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==Gameplay== [[File:Sc2kscr.png|thumb|300px|A screenshot of a city during an intermediate stage of the game]] The unexpected and enduring success of the original ''[[SimCity (1989 video game)|SimCity]]'', combined with the relative lack of success with other "''[[List of Sim video games|Sim]]''" titles, finally motivated the [[Game development|development]] of a [[sequel]]. ''SimCity 2000'' was a major extension of the concept. It had a [[Isometric graphics in video games and pixel art|near-isometric]] [[Dimetric projection|dimetric]] view (similar to the earlier Maxis-published ''[[A-Train]]'')<ref>[http://www.pcmuseum.ca/details.asp?id=40218&type=software A-Train] {{webarchive|url=https://web.archive.org/web/20170222203632/http://www.pcmuseum.ca/details.asp?id=40218&type=software |date=2017-02-22 }}, Personal Computer Museum</ref> instead of overhead, land could have different [[elevation]]s, and underground layers were introduced for [[water pipe]]s, [[Rapid transit|subway]]s and [[tunnel|road tunnels]]. New types of facilities include [[prison]]s, [[school]]s, [[Library|libraries]], [[museum]]s, [[marina]]s, [[hospitals]] and [[Arcology|arcologies]]. Players can build [[highway]]s, [[road]]s, [[Bus station|bus depot]]s, [[Rail tracks|railway track]]s, [[Rapid transit|subways]], [[Train station|train depot]]s and [[Zoning|zone land]] for [[seaport]]s and [[airports]]. There are a total of nine varieties of power plants in ''SimCity 2000'', including [[coal]], [[oil]], [[natural gas]], [[Nuclear power|nuclear]], [[wind turbine]]s, [[Hydroelectricity|hydroelectric dams]] (which can only be placed on [[waterfall]] tiles), solar and the futuristic [[fusion power]] and [[Space solar power|satellite microwave]] plants. Most types of power plants have a limited life span and must be rebuilt periodically. Players can build highways to neighboring cities to increase trade and the population. The budget and finance controls are also much more elaborate—tax rates can be set individually for residential, commercial and industrial zones. Enacting city ordinances and connecting to neighboring cities became possible. The budget controls are very important in running the city effectively. Another new addition in ''SimCity 2000'' is the query tool. Using the query tool on tiles reveals information such as structure name and type, altitude, and land value. Certain tiles also display additional information; power plants, for example, display the percentage of power being consumed when queried, and querying roads displays the amount of traffic on that tile. Querying a library and selecting "Ruminate" displays an essay written by [[Neil Gaiman]].<ref>{{cite web|url=http://neil-gaiman.tumblr.com/post/43239300710/photovoltaicarray-in-simcity-2000-selecting |title=Neil Gaiman |access-date=2014-12-21 |url-status=live |archive-url=https://web.archive.org/web/20151106131111/http://neil-gaiman.tumblr.com/post/43239300710/photovoltaicarray-in-simcity-2000-selecting |archive-date=2015-11-06 }}</ref> Graphics were added for buildings under construction in the residential, commercial, and industrial zones, as well as darkened buildings depicting abandoned buildings as a result of [[urban decay]]. News comes in the form of several [[Pseudorandom number generator|pre-written]] [[newspaper]] articles with variable names that could either be called up immediately or could be subscribed to on a yearly basis. The newspaper option provided many humorous stories as well as relevant ones, such as new [[technology]], warnings about aging power plants, recent [[disaster]]s and [[opinion poll]]s (highlighting city problems). ''SimCity 2000'' is the only game in the entire series to have this feature (besides the discontinued children's version, [[SimTown]]), though newer versions have a [[news ticker]]. The newspapers had random titles (''Times'', ''Post'', ''Herald'', etc.), and prices based on the simulated year. Certain newspapers have a special monthly humor [[advice column]] by "Miss Sim". Some headlines have no purpose whatsoever in the game, such as "Bald Radio Found" or "Frog Convention". [[File:InfoBoxFireStation.png|thumb|300px|An infobox showing information about a selected element]] Though there is no "true" victory sequence in ''SimCity 2000'', the "[[wikt:exodus|exodus]]" is a close parallel. An "exodus" occurs during the year 2051 or later, when 300 or more Launch Arcologies are constructed; the following January each one "takes off" into space so that their inhabitants can form new civilizations on distant worlds.<ref name="arcoexodus">{{cite web|url=http://www.sc3000.com/sc2000/info/showarticle.cfm?id=0016&openItemID=cid.16 |title=Info & Strategy – Arcologies in ''SimCity 2000'' |work=SC3000.COM |access-date=2006-07-18 |url-status=live |archive-url=https://web.archive.org/web/20071016143042/http://sc3000.com/sc2000/info/showarticle.cfm?id=0016&openItemID=cid.16 |archive-date=2007-10-16 }}</ref> This reduces the city's population to those who are not living in the Launch Arcologies, but it also opens wide areas for redevelopment and returns their construction cost to the city treasury. This is related to the event in ''[[SimEarth]]'' where all cities are moved into rocket-propelled [[Domed city|dome]]s that then leave to "found new worlds" (leaving no sentient life behind). The game also included several playable scenarios, in which the player must deal with a disaster (in most, but not all scenarios) and rebuild the city to meet a set of victory conditions. These were based in versions of real-life cities, and some were based on real events such as the [[Oakland firestorm of 1991]], the 1989 [[Hurricane Hugo]] in [[Charleston, South Carolina]], the [[Great Flood of 1993]] in [[Davenport, Iowa]], or dealing with the [[1973–1974 stock market crash|1970s economic recession]] in [[Flint, Michigan]]—but also included more fanciful ones such as a "monster" destroying [[Hollywood, California|Hollywood]] in 2001. More scenarios added with the SimCity Urban Renewal Kit (SCURK) included a nuclear meltdown in [[Manhattan]] in 2007.
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