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.[1] Maxis developed the series independently until 1997, and continued under the ownership of Electronic Arts 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.[2][3]

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.


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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 neighbouring cities to sell or buy services, as long as a connection is made to the neighbour 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).[4] 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.[5][6][7]

Development of the original SimCity began in 1985 under game designer Will Wright, and the game was published in 1989.[8] 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.[9] While developing SimCity, Wright cultivated a love of the intricacies and theories of urban planning[10] and acknowledges the influence of Jay Wright Forrester's book Urban Dynamics.[11][12] In addition, Wright was inspired by reading "The Seventh Sally", a short story by Stanisaw 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.[13]

Maxis was purchased by Electronic Arts in 1997, and the company would gain control of the SimCity brand. Will Wright continued to work at the company, moving on to work on The Sims, with development on future SimCity titles being led by other Maxis staff such as Christine McGavran. The next title, SimCity 3000 was released in 1999. It introduced many features, including waste management, agriculture, business deals and expanded inter-city relations. The game maintained the pseudo-isometric dimetric perspective of its predecessor, though the landscape became more complex and colorful.[6]

The Japanese exclusive SimCity 64 was released in 2000 and featured the ability to view the city at night, pedestrian level free-roaming, and individual road vehicles and pedestrians (which could only be seen while in the free-roaming mode). Cities in the game were also presented in 3D hybrid graphics, a first for the franchise.[citation needed]

SimCity 4 was released on January 14, 2003. Among various changes, cities were now located in regions, which were divided into individual segments. Each region represents the metropolitan area of a city, while individual segment maps represented districts.[18] The zoning system was updated, and buildings were classified into several wealth levels, types, and building size stages, which were affected by the region's population and condition. Urban decay and gentrification were simulated with buildings deteriorating or improving accordingly. Residents and neighbourhoods were transferrable between SimCity 4 and The Sims 2.[19]

SimCity DS, a heavily modified version of SimCity 3000, was released that year. The game made use of the handheld's dual screen to display additional interfaces at once. System specific features were prominent, such as the microphone, which was used to blow out fires, and the touch screen, which was used to control the interface.[25] A 2008 sequel introduced a challenge mode in which players guided their city through different historical periods.[26] For instance, the player could create a medieval city, or a pre-historic city.[27]

SimCity Creator for the Wii was announced on February 12, 2008.[29] The title featured the ability to directly draw roads and train tracks on the ground using the pointer function of the Wii Remote, as well as several customizable themes for the city's buildings.[26] It was released worldwide in September 2008.[26][30]

SimCity's sixth major release was announced on March 5, 2012, for Windows and Mac OS X by Maxis at the "game changers" event.[31] Titled SimCity, it was a dramatic departure from previous SimCity games, featuring full 3D graphics, online multiplayer gameplay, the new Glassbox engine, as well as many other feature and gameplay changes. Director Ocean Quigley discussed issues that occurred during the development of the title, which stemmed from two conflicting visions coming from EA and Maxis. EA wanted to emphasize multiplayer, collaborative gameplay, with some of the simulation work conducted on remote servers, in part to combat piracy. In contrast, Maxis wanted to focus on graphical improvements with the new title. Quigley described the resultant title as a poor compromise between these two objectives- with only shallow multiplayer features, and a small city size limit- one quarter of the land area of previous titles in the franchise.[2][32]

Sim City: The Card Game is an out-of-print collectible card game based on the video game SimCity.[46] It was released in 1995 by Mayfair Games. Several city expansions followed, adding location and politician cards from various cities including: Chicago, Washington, New York City, and Atlanta. A Toronto expansion was planned but never released.[47] Allen Varney of The Duelist said it offers "fine solitaire play" and that the game eventually offered stand-alone city sets.[48]

Originating as a spinoff, The Sims quickly evolved into one of the most successful video game franchises of all time. Early releases retained a level of interconnectivity with SimCity, such as the ability to transfer neighbourhoods from SimCity 4 to The Sims 2. A crossover title, SimsVille was earmarked for 2001 and would have allowed the player to build the city, as well as make sims and play them. The game was cancelled so that Maxis could focus on future Sims expansions, and development for The Sims 2.[citation needed]

The first two games were well received and sold well during the 1990s, with the franchise achieving a total of 5 million sales by 1999.[57] SimCity 2000 in particular was among the highest selling games of the 1990s, and in 2018 was featured at #86 of IGN's top 100 video games of all time.[58][59]SimCity 4 (2003) marked the high point in the franchise's GameRankings score at 85. The 2013 reboot was very poorly received, with Green Man Gaming comparing its effect on the franchise to the destruction of the city of Pompeii.[60]

While there were a handful of city-building games before 1989, SimCity popularized the genre and laid the groundwork for many titles inspired by it, including Cities: Skylines (2015), which was greenlit after the poor reception of the reboot.[65] More broadly, the lack of a win condition in favor of open-ended play was a novelty at the time that gave rise to Maxis' "software toys" design concept, which influenced many other titles from the company.[66]

Still happening in Xcode 10.0, and the only thing that seemed to make it work was to have 'Allow Location Simulation' turned on in your scheme and toggling between 'Apple' and 'City Run' under your simulator's top menu:

Village Tycoon: Farm City Simulator is a fun and addictive farming simulation game that challenges players to develop their farming capabilities and turn their small village into a bustling metropolis. With beautiful and fun buildings, expansions, and a variety of crops to grow, players must manage their farmfields, produce goods, and deliver orders to their citizens and neighbors to keep them happy and earn cash and XP.


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