Description:


While previous mainstream SimCity titles could be best described as mayorship, or "god" simulators, SimCity Societies is different, as foreshadowed by the previews and statements from the developers, by being a "social engineering simulator" rather than a city-building simulator.

Public works and a tax system do not play a part in the basic game. Instead, players get daily income from workplaces in the city. However, a downloadable update includes gameplay modes where a daily tax is incurred based on the buildings within a city. Transportation networks have been simplified to dirt roads, paved roads, subways and bus stops. Players do not build zones, a key element of past SimCity games; instead, they have the ability to directly place individual residential buildings and work places, something not seen in previous editions, and similar to Monte Cristo's game City Life. There are also six "social energies", called societal values, which allow players to learn about the characteristics of the citizens. The six societal values are productivity, prosperity, creativity, spirituality, authority, and knowledge. The city will look, and act, in accordance with the energies the players choose. Players may focus on satisfying one, several, or all of these values. An improved version of the reward system introduced in the Super nintendo version of simcity classic and SimCity 2000 has been included in the game.

The game is "fully customizable" and allows the players to customize individual buildings, decorations, citizens, and game rules Prior to its release, when mentioning the depth to which the game will allow customization a Tilted Mill representative stated that those who were proficient in C# and XML will have easy access to every asset of the game and that basic tools would be provided for building editing.

Societies:


Authoritarian
Built up with a focus on authority, authoritarian cities are reminiscent of Stalinist or Fascist capitals such as Soviet Moscow or Berlin, or the fictional London in Airstrip One from George Orwell's Nineteen Eighty-Four—complete with surveillance cameras, secret police, propaganda ministries, opulent buildings for the leadership, and slum housing projects.


Capitalist
Focus is on prosperity. Capitalist cities feature buildings such as department stores, skyscrapers, stock markets, corporately-owned condos, and major company headquarters.


Contemplative
Focus is on spirituality. Buildings include cathedrals, pagodas, monasteries, evangelical centers, megachurches, dojos, and golden statues of Buddha.


Cyberpunk
A futuristic city built with the use of knowledge, prosperity, and authority, complete with flying cars and holographic sport stadiums.


Fun City
Focused on creativity, a fun city is built up entirely of venues to maintain the happiness of its citizens. Buildings include ferris wheels, carnivals, zoos, casinos, water and amusement parks, and candy shops.


Industrial
Mainly producing productivity, industrial cities are primarily made up of polluting industry, slum housing, high crime, sweatshops, and factories to produce various wares.


Romantic
Focus is on providing prosperity to the Sims while maintaining cultural and artistic elements. Buildings include concert halls, opera houses, baroque fountains, and cobblestone streets, like Rome, Venice or Paris.


Small town
A tribute to small town Americana. Focus is on small scale spirituality and prosperity. Buildings include windmills, sheriff stations, butcher shops, diners, drive-ins, and farms.


Haunted
Hidden profile included as an easter egg. It functions on a smaller scale than other profiles and is built up with buildings including graveyards, asylums, dungeons and haunted houses.


Normal
An average North American city with no extremes on social energies. Buildings include a mix of buildings from the societies listed above.

Buildings
In SimCity Societies there are four types of buildings: power plants, houses, workplaces, and venues. Houses are where citizens live (granted the Sims are not homeless), workplaces are where Sims work (granted the Sims are not unemployed), and venues are places that provide happiness to citizens. Power plants provide power to the city, and generate income. There are also decorations such as plazas and sculptures.




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