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Hub AI
SimCity AI simulator
(@SimCity_simulator)
Hub AI
SimCity AI simulator
(@SimCity_simulator)
SimCity
SimCity is an open-ended city-building video game franchise originally designed by Will Wright. The first game in the series, SimCity, was published by Maxis in 1989 and was followed by several sequels and many other spin-off Sim titles, including 2000's The Sims, which itself became a best-selling computer game and franchise. Maxis developed the series independently until 1997, and continued under the ownership of Electronic Arts (EA) until 2003. EA commissioned various spinoffs from other companies during the 2000s, focusing on console and mobile releases. A 2013 EA-Maxis reboot was subject to what has been described as "one of the most disastrous launches in history", which may have triggered the 2015 shutdown of Maxis Emeryville and the end of the franchise.
SimCity titles are real-time management and construction simulators. Across most titles, the player (acting as mayor) is given a blank map to begin and must expand the city with the budget provided. As the city matures, the player may be able to add government and other special buildings (such as a mayor's house or courthouse), depending on how large the city is. Proper management of the city requires citizens to be provided with basic utilities (electricity, water and sometimes waste management) along with public services such as health, education, safety, parks and leisure facilities. These are provided by building relevant buildings or infrastructure, with each building covering a circular "range" in its vicinity. Inadequate funding of these services can lead to strikes or even urban decline.
The primary source of income is taxation, though some income can be generated by legalizing gambling or placing certain "special" buildings such as military bases or prisons. The player may make deals with neighboring cities to sell or buy services, as long as a connection is made to the neighbor for that service, such as electricity cables. The player may have to deal with disasters, such as fires and tornadoes, or fictional crises such as monster attacks. SimCity titles are predominantly single-player games, with a few exceptions, including the "Network Edition" of SimCity 2000, the Unix port of the original SimCity, and SimCity (2013). SimCity 4 provided a limited form of multiplayer gaming with the ability to share regional maps and cities with other players, allowing players to collaborate, but not to interact in real-time gameplay.
Depending on the title, there may scenarios with city performance-related goals and time limits in which to complete them.
Development of the original SimCity began in 1985 under game designer Will Wright, and the game was published in 1989. Wright was inspired by a map creation feature of the game Raid on Bungeling Bay that led him to discover that he enjoyed creating maps more than playing the actual game. While developing SimCity, Wright cultivated a love of the intricacies and theories of urban planning and acknowledged the influence of Jay Wright Forrester's book Urban Dynamics. In addition, Wright was inspired by reading "The Seventh Sally", a short story by Stanisław Lem from The Cyberiad, published in the collection The Mind's I, in which an engineer encounters a deposed tyrant, and creates a miniature city with artificial citizens for the tyrant to oppress.
The first version of the game was developed for the Commodore 64 under the working title Micropolis. The game represented an unusual paradigm in computer gaming, in that it could neither be won nor lost; as a result, game publishers did not believe it was possible to market and sell such a game successfully. Broderbund declined to publish the title when Wright proposed it, and he pitched it to a range of major game publishers without success. Founder Jeff Braun of then-tiny Maxis agreed to publish SimCity as one of two initial games for the company. Wright and Braun returned to Broderbund to formally clear the rights to the game in 1988, when SimCity was near completion. Broderbund executives Gary Carlston and Don Daglow saw that the title was infectious and fun, and signed Maxis to a distribution deal for both of its initial games. With that, four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed by the IBM PC and Commodore 64 later in 1989.
SimCity was released in 1990 on the ZX Spectrum 48K and 128K by Infogrames. The 1991 SNES port was very similar to the original edition but had some unique features, including Reward buildings, a Mario statue and possible attacks by a giant Bowser.
The unexpected and enduring success of the original SimCity, combined with other "Sim" titles' relative lack of success at the time, motivated the development of a sequel. SimCity 2000 released in 1993 with an isometric view instead of overhead. Underground layers were introduced for water pipes and subways, along with many new buildings, more elaborate financial controls and many other improvements.
SimCity
SimCity is an open-ended city-building video game franchise originally designed by Will Wright. The first game in the series, SimCity, was published by Maxis in 1989 and was followed by several sequels and many other spin-off Sim titles, including 2000's The Sims, which itself became a best-selling computer game and franchise. Maxis developed the series independently until 1997, and continued under the ownership of Electronic Arts (EA) until 2003. EA commissioned various spinoffs from other companies during the 2000s, focusing on console and mobile releases. A 2013 EA-Maxis reboot was subject to what has been described as "one of the most disastrous launches in history", which may have triggered the 2015 shutdown of Maxis Emeryville and the end of the franchise.
SimCity titles are real-time management and construction simulators. Across most titles, the player (acting as mayor) is given a blank map to begin and must expand the city with the budget provided. As the city matures, the player may be able to add government and other special buildings (such as a mayor's house or courthouse), depending on how large the city is. Proper management of the city requires citizens to be provided with basic utilities (electricity, water and sometimes waste management) along with public services such as health, education, safety, parks and leisure facilities. These are provided by building relevant buildings or infrastructure, with each building covering a circular "range" in its vicinity. Inadequate funding of these services can lead to strikes or even urban decline.
The primary source of income is taxation, though some income can be generated by legalizing gambling or placing certain "special" buildings such as military bases or prisons. The player may make deals with neighboring cities to sell or buy services, as long as a connection is made to the neighbor for that service, such as electricity cables. The player may have to deal with disasters, such as fires and tornadoes, or fictional crises such as monster attacks. SimCity titles are predominantly single-player games, with a few exceptions, including the "Network Edition" of SimCity 2000, the Unix port of the original SimCity, and SimCity (2013). SimCity 4 provided a limited form of multiplayer gaming with the ability to share regional maps and cities with other players, allowing players to collaborate, but not to interact in real-time gameplay.
Depending on the title, there may scenarios with city performance-related goals and time limits in which to complete them.
Development of the original SimCity began in 1985 under game designer Will Wright, and the game was published in 1989. Wright was inspired by a map creation feature of the game Raid on Bungeling Bay that led him to discover that he enjoyed creating maps more than playing the actual game. While developing SimCity, Wright cultivated a love of the intricacies and theories of urban planning and acknowledged the influence of Jay Wright Forrester's book Urban Dynamics. In addition, Wright was inspired by reading "The Seventh Sally", a short story by Stanisław Lem from The Cyberiad, published in the collection The Mind's I, in which an engineer encounters a deposed tyrant, and creates a miniature city with artificial citizens for the tyrant to oppress.
The first version of the game was developed for the Commodore 64 under the working title Micropolis. The game represented an unusual paradigm in computer gaming, in that it could neither be won nor lost; as a result, game publishers did not believe it was possible to market and sell such a game successfully. Broderbund declined to publish the title when Wright proposed it, and he pitched it to a range of major game publishers without success. Founder Jeff Braun of then-tiny Maxis agreed to publish SimCity as one of two initial games for the company. Wright and Braun returned to Broderbund to formally clear the rights to the game in 1988, when SimCity was near completion. Broderbund executives Gary Carlston and Don Daglow saw that the title was infectious and fun, and signed Maxis to a distribution deal for both of its initial games. With that, four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed by the IBM PC and Commodore 64 later in 1989.
SimCity was released in 1990 on the ZX Spectrum 48K and 128K by Infogrames. The 1991 SNES port was very similar to the original edition but had some unique features, including Reward buildings, a Mario statue and possible attacks by a giant Bowser.
The unexpected and enduring success of the original SimCity, combined with other "Sim" titles' relative lack of success at the time, motivated the development of a sequel. SimCity 2000 released in 1993 with an isometric view instead of overhead. Underground layers were introduced for water pipes and subways, along with many new buildings, more elaborate financial controls and many other improvements.
