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simgrammar the grammar of simulation

core loop

zone residential, commercial, and industrial land -> connect roads and power -> RCI demand and land value grow zones -> collect taxes each year -> fund police, fire, and roads -> respond to crime, pollution, traffic, and disasters

design notes

Will Wright grew the game out of the map editor he built for Raid on Bungeling Bay and drew its model from Jay Forrester's Urban Dynamics. The simulation is a set of coarse grid maps (land value, crime, pollution, traffic density, police and fire effect) recomputed in passes, plus three RCI demand valves that integrate city-wide balance; a zone grows when its local score plus the valve passes a random test. The 2008 GPL release as Micropolis made these update rules, including crime = 128 - land value + density - police effect, inspectable.

relations

17 stored edges
uses

Treasury and budget

Tax revenue is collected periodically from population, land value, and tax rate; police, fire, and road funding fractions scale their effects, and underfunded roads decay.

core
uses

Land value

Each 2x2 block's value falls with distance from the population-weighted center, rises near trees and water, and drops with pollution and high crime, clamped to 1-250.

core
uses

Power grid

Zones must connect to coal or nuclear plants through power lines or adjacent zones; unpowered zones do not grow and lower the city score.

core
uses

RCI demand

Three valves move by the ratio of projected to actual residents, commerce, and industry plus a tax offset, clamped to +/-2000 or +/-1500 (Micropolis source).

core
uses

Zoning

The player paints 3x3 residential, commercial, and industrial zones; simulated developers build, densify, or abandon them.

core
uses

Citizen satisfaction

A yearly evaluation turns problem scores into a 0-1000 rating and an approval poll.

supporting
uses

Crime and policing

Crime per cell is 128 - land value + density minus smoothed police effect, clamped 0-250.

supporting
uses

Data overlays

Map windows show land value, crime, pollution, traffic density, police and fire coverage, and population density.

supporting
uses
supporting
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supporting
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Pollution spread

Industry and traffic write a pollution map that depresses land value and can summon the monster.

supporting
uses

Random disasters

Fire, flood, tornado, earthquake, and a pollution-gated monster fire at 1/481, 1/241, or 1/61 per cycle by difficulty.

supporting
uses

Scenario objectives

Time-limited scenarios such as Detroit 1972 set a goal to reach before the clock ends, added at Broderbund's suggestion.

supporting
uses

Service coverage

Police and fire stations write funding-scaled effect values to a block map that is smoothed outward.

supporting
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Taxation

One city-wide tax rate adds a positive offset to demand at low rates and a negative offset at high rates.

supporting
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Traffic congestion

Zones generate trips along roads; the resulting traffic density map adds to pollution and complaints.

supporting

backlinks

computed from other records

sources

2
Wikipedia contributors (2026). SimCity (1989 video game). Wikipedia
Will Wright, Don Hopkins (2008). Micropolis: open-source SimCity source code. GitHub (SimHacker/micropolis)

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gacatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance