simcity-4 game sourced
SimCity 4
A city builder in which several cities share a region map and trade utilities, while zones develop by density and wealth level and a commute model routes trips across roads and transit.
core loop
terraform in God mode -> zone residential, commercial, industrial land at a density and connect roads -> wealth-level demand and desirability grow buildings -> set taxes and per-building service funding -> trade power, water, and garbage with neighbor cities -> grow the region
design notes
SimCity 4 splits each zone type by wealth level, so demand and desirability are tracked per class and neighborhoods can decay or gentrify as conditions change. Cities of 1 to 4 km per side sit in a region and exchange water, electricity, and garbage disposal through neighbor deals, letting several specialized cities depend on each other; this single-player region has no exact match in the taxonomy (see run proposal). Its commute model drew praise from urban planner Jeff Speck, and the Building Architect Tool (2004) sustained a content community for over two decades.
relations
17 stored edgesLand value
Desirability is computed separately for each wealth level, so the same lot attracts different classes as services and nuisances change.
RCI demand
Demand is reported separately for each wealth level of residents and for commercial and industrial subtypes.
Traffic congestion
Commuters route trips over roads, rail, and transit; Rush Hour adds traffic flow tracing, avenues, and elevated rail.
Zoning
Residential, commercial, and industrial zones at low, medium, and high density, with agriculture as a separate industrial zone; buildings need road frontage.
Population strata
Buildings belong to wealth levels and size stages; areas decay or gentrify.
Public transit lines
Bus, subway, and rail stations carry commuters; Rush Hour adds elevated rail.
Service coverage
Schools, hospitals, police, and fire buildings cover areas; they lose output and gain maintenance cost as they age.
Terraforming
God mode reshapes terrain; most terraforming locks once a city is founded.