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SimCity 4

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2003 video game
SimCity 4
File:Sc4box.jpgNorth American boxart, PC version
Developer(s)Maxis
Publisher(s)Electronic Arts (Windows)
Aspyr Media (Mac)
Designer(s)Will Wright
SeriesSimCity
EngineCustom
Platform(s)Windows
Mac OS X
Release
Genre(s)Simulation, city-building game
Mode(s)Single player

SimCity 4 (SC4) is a city-building simulation computer game developed by California-based software company Maxis, a subsidiary of Electronic Arts, in 2003. It is the fourth installment in the SimCity series, and the first to primarily use a 3D engine to render its graphics. It was also one of the top ten selling PC games of 2003. The game allows players to create a region of land by terraforming, and then to design and build a settlement which can grow into a city. Players can zone different areas of land as commercial, industrial, or residential development; as well as build and maintain public services, transport and utilities. For the success of a city players must manage its finances, environment, and quality of life for its residents. SimCity 4 has a single expansion pack known as Rush Hour which adds additional features to the game.

Gameplay

Regional gameplay

As with previous SimCity titles, SimCity 4 places players in the role of a mayor (or several mayors), tasked with populating and developing tracts of lands into cities, while fulfilling the needs of fellow Sims that live in the cities. Cities are now located in regions that are divided into segments, each of which can be developed. The player has the option of starting the city in a segment of any of three area sizes, the smallest being 1 by 1 kilometer in real measurement. A large city is 16 km²; for comparison the New York borough of Manhattan measures about 90 km². The size of a region and its layout of segments can be changed in a bitmap file provided for each region.

A collection of cities, as seen in the game's regional view.
A screen-shot of an entire view of a densely populated city, includes third party modifications and plug-ins.

Neighbor cities play a larger role than in the previous versions of the game. For example, neighbor deals can be established, where a city can exchange resources such as water, electricity, garbage disposal with other cities for money. Players may develop several dependent cities at the same time, eventually populating the entire region.

Game modes

Upon selecting a specific segment in a region, gameplay is divided into three "modes".

The first is the God Mode, which allows players to design or terraform a selected tract of land where the city will be built. God Mode also allows players to trigger disasters, including tornados and earthquakes among several others. Players can select an area where a disaster will occur and even control the direction of certain disasters. Most terraforming tools are disabled after the city is named and founded. However, the player still has some terraforming tools (although they become very limited and expensive) and can still trigger disasters at will.

The second of the modes is the Mayor Mode, the fundamental mode of the game where the actual city building is conducted. Areas of land can be zoned as residential, commercial or industrial areas where the city will begin to grow. Players can build transportation networks, which include roads, streets, highways, subway lines, and bus stations. Other things that players can do in Mayor Mode are build civic buildings such as schools, hospitals, parks, police stations and fire stations needed for the city to run.

File:Simcity4 pic2 big.jpg
A volcanic eruption destroying a city block.

The final mode is the My Sim mode which enables players to create user-defined Sims, which will live and work in the city the player has created. This mode can be used to closely assess citizens' needs through by sims giving the player feedback. Players can choose a selection of characters or import them from The Sims.

Civic and utility structures

The functions of civic buildings have been overhauled in SimCity 4. Facilities that had previously provided citywide coverage, such as educational facilities and medical facilities, have now been modified to provide a more limited coverage, as it has been with police stations and fire stations in previous SimCity titles. Players can plan the best locations to provide sufficient civic services to Sims most effectively, for example placing schools in or around residential areas. Funding can now be adjusted for individual buildings, allowing users to specify how much money should be spent to supply a service in accordance to the local population. There are two sizes of police stations, fire stations and hospitals.

Maintenance expenses for public utility facilities (power plants, water plants, and garbage disposal services) will increase as they age. The maximum output of facilities also decreases as they get older. The rate at which facilities age is dependent on the percentage of its capacity being used and the level of funding being given to it.

Zoning and building occupancy

File:AbernethyFarmingVillageSC4.png
A small town in SimCity 4, surrounded by farmland.

Zoning and building size have been improved for SimCity 4. Zones are now automatically aligned towards roads; streets are automatically created when zoning on large tracts of land. Buildings are now classified into several wealth levels, zone types, and building size stages, which are affected by the region's population and the city's condition. The game simulates urban decay and gentrification with buildings darkening accordingly. Buildings originally constructed for occupation by higher wealth tenants can now support lower wealth tenants in the event surrounding factors forces the current tenants to vacate the building; this allows certain buildings to remain in use despite lacking its initial occupants. Buildings and lots can now be constructed on slopes.

Building designs

Buildings in SimCity 4 borrow heavily from early 20th century architectural styles, particularly Art Deco and Romanesque Revival, while houses can appear in a traditional American Craftsman style. There are a number of buildings based on those found in San Francisco, including the Shell Building (appearing as "Wren Insurance"), 450 Sutter (appearing as "Vu Financial"), and the Pacific Telephone & Telegraph Building (as "The Galvin Corp"). Three of the game's bridges are also based on the Golden Gate Bridge, the Sydney Harbour Bridge, and the Brooklyn Bridge.

Easter eggs

File:Lawnchairlarry.JPG
An easter egg in SimCity 4, of Lawn Chair Larry.

Several easter eggs can be found in the game. A reference to Larry Walters can be seen in a graphic of a man floating from a balloon-suspended lawn-chair, and a stylized cartoon depiction of the creator of SimCity, Will Wright, can be seen on a blimp. Two high-tech industrial buildings in the game are called "Kane Tiberium" and "Havoc Bioenhancements", which are both references to Command & Conquer. When a computer running SimCity 4 has its system clock set to December 25, snow will appear in areas of high elevation. Ice cream vans will sometimes play background music from SimCity 2000, in the "Willamots Drive-In" cinema, scenes from SimCity 2000 and SimCity 3000 can be seen on the movie screen. At random times, ghosts and zombies can be seen in cemeteries, also gnomes will sometimes appear on buildings.

Compatibility with The Sims and The Sims 2

SimCity 4 can be used in conjunction with The Sims. Sims can be imported into a city for use in the My sim mode. City layouts created in SimCity 4 can be used as neighborhood templates in The Sims 2; the location of roads, trees, bridges, and map features such as rivers and hills are preserved in the importation.

Graphics and music

File:Adlerstadt8.jpg
SimCity 4 introduces day and night cycles as well as other special effects for the first time in the series.
File:Construction In Simcity 4.jpg
SimCity 4, Contruction of three $$$ wealth towers in a dense area.

Unlike its predecessors, which used an engine based on 2D dimetric projection and sprites, SimCity 4 primarily uses a 3D engine to render its graphics. The landscape and moving props such as vehicles are modeled as fully polygonal 3D objects. Small buildings and props are drawn as flat images, which are pasted onto billboards; polygons with their surface normal facing into the camera. Larger buildings are modeled using a hybrid approach; a simple polygonal model defines the shape of the building, then textures are added to create detail such as doors, windows and rooftop clutter.

Although a 3D engine is used, the camera in SimCity 4 is restricted to a fixed trimetric orthographic projection, this is for performance reasons. Additionally, a simulated city can now be seen at nighttime as well as during daytime.

The game includes over three hours of background music (mostly library pieces) in MP3 format, ranging from four to seven minutes in length. The music is divided between that used in Region Mode and God Mode, and that used in the city view in Mayor Mode and My Sim Mode. In addition, the game has a facility for players to use their own music in the game, also divided between the two views. The music that is included with the game is available as a "soundtrack" on iTunes. Also many of the original music tracks of the game were used on Python 2 movie.

Add-ons and modifications

Official add-ons

This article is in list format but may read better as prose. You can help by converting this article, if appropriate. Editing help is available. (October 2007)
File:Sim City 4 with plugins.png
Zoom in of an urban area with additional plug-ins installed, including new buildings and textures.

Following Simcity 4's release, several add-ons and development kits were made available on its official site. These include:

  • New landmarks, including Rockefeller Center, the Brandenburg Gate, and Stonehenge. Later landmarks were no longer based on real-life buildings and were primarily used to demonstrate the capability of Gmax and the Building Architect Tool (BAT) around the time of the BAT's release.
  • The Terrain Generator, which allows users to create maps based on any of the 48 contiguous United States states. The maps are based on data collected by the United States Geological Survey.
  • The Lot Editor (LE), a lot builder, which allows users to edit or design lots for SC4 using available props. Because it was released several months before the BAT as a stand-alone version, users at the time were only capable of producing lots that consisted of pre-existing props from SC4. The BAT provides users with an updated version of the LE, rendering the original LE utility obsolete, although it is still made available in the official site.
  • The Building Architect Tool (BAT), a suite of tools developed for producing custom buildings. The suite consists of three applications: The Building Architect game pack for Gmax, which enabled users to render Gmax models into SC4 sprites or props to be imported into the LE; an updated version of the LE; and the Plug-in Manager, which enables users to modify simulation properties for the lots. Several modified versions have been released that have, in effect, served as bug fixes for various problems that had not been discovered before the initial release. First released on February 2004, it enabled the modding community to produce custom buildings and props for SC4.

    SC4's Building Architect Tool is similar in function to SimCity 3000's Building Architect Tool and SimCity 2000's Urban Renewal Kit; however, previous programs of this kind were created from scratch by Maxis and used completely different interfaces. The SC4 BAT required a third party application (Gmax) to function, and was never bundled with SC4's or the Rush Hour expansion pack, as SimCity 3000 Unlimited had with its BAT.

Third party add-ons

In addition to official tools, third party programs were released for further accessibility in editing SimCity 4 contents, potentially allowing users to change the nature of the game itself.

Since the release of the Lot Editor and the BAT, the majority of add-ons in circulation consists of user-created content; most are buildings and lots, while others include cosmetic changes for terrains, custom vehicles and modifications in the game's behaviors. Both the skills of lot building and modding are also integrated at times, producing lots that are capable of affecting a city in a variety of ways.

Bugs

Maxis and Electronic Arts have released a total of three patches that improve or fix issues discovered in the original versions of SC4 and Rush Hour (two for the original SC4 and one for Rush Hour). Among other things, the patches contain performance improvements for larger cities and a variety of minor bug fixes. The two pre-Rush Hour patches each fixed errors in the game code that, while not impeding actual gameplay, were previously preventing nearly a third of the Maxis-designed buildings from ever appearing in the game. The first patch fixed the so-called "Houston Tileset Bug" which was leaving one of the game's three tilesets, a collection of contemporary Houston-inspired buildings, completely out of the rotation, meaning that the only buildings from that tileset ever to appear were several smaller variations shared by all three of the game's original tilesets. With the introduction of that patch, it rapidly became apparent that there was another underlying bug that was preventing approximately two dozen of the game's largest buildings from appearing. This issue was fixed in the second patch.

Although not necessarily a "bug", players often complained about the unrealistic pathfinding mechanism; it would often find the shortest route but not the fastest, which often left mass transit and highways relatively unused. Many players made Mods to attempt to rectify the issue. This resulted in many different versions of the "SimCity 4 Network Fix" and the popular "Network Addon Mod".

Reception

This section needs expansion. You can help by adding to it. (August 2007)

Shortly after its release, SimCity 4 garnered positive reviews, with the game scoring a 8.1/10 rating at GameSpot and 9.2/10 rating at IGN. The game also receives an 85.1% overall score from Game Rankings, and a "Fresh" rating of 77% from Rotten Tomatoes.

SimCity 4: Rush Hour and SimCity 4: Deluxe Edition

Main article: SimCity 4: Rush Hour

On September 22 2003, Maxis released an expansion pack for SimCity 4 dubbed Rush Hour. SimCity 4: Deluxe Edition, a bundle of the original SimCity 4 game and the Rush Hour expansion pack, was released on the same day. On August 25 2004, Aspyr Media released SimCity 4: Deluxe Edition for Mac OS X. This was followed by a September 4 2004 release of a Mac OS X version of SimCity 4: Rush Hour.

The expansion pack, among others, enhances the range of transportation facilities, as well as allowing the player to trace traffic flow, control vehicles and construct larger civic facilities, and introduces a new range of contemporary Europe-styled buildings.

Future updates

Will Wright has previously stated in an interview on May 16 2003, that there would probably be more expansion packs after Rush Hour, but none have been confirmed as of November 2007 . In another interview on May 22 2004, Wright stated that Maxis is currently attempting to work out a "new direction" for SimCity after new versions had become "steadily more complex". He ended his comments on SimCity with the following:

SimCity kind of worked itself into a corner, (because) we were still appealing to this core SimCity group. It had gotten a little complicated for people who had never played SimCity. We want to take it back to its roots where somebody who had never heard of SimCity can pick it up and enjoy playing it without thinking it was really, really hard.

Electronic Arts has since completed the development of a new SimCity game, SimCity Societies, and was developed by Tilted Mill Entertainment. It was released on November 13 2007.

See also

References

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  2. "SimCity 4 (Mac)". Amazon.com. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  3. "The NPD group reports annual 2003 U.S. video game industry driven by console software sales". NPD Group. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  4. Quigley, Ocean (2003-06-17). "Creating regions in SimCity 4". Knowledge Base. SC4EVER.COM. A small city is a kilometer on a side {{cite web}}: Check date values in: |date= (help); Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  5. "Shell Building". Emporis. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  6. "450 Sutter". Emporis. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  7. "140 New Montgomery". Emporis. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  8. "SimCity 4 - Christmas Snow". The Easter Egg Archive. Retrieved October 14. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  9. "SimCity 4 - Old SC2000 Song". The Easter Egg Archive. Retrieved October 14. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  10. "SimCity 4 - Previous Simcities in Drive-in Movie". The Easter Egg Archive. Retrieved October 14. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  11. "SimCity Retrospective Pt III -SimCity 4, Rush Hour, and the Web". Maxis, Electronic Arts. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  12. "Cool Stuff: Terrain Generator". Maxis, Electronic Arts. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  13. "SimCity 4 Original Update". Maxis, Electronic Arts. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  14. "SimCity 4 review". GameSpot. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  15. "SimCity 4 review". IGN. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  16. "SimCity 4 review compilation". Game Rankings. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  17. "SimCity 4 review compilation". Rotten Tomatoes. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  18. "GameSpy LiveWire - Will Wright Interview". GameSpy. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help) (Requires registration and fee.)
  19. "'Sims' creator is Livin' Large". Seattle Post-Intelligencer. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  20. "Sims 3, Wii/PS3 Sims, next-gen Black, new SimCity & LOTR coming". GameSpot. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  21. "SimCity released". Business Wire. Retrieved 2007-11-14. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)

External links

Official site

Additional resources

Template:SimUniverse

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