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

parts

16 mechanics, as SimCity 4 does them

core · 4

economy & finance

Land value

Desirability is computed separately for each wealth level, so the same lot attracts different classes as services and nuisances change.

economy & finance

RCI demand

Demand is reported separately for each wealth level of residents and for commercial and industrial subtypes.

logistics & networks

Traffic congestion

Commuters route trips over roads, rail, and transit; Rush Hour adds traffic flow tracing, avenues, and elevated rail.

space & construction

Zoning

Residential, commercial, and industrial zones at low, medium, and high density, with agriculture as a separate industrial zone; buildings need road frontage.

supporting · 12

information & legibility

Advisors

Mayor mode advisors comment on problems and suggest actions.

space & construction

Building placement

governance & policy

Policy toggles

City ordinances with monthly costs and effects.

environment & ecology

Pollution spread

Industry and traffic pollute and reduce desirability.

population & lineage

Population strata

Buildings belong to wealth levels and size stages; areas decay or gentrify.

logistics & networks

Public transit lines

Bus, subway, and rail stations carry commuters; Rush Hour adds elevated rail.

risk & failure

Random disasters

God mode triggers disasters on the city.

logistics & networks

Service coverage

Schools, hospitals, police, and fire buildings cover areas; they lose output and gain maintenance cost as they age.

economy & finance

Taxation

Tax rates per zone type and wealth level.

space & construction

Terraforming

God mode reshapes terrain; most terraforming locks once a city is founded.

economy & finance

Treasury and budget

Civic buildings need ongoing funding set per building.

core loop

terraform in God mode -> zone residential, commercial, industrial land at a density and connect roads -> wealth-level demand and desirability grow buildings -> set taxes and per-building service funding -> trade power, water, and garbage with neighbor cities -> grow the region

design notes

SimCity 4 splits each zone type by wealth level, so demand and desirability are tracked per class and neighborhoods can decay or gentrify as conditions change. Cities of 1 to 4 km per side sit in a region and exchange water, electricity, and garbage disposal through neighbor deals, letting several specialized cities depend on each other; this single-player region has no exact match in the taxonomy (see run proposal). Its commute model drew praise from urban planner Jeff Speck, and the Building Architect Tool (2004) sustained a content community for over two decades.

appears in

the paper, 2 sections · 2 chapters · 1 episode
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
ch 4

Chapter 4. Families

linked from the text

book
ep 3

Families across genres

on screen at 4:35 series and descendants

episode

relations

1 stored edges
influenced by

sources

1
Wikipedia contributors (2026). SimCity 4. Wikipedia

provenance

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