High density zones are more expensive and cause traffic problems, but bring in more tax money. When zoning, as in SimCity 3000, mayors can choose from low, medium, and high density zones. It's interesting to incorporate a new town's geography into the design, but individualized city plans were possible in earlier incarnations of SimCity too. Building multiple cities is time-consuming, and the need for city after city squelches the individualized personality of each borough. The concept of a megalopolis is intriguing, but in practice it's mostly boring. Having neighbors offers immediate benefits for a city's industrial and commercial businesses, too, since they will be able to easily export and import products. Need more water? Build an aquifer next door. The biggest change from SimCity 3000 allows players to construct a metropolis of interconnected cities within "regions." Want a neighboring city to be a giant landfill? Build one. With the fourth installment of a series, however, players should wonder if there's any reason to keep playing. SimCity 4 offers complicated budget, business, and transit systems along with the expected (and great) gameplay of the SimCity series. Getting the stubborn "sims" to follow your lead, however, is a tricky assignment. Any buffoon can destroy a city with the help of tornados, Godzilla, or a flood. The genius of SimCity, however, has always involved what you, as the mayor/god, can't control. The SimCity series makes ruling a world fun, even for people not obsessed with delusions of grandeur.
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