![]() The more sims who move in, the more revenue you get in the form of taxes. So long as you place the residential zones in pleasant spaces (ie not next to a power plant or industrial site), and the transport can get them down the shops and off to work, then your people, or 'sims' as they're known, start to move in. The principle is simple: you set up residential, commercial and industrial zones then you build roads to link them together, power plants to supply them with power and an underground water network to provide them all with water. As SimCity aficionados will already know, the beauty of SimCity comes in building the ultimate profit-generating city. You could certainly teach the designers of Milton Keynes a thing or two.Five years ago, the SimCity brand offered us the opportunity to do just that. You could ban all traffic wardens from within a two-mile radius of your BMW. You could build a casino and nightclub on your doorstep and flatten your neighbours into a giant park. With a single signature you can banish their cars from the roads, close all the hospitals and excommunicate all the kids. Think what it would be like to wake up in the morning to that warm sense of power as thousands of people queue up to pay their council tax. Just imagine what it must be like to own your own city. SimCity 3000 Building Architect Tool (North American edition). ![]()
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