one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

18 mechanics, as SimCity 2000 does them

core · 4

resources & production

Power grid

Nine plant types including wind, hydro, solar, fusion, and microwave; most have limited lifespans and must be rebuilt.

economy & finance

RCI demand

Demand bars for residential, commercial, and industrial land, raised by connections to neighbor cities.

economy & finance

Treasury and budget

Yearly budget with department funding; extreme deficit spending ends the game.

space & construction

Zoning

Residential, commercial, and industrial zones in light and dense variants, plus seaport and airport zones.

supporting · 14

space & construction

Building placement

progression & goals

Dated technology timeline

Power plant types such as solar, fusion, and microwave and buildings such as arcologies become available in set invention years as the city's calendar advances.

environment & ecology

Fire spread

logistics & networks

Fluid pipe networks

Water from pumps travels through underground pipes to zones.

economy & finance

Land value

Query tool shows land value per tile, which shapes development.

economy & finance

Loans and debt

The player issues bonds to raise capital and pays interest on them.

governance & policy

Policy toggles

City ordinances enacted for ongoing cost and effect.

risk & failure

Random disasters

Disasters strike in play, and scenarios based on real cities stage specific ones.

logistics & networks

Service coverage

Schools, libraries, museums, hospitals, police, and fire stations cover surrounding zones.

economy & finance

Taxation

Separate tax rates for residential, commercial, and industrial zones.

space & construction

Terraforming

Land has elevation that the player can raise or lower before and during play.

logistics & networks

Traffic congestion

Query tool reports traffic on roads; highways and transit relieve it.

space & construction

Vertical layers

An underground layer holds water pipes, subways, and road tunnels separate from the surface.

core loop

shape terrain and zone light or dense residential, commercial, industrial land -> lay power lines, water pipes, roads, and rail -> demand and land value grow zones -> set per-zone tax rates, ordinances, and bonds -> fund schools, hospitals, police, and fire -> rebuild aging plants

design notes

SimCity 2000 keeps the original's grid-map model but adds a second plane: an underground view for water pipes, subways, and road tunnels, so infrastructure is laid on a separate layer from zoning. Finance gains levers (three tax rates, ordinances, bonds), and most of the nine power plant types have limited lifespans, so replacement becomes a recurring capital cost. Yearly newspapers built from city state replace the score screen, and extreme deficit spending ends the game.

appears in

the paper, 2 sections · 1 chapter
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book
ch 3

Chapter 3. Old parts

named in the text

book

relations

1 stored edges
influenced by

sources

1
Wikipedia contributors (2026). SimCity 2000. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gacatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance