Simcity Societies

Derrick

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SIMCITY: SOCIETIES HAS HIT town, and it’s all bold and shiny and new - and wholly unlike any SimCity that has come before.

SIMCITY: SOCIETIES HAS HIT town, and it’s all bold and shiny and new - and wholly unlike any SimCity that has come before.

This time around, instead of juggling mass transit systems and bus stations that refuse to operative efficiently (= at all), despite being on every block of the busiest thoroughfare on the entire map, it’s all about creating cities with personality.

The core mechanism behind SimCity:Societies is the Societal Value system of which there are six: Productivity, Prosperity, Creativity, Spirituality, Authority, and Knowledge. Providing a sort of basic input/output framework, every building you place will produce or consume a number of these values, according to a relatively intuitive scheme.

A Mission, for example, generates 15 Spirituality while a Propaganda Ministry produces 34 Authority. A Research Clinic, on the other hand, exhausts 5 Knowledge, and a Comedy Club knocks off 4 Creativity because it’s probably full of jaded, burnt-out cynics who’ve forgotten how to laugh. Some buildings will both generate and consume values.

Determining the overall character of your city means carefully considering the values it produces and consumes. A well-balanced city will likely feature equal representation of all values, while building an abundance of laboratories, software developers and karaoke bars will swiftly turn your city into a teeming cyberpunk metropolis straight out of a Richard Morgan novel.

Only about 15% of the game’s total structures are available at the outset of the game, with the remainder doled out as you meet certain criteria, including population and Societal Value target figures. Place surveillance boxes on every street corner, and you’ll have your very own Ministry of Thought in no time.

While SimCity Societies is likely to bore hardcore management junkies, The Sims crowd will probably relish the social engineering angle – although altogether it’s really not half bad if you can tug your elitist “It’s not a real SimCity game” head out of your posterior long enough to admit it.
 
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