Town planning simulators - an old and venerable genre. Such a classic that it long ago formed dogma, which also break a tradition. The alignment of forces among the imitations of life of modern cities is as follows: Hardcore and fundamentalism (as well as common sense) represents SimCity 4 from Maxis, conceptual attempts and reinventing the wheel again - City Life and Tycoon City: New York. Specialists from Tilted Mill, gave birth to SimCity Societies, came into the sandbox modern buildings of the other - the one where mold Coliseum, villas and aqueducts of ancient Rome and where there is no unique division into light and serious genres. One might expect that the authors Caesar 4 will Societies game simple enough (that was easy to learn) and at the same time rather difficult (to the city was interested in messing around for a long time). Tilted Mill was the first better than the second, and Societies unequivocally falls into the lightweight division. There, at the whim of fate, is in the conceptual style.
 | |  | The city is trying hard to be informative. | | All inscriptions on buildings, of course, on Simsk. |
Visual sociology Societies
puts sociology and cultural economy above. In SimCity 4, you were the city budget, fought for every ruble, calculated fixed and variable costs and is very afraid of burn. Although the Societies also refers to the serial SimCity and the currency in the game is the same as the economy there is less at times. Maintenance costs of buildings do not, in principle, but it is impossible to fail - even with a shortage of staff all offices and businesses were profitable. Very quickly washes away your cash flow and carry. Where to fish out - decide on their own, following one of the six concepts of the city or by mixing styles in arbitrary proportions. However, the concept, style - it's too shallow. Societies still translated as "society". If you do not merge into a separate category all totalitarian spiritual and hedonistic vinaigrettes, variants of social development in a game six. Basic resources (social, money and energy - is secondary) is also six. In particular town, you can create a society focused solely on productivity, prosperity, science, spirituality, authority (the suppression of the individual) or creativity (personal gratification). All the buildings - whether manufacturing, shops, housing or urban decor elements (from plasma screens to the prayer wheels) - consume or produce one (sometimes two) of resources. Thus, in your hands six huge thematic sets of Lego, each of which is adequate for urban use.The analogy is the more complete that the Circuits of different sets are joined together, but together seem preposterous.
Authors Societies is well understood and therefore are pushing you to choose a clearly defined path to development. As the city gives to the surface more and more a resource becomes available the new buildings of industrial, scientific and other directions, and your neck hung a medal of honor. Because of the economic component of holy simplicity Societies player is quickly becoming an honorary capitalists or excellent dictator. A sit on top so boring! Fortunately, you can try to stand on one vertex of the left foot to the other - the right and the third to rely, say, hand ... for fun.
 | |  | It's hard not to be happy: all the lights in the form of lollipops! | | The game constantly strives to shove you some tin cup. |
Utopia - that's boring In SimCity Societies is the meaning of plop, both the pool and fooling around, swimming back and forth. Down with the training mission! - Management is so simple and easy that after five minutes you feel like a fish in water. Always perfectly clear what the resource is currently lacking, and in two clicks you find a building, construction of which compensates for the loss. Monuments, soccer fields and plants easily copied and pasted - especially helpful with generating a fair amount of creativity in small bushes. Yes, the logic of development is better not to go: there is none! There are stereotypes. Pueblo, Mexican hut consumes Spirituality (Chicanos because religious!) And strives to reward the people living in her disease (the Americans a low opinion of Mexicans, cleanliness). Universities generate a shaggy hippie slackers, apartment buildings - the criminals, the fountains in the baroque style - prosperity, a playground for the chicken wire - productivity. Stereotypes and lack of logic is not only fun, more fun to use them. Council of religious elders stuck in a business center, and together with the nest of a totalitarian bureaucracy gives a fantastic bonus small business, entrenched in a nearby skyscraper. Soviet (well, an idealized Soviet) medicine plus free enterprise, plus environmentally friendly solar panels, plus the suburbs of gingerbread houses, towers of ivory, fairytale castles and elven houses in the trees - is not this utopia?
And the casinos, bookmakers on brainwashing and the Holy Inquisition, you can leave behind. The only filter that is not in the game - rejection of the buildings on the harmful effects, but ... one must somehow deal and the player! While this is we think, rather than Tilted Mill. Developers had hoped that you will faithfully (almost without using the brain) to build a garden city, or town-plant deal with the problems of each of the social system inherent in this failure of the means and will not cheat, combining the best features (ie buildings) in different societies. This process , however, quickly become boring: a wild mishmash of architectural styles for long pleases the eye, citizens are downright swim in happiness, money flows the river ... and then out of boredom you begin to build a wine and spirits shops and scary houses, producing commissioned by ghosts and zombies - that throw yourself problems. The authors of the game should be commended - the possibility didst send the city an earthquake, tsunami or a meteorite rain is present. And in SimCity Societies of buildings have activated abilities, including Sims appear outstanding individuals - but to win in this game bother no need to micromanage.
 | |  | Utopian city from the outset seems eclectic. | | Dirty hippies - the first threat to any society. |
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