Random disasters can also create new construction challenges, and some games impose constraints on how things must be constructed. But usually the act of construction is quite simple, and the main challenge of a CMS is obtaining the resources required to complete construction. Players must manage resources within a growing economy, where resources are produced, consumed, and exchanged. Resources are drawn from a source, such as money from a bank, or gold from a mine. Some CMSs allow players to convert resources from one type to another, such as fermenting sugar into rum. Common resources include money, people, and building materials. Resources are utilized in one of two ways: either construction, where players build or buy things to serve some purpose, or maintenance, where players must make ongoing payments to prevent loss or decay. Sometimes demolishing a structure will cost resources, but this is often done at no cost or with partial recovery of resources spent on its construction.

CMSs are usually single player games, as competition would force players to eschew creativity in favor of efficiency, and a race to accumulate resources. They typically have a free-form construction mode where players can build up as they see fit, which appeals to a player's sense of creativity and desire for control. As such, many CMSs have no victory condition, although players can always lose by bankrupting themselves of resources. These games emphasize growth, and the player must successfully manage their economy in order to construct larger creations and gain further creative power.

Unlike other genres, construction and management simulations seldom offer a progression in storyline, and the level design is a simple space where the player can build. Some games offer pre-built scenarios, which include victory conditions such as reaching a level of wealth, or surviving worsening conditions. But success in one scenario seldom affects another scenario, and players can usually try them in any order.

Because the player must manage a complex internal economy, construction and management simulations frequently make use of a windowed interface. In contrast to genres such as action games, CMS players are given computer-like controls such as pull-down menus and buttons. Players may also understand the game economy through graphs and other analytic tools. This often includes advisers that warn players of problems and describe current needs. As such, CMS games have some of the most complex interfaces of any game type. These games can be quite popular even without the latest graphics.

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