Simcity 5 cities of tomorrow11/19/2022 ![]() When happy, these citizens can generate a king's ransom of income for your city, but wooing them takes a lot of effort wealthy Sims require an environment that reflects their lifetime of achievements, after all. Each Megatower built can have up to eight levels, and works like a simulation within a simulation: folks living in these enormous structures have their own needs to be met, which include shopping, education, and recreation.Īddressing these concerns involves researching the right addition - say, a level entirely devoted to schooling sims - and stacking it atop your Jenga of human beings. SimCity suffered quite a few complaints about the decrease in scope compared to past games, and Megatowers address this issue by allow you to build up, rather than out. Complicating matters is the addition of a new resource, called Control Net - which all Academy related buildings rely on - generated by affluent citizens living in one of Cities of Tomorrow's additions, Megatowers. My hour-long demo with the game mainly focused on a brighter version of the future, ushered into being by a benevolent research building known as "The Academy," engineered to improve the lives of SimCitizens - those with high incomes, at least.ĭumping money into various academy sponsored projects can improve your Sims' lives, but with a high price tag attached. While they aren't explicitly labeled as such, Cities of Tomorrow clearly splits its options between utopia and dystopia, with the outcomes you'd expect from each: Expensive, feel-good, earth-friendly improvements from the former, and corporatist, polluting, and extremely profitable short-term solutions from the latter.Īccording to Maxis, Cities of Tomorrow represents an honest look at the problems of city planning 50 to 75 years from now, and the emerging technologies that will arise to combat them. The 2013 SimCity reboot hasn't gone quite as far to fit in with the modern gamescape, but its newest Cities of Tomorrow expansion features something you've likely seen in 90% of the games released over the past generation: A binary choice between good and evil. ![]() Without GTA's prostitution and the rockin' jams of Cheap Trick, of course. While the fundamentals of Will Wright's city planning simulator haven't transformed much since its 1989 debut, in recent years, SimCity hasn't been afraid to adapt popular trends.īack when everything about Grand Theft Auto still seemed fresh and wonderful, 2003's SimCity 4 saw the Rush Hour expansion, which added - as outlandish as it may seem today - vehicle-based missions that, through some miracle, somehow fit in alongside the core game's focus on meticulousness. ![]()
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