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Wikipedia-Article "SimCity 4"

Image:SimCity 4.png
SimCity 4
Developer(s) Maxis
Publisher(s) Electronic Arts
Designer(s) Will Wright (SimCity series)
Engine Custom
Latest version 1.0.2
Release date(s) January 10, 2003
Genre Simulation
Mode(s) Single player
Rating(s) ESRB rating: Everyone (E), PEGI rating: 3+
Platform(s) Windows, Linux under WINE, Mac OS 9, Mac OS X
Media 2 CD
System requirements
Input Keyboard & mouse

SimCity 4 (SC4) is a real-time strategy/simulation city building computer game; the fourth installment in the SimCity series of games. It was published by Electronic Arts (EA) and developed by series creator Maxis, a wholly-owned subsidiary of EA.

Contents

Overview

As with previous SimCity titles, SimCity 4 places players in the role of a mayor (or several mayors), tasked to populate and develop the tract of land. There are, however, many differences between this game and previous versions, the largest difference being that cities are now located in regions that are divided into segments, each of which can be developed. The regional play concept adds a whole new dimension to this sequel of SimCity.

Neighbor cities played a large role in the previous version of the game, SimCity 3000. For example, neighbor deals could be established, where a city could exchange resources such as water, electricity, or garbage disposal for money. In this version, the player may develop several dependent cities at the same time, eventually populating the entire region. Additionally, the simulated city can now be seen at nighttime as well as during daytime.

The functions of civic buildings have been overhauled in SC4. Facilities that had previously provided citywide coverage (educational facilities and hospitals) have now been modified to provide a more limited coverage, as it has been with police stations and fire stations in previous SimCity titles. This would require players to plan the best locations to effectively provide sufficient civic services to Sims (e.g. placing schools in or around residential areas). SC4 has also introduced a feature to adjust funding for individual buildings, allowing users to specify how much money should be spent to supply services in accordance to the population. Maintenance expenses for public utility facilities (power plants, water plants and garbage disposal services) were also introduced in SC4.

Zoning and building size have also been improved. Buildings are now classified into several wealth levels, zone types and "stages" (building size and density), which are affected by the region's population and the city's condition; commercial buildings, for example, may be divided into commercial services and commercial offices, with the former typically in higher demand and better suited for less educated citizens. In addition, the game better simulates urban decay and gentrification; buildings originally constructed to occupy higher-wealth tenants can now support lower wealth tenants (or vise versa) in an event surrounding factors forces the current tenants to vacate the building; this allows certain buildings to remain in use despite lacking its initial occupants. Also, for the first time in the series, buildings and lots can be constructed on slopes.

SimCity 4 can be used in conjunction with Maxis' popular game The Sims. Sims can be imported into the city where they will report what they think of the area they are living in. SC4 comes with 21 default Sims for those without a copy of the game. Moreover, SC4 does have a control interface very similar to The Sims.

Graphics in SimCity 4 are rendered using trimetric orthographic projection whereas SimCity 2000 and SimCity 3000 were rendered with dimetric projection. According to an article on the history of SimCity, published on its official site, free camera movement was considered, but rejected for use in this version and a locked perspective camera was retained from earlier versions. Like The Sims, SimCity 4 incorporates both 2D and 3D graphics in the game; buildings and static props are presented as sprites wrapped around polygons, and a majority of other elements have incorporated full 3D graphics, such as the natural landscape, moving vehicles, roads and railways.

Game modes

The graphics for SimCity 4 are far advanced over its predecessors, as can be seen with this large, mature city from the game.
Enlarge
The graphics for SimCity 4 are far advanced over its predecessors, as can be seen with this large, mature city from the game.

Upon selecting a specific segment in a region, gameplay is divided into three "modes". The first of which 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, earthquakes and robot attacks. Terraforming tools are disabled after the city is named and founded.

The second of the modes is the Mayor Mode, the fundamental mode of the game where the actual city building is conducted. The mode allows players to insert necessary structures and facilities, such as roads, civic buildings, zoning and power stations, for the city to attract its intended tenants and grow.

The final mode is the MySim mode which enables players to create MySims and closely assess citizens' needs. The mode primarily involves the deployment of Sims into the present city, where they will reside and provide feedback on the areas surrounding their home, commute and workplace.

SimCity 4: Rush Hour

Additional transportation options in Rush Hour allow for better flexibility and ease in managing traffic and commuters.
Enlarge
Additional transportation options in Rush Hour allow for better flexibility and ease in managing traffic and commuters.

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.

Rush Hour provides a number of major transportation additions to the game. These additions include:

  • Avenues, with twice the capacity of roads, in both directions.
  • One way roads, with twice the capacity of standard roads, but only allowing traffic in one direction.
  • Ground-level highways, which are cheaper to build in the first instance, but are more expensive to run over roads and rails.
  • Monorails, above ground train systems.
  • Elevated rails, an above ground extension of subways. A subway-elevated rail connector is also provided to connect both transit systems.
  • Tollbooths, which are placed on any road or highway to generate income based on the intensity of the traffic.
  • Ferries, which are used to transport pedestrians or vehicles across a body of water, and are significantly cheaper to build than bridges.
  • Wider range of bridges for roads and railway lines.

The expansion also includes a European contemporary building set, minor gameplay tweaks and new, larger service buildings suitable for larger cities.

One of the main features of Rush Hour is U-Drive-It, a mode where players can take control of cars, planes, and many other vehicles and drive them around the city. A set of missions have been included with the game that involve things such as rescuing cats with a fire truck and drawing images in the sky with a skywriting plane. This feature has some similarities to SimCopter and Streets of SimCity.

The Rush Hour route query tool shows how Sims travel to, from, and across a building or road.
Enlarge
The Rush Hour route query tool shows how Sims travel to, from, and across a building or road.

Another new feature in Rush Hour is the route query; with it, it is possible to check the routes the sims use to get to their jobs, and it makes the traffic simulator of the game feel a lot more "alive" since one can directly see where the Sims need to go and how they do it. However, the route query does have some flaws: often, the number of Sims reported to be working at a building differs from the number given by standard query; some impossible travel routes can be seen, such as cars "jumping" off highways onto adjacent buildings or going through structures; the data reported by the route query tool are sometimes out-of-date.

Criticism

For the original release, some users complained that the system requirements were prohibitively high, and that the game ran slowly on relatively powerful computers. Also, some users reported that the game had many bugs, although many were solved by subsequent patches. Also, the increased focus on transportation combined with the closer zoom levels has driven many players to feel compelled to micromanage their cities.

Another common criticism of SimCity 4 is that the pathfinding of the citizens is subpar. User communities have created "pathfinding mods" that modify the simulated citizens' ability to find the best route. These can be found in several fansites (see #Fansite links).

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 to ever 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 a second bug, which eventually came to be known as the "Stage 8 Bug", that was preventing approximately two dozen of the game's largest (and most impressive) buildings from appearing, no matter what a player did with their city. This issue was quietly fixed in the second patch for SC4.

Maxis received much criticism from online fan communities over both of these issues; more specifically, over their seeming denial of the existence of these issues. In the case of the so-called Houston bug, they didn't acknowledge the existence of the bug until after they had fixed it. Furthermore, they never publicly acknowledged the existence of the "Stage 8 bug" that left many of the larger buildings out of the game, even though their own published list of buildings gave the players the names of the two dozen buildings that had never previously been seen. It is interesting to note that within 36 hours of the second patch's release, all of the missing buildings had finally appeared in players' cities.

Add-ons and modifications

Official add-ons

Following SimCity 4's release, several add-ons and development kits were made available in 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 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 gamepack 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 sparked the formation of many new "BATters", BAT teams and BAT projects in the SC4 community in the following months.

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 last official add-on was released on December 14, 2004.

Third party add-ons

In addition to official tools, third party programs were released for further accessibility in editing SimCity 4 contents. Such programs have become indispensable as they were essential to the development of mods that were capable of modifying the nature of the game itself.

Since the release of the LE and the BAT, the majority of add-ons in circulation consists of user-created content; most are buildings and lots, while others include mods such as cosmetic changes for terrains, custom vehicles (most notably road vehicles and trains) 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.

Modd Squad

Main article: Modd Squad (SimCity 4)

The Modd Squad is a name coined for the SimCity 4 modification community, consisting of individual "BATters", modders, BAT teams, and BAT projects, aimed at releasing custom contents and modifications for SC4. The majority of the Modd Squad's public activities are based in a popular SC4 fan site, Simtropolis (see also #Fansite links), while others are conducted in separate fan sites and internet forums.

The Modd Squad has unlocked many of the game's internals to modification, and has created an impressive array of changes to the game. Their work has also permitted the development of more realistic user created plug-ins made with the LE and BAT. Third-party modifications have also been created to solve problems that were not yet fixed in official patches, add functionality to the game, or make the high learning curve slightly lower by modifying environment variables.

City journals

City journals are an extremely popular way for SimCity 4 players to showcase the cities and regions that they have built. Also know as "CJs", they include pictures of the author's region. Often, a story is also written by the author to accompany the region's development. These journals are most often posted at either SimCity Central or Simtropolis forums.

Future updates

Many users have expected more expansion packs after Rush Hour, but none have been announced, as of October 2005. However, Will Wright has previously stated in an interview on May 16, 2003, that there would probably be more expansion packs after Rush Hour, suggesting that they have been cancelled or delayed. 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.

External links

Wikibooks
Wikibooks has more about this subject:

Official sites

Fan and resource sites

City journals


The Sim Universe and Maxis
Classic city games
SimCity | SimCity 2000 | SimCity 3000 | SimCity 4
The Sims
The Sims | The Sims 2 | The Sims Online
Other Sim games
SimEarth | SimAnt | SimLife | SimFarm | SimTower | SimHealth | SimIsle | SimCopter | SimGolf | Streets of SimCity
Youth Sim games
SimTown | SimPark | SimSafari | SimTunes
Sim related
A-Train | El-Fish | Sid Meier's SimGolf | SimCity 64 | Spore | Widget Workshop
Cancelled Sim games
SimMars | Simsville
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