Simcity Deluxe Strategy

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  simcity deluxe strategy: Fundamentals of Strategy Game Design Ernest Adams, 2014-01-09 You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the strategy game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the strategy game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.
  simcity deluxe strategy: SimCity Classic Strategies and Secrets Nick Dargahi, 1991
  simcity deluxe strategy: Approaches and Strategies in Next Generation Science Learning Khine, Myint Swe, 2013-01-31 Approaches and Strategies in Next Generation Science Learning examines the challenges involved in the development of modern curriculum models, teaching strategies, and assessments in science education in order to prepare future students in the 21st century economies. This comprehensive collection of research brings together science educators, researchers and administrators interested in enhancing the teaching and learning of next generation science.
  simcity deluxe strategy: The Complete Guide to Simulations and Serious Games Clark Aldrich, 2009-09-17 Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown. -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.
  simcity deluxe strategy: SimCity 2000 Nick Dargahi, Michael Bremer, 1995 The smash hit SimCity 2000 has been revised. This book covers the new CD-ROM version as well as Windows version, urban renewal kit and new utilities.
  simcity deluxe strategy: The Video Games Guide Matt Fox, 2013-01-17 The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
  simcity deluxe strategy: Strategy Game Programming with DirectX 9.0 Todd Barron, 2003 This book gives hobbyists and professional programmers the knowledge necessary to create a real time strategy game of their own.
  simcity deluxe strategy: Fundamentals of Game Design Ernest Adams, 2010-04-07 To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
  simcity deluxe strategy: Andrew Rollings and Ernest Adams on Game Design Andrew Rollings, Ernest Adams, 2003 How often have you heard anyone can design a game? While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
  simcity deluxe strategy: Encyclopedia of Video Games Mark J. P. Wolf, 2012-08-16 This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
  simcity deluxe strategy: Software and CD-ROM Reviews on File , 2005
  simcity deluxe strategy: The Place of Play Maaike Lauwaert, 2009 A fascinating, eclectic analysis of the changing geographies of play in contemporary society.
  simcity deluxe strategy: Simcity 4 Greg Kramer, 2003 Get Behind the Wheel with Sim City 4! ·Essential details on U-Drive-It! mode, including how to use vehicles to complete missions ·Exclusive strategies for building a smooth-running metropolis ·All-new civic, reward, and landmark structures covered ·New mass transit and bridge options to streamline your city ·Exhaustive tips for thwarting disasters such as road accidents and train derailments ·Fun hints for creating your own street names and otherwise personalizing your cities ·Get creative with Lot Editor and SimCity Scape
  simcity deluxe strategy: The Sims: The Complete Guide Eric Boland,
  simcity deluxe strategy: Triadic Game Design Casper Harteveld, 2011-02-26 Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.
  simcity deluxe strategy: The Official Strategy Guide, Doom Ed Dille, 1994
  simcity deluxe strategy: Your IPad 2 at Work Jason R. Rich, 2012 Provides information on the features of the iPad 2 with step-by-step instructions covering such topics as connecting to a wi-fi and 3G network, downloading apps, creating documents and spreadsheets, building and displaying presentations, using email, and watching movies.
  simcity deluxe strategy: Rules of Play Katie Salen Tekinbas, Eric Zimmerman, 2003-09-25 An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
  simcity deluxe strategy: Good Video Games + Good Learning James Paul Gee, 2007 Textbook
  simcity deluxe strategy: Using Apps for Learning Across the Curriculum Richard Beach, David O'Brien, 2014-10-17 How can apps be used to foster learning with literacy across the curriculum? This book offers both a theoretical framework for considering app affordances and practical ways to use apps to build students’ disciplinary literacies and to foster a wide range of literacy practices. Using Apps for Learning Across the Curriculum presents a wide range of different apps and also assesses their value features methods for and apps related to planning instruction and assessing student learning identifies favorite apps whose affordances are most likely to foster certain disciplinary literacies includes resources and apps for professional development provides examples of student learning in the classroom A website (www.usingipads.pbworks.com) with resources for teaching and further reading for each chapter, a link to a blog for continuing conversations about topics in the book (appsforlearningliteracies.com), and more enhance the usefulness of the book.
  simcity deluxe strategy: New Media and Digital Pedagogy Michael G. Strawser, 2017-07-05 New Media and Digital Pedagogy: Enhancing the Twenty-First-Century Classroom addresses the influence of new media on instruction, higher education, and pedagogy. The contributors specifically examine the practical and theoretical implications of new media and the influence of new media on education. This book emphasizes the changing landscape of education and technology and creates a foundational lens and framework for thinking through and navigating higher education in a digital and new media driven context.
  simcity deluxe strategy: The Architecture Co-laboratory Kas Oosterhuis, Lukas Feireiss, 2006 Publicatie n.a.v. de conferentie gehouden op 1 april 2006 op de faculteit Bouwkunde van de TU Delft over de huidige en toekomstige veranderingen rond de digitaal ontworpen architectuur- en designpraktijk.
  simcity deluxe strategy: Teaching Climate Change to Adolescents Richard Beach, Jeff Share, Allen Webb, 2017-05-25 CO-PUBLISHED BY ROUTLEDGE AND THE NATIONAL COUNCIL OF TEACHERS OF ENGLISH Teaching Climate Change to Adolescents is THE essential resource for middle and high school English language arts teachers to help their students understand and address the urgent issues and challenges facing life on Earth today. Classroom activities written and used by teachers show students posing questions, engaging in argumentative reading and writing and critical analysis, interpreting portrayals of climate change in literature and media, and adopting advocacy stances to promote change. The book illustrates climate change fitting into existing courses using already available materials and gives teachers tools and teaching ideas to support building this into their own classrooms. A variety of teacher and student voices makes for an appealing, fast-paced, and inspiring read. Visit the website for this book for additional information and links. All royalties from the sale of this book are donated to Alliance for Climate Education.
  simcity deluxe strategy: Handbook of Research on Effective Electronic Gaming in Education Ferdig, Richard E., 2008-07-31 This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming--Provided by publisher.
  simcity deluxe strategy: Maximum PC , 2003-11 Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
  simcity deluxe strategy: Postsecondary Play William G. Tierney, 2014-06 Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.
  simcity deluxe strategy: Quake Strategy Guide Kip Ward, Mike Vanmantgem, 1996 Quake! is destined to be the smash-hit sequel to Doom and Doom II. Now, this guide provides strategies necessary to complete the game, plus inside information about how the computer artificial intelligence creates opportunities for success. Maps for early levels are included, along with hints as to where encounters and treasures lurk, and more.
  simcity deluxe strategy: Dracula Unleashed Rick Barba, 1994-06-06 Here is the only guide to the first interactive horror movie from Viacom New Media. It is the player's lifesaver as he winds his way through the treacherous streets and alleys of London. This guide helps the player equip himself for the chase by showing him a complete walkthrough of the game and strategies on how to think ahead to avoid those blood-thirsty teeth. Includes the complete, unexpurgated text to Bram Stoker's Dracula.
  simcity deluxe strategy: The Wiley Blackwell Handbook of the Psychology of Training, Development, and Performance Improvement Kurt Kraiger, Jonathan Passmore, Nuno Rebelo dos Santos, Sigmar Malvezzi, 2020-06-02 This Handbook is sure to become a key resource for any researcher or professional looking for the latest and most innovative thinking from around the world on the full range of topics related to training, development, and performance management. Bradford S. Bell, PhD, Cornell University, USA. Editor, Personnel Psychology I wish I could have accessed this book many years ago. Comprehensive and scholarly, the four sections training, e-learning, personal and professional development and performance management fit well together and address a gap in the literature that has been apparent for some time. The psychological perspective speaks to growing interest in the micro-foundations of strategic success, and the blending together of both formal and informal perspectives on learning in organizations ensures a holistic rather than piecemeal approach to the question of how to build individual knowledge, skills, and competences in organizations. I believe that this book will make a significant impact on its target audience in this critical area. Helen Shipton, Professor of International Human Resource Management, Nottingham Trent University, UK The Wiley Blackwell Handbook of the Psychology of Training, Development, and Performance Improvement provides up-to-date, contemporary information for researchers and professionals by reviewing the latest literature and research in the interconnected fields of training, development, and performance appraisal. It brings a psychological perspective to bear on a multidisciplinary field that links to management, human resources, and education. Unique to reference works in this area, it maintains a truly global focus on the field with top international contributors looking at research and practice from around the world, including South America, Europe, Canada, and Australia, as well as the United States and the United Kingdom. The chapters cover a diverse range of important contemporary topics, such as needs analysis, job design, active learning, self-regulation, simulation approaches, 360-degree feedback, and virtual learning environments. Together, they offer researchers and professionals essential information for building a talented organization, a critical and challenging task for organizational success in the twenty-first century.
  simcity deluxe strategy: Might and Magic VI Ted Chapman, Chapman Edward, 1997-10 Complete walkthroughs of all major quests Complete character stats Unbeatable strategies for all scenarios Extensive monster tables Exhaustive spell and skill lists Detailed maps About the Author Ted Chapmanis a freelance writer and technical editor with many years' experience in the gaming industry. He has authoredOne: The Official Strategy Guide, Politika: The Official Strategy Guide, Take No Prisoners: The Official Strategy Guide, Blood: The Official Strategy GuideandWarlords III: The Official Strategy Guidefrom Prima.
  simcity deluxe strategy: Computer Gaming World , 2004
  simcity deluxe strategy: Education in Computer Generated Environments Sara de Freitas, 2013-10-15 This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process.
  simcity deluxe strategy: Situated Language and Learning James Paul Gee, 2012-10-02 Why do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy-makers? In this major new book, Gee tackles the 'big ideas' about language, literacy and learning, putting forward an integrated theory that crosses disciplinary boundaries, and applying it to some of the very real problems that face educationalists today. Situated Language and Learning looks at the specialist academic varieties of language that are used in disciplines such as mathematics and the sciences. It argues that the language acquisition process needed to learn these forms of language is not given enough attention by schools, and that this places unfair demands on poor and minority students. The book compares this with learning as a process outside the classroom, applying this idea to computer and video games, and exploring the particular processes of learning which take place as a child interacts with others and technology to learn and play. In doing so, Gee examines what video games can teach us about how to improve learning in schools and engages with current debates on subjects such as 'communities of practice' and 'digital literacies'. Bringing together the latest research from a number of disciplines, Situated Language and Learning is a bold and controversial book by a leading figure in the field, and is essential reading for anyone interested in education and language.
  simcity deluxe strategy: Gaming the Past Jeremiah McCall, 2022-11-11 Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games. Topics include: Talking to administrators, parents, and students about the educational value of teaching with historical video games. Selecting games that are aligned to curricular goals by considering the genres of historical games. Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups. Employing instructional strategies to help students learn to play and engage in higher level analysis Identifying and avoiding common pitfalls when incorporating games into the history class. Developing activities and assessments that facilitate interpreting and creating established and new media. Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.
  simcity deluxe strategy: The Sims 2 FreeTime Greg Kramer, 2008-02-26 • Five all-new careers exposed, including cool career objects! • Immerse your Sims in ten engrossing hobbies • All new Talent Badges revealed • Dream big. Earn rewards. Learn how inside!
  simcity deluxe strategy: SimCity Societies Greg Kramer, 2007-11 Build the City of Your Dreams...Or Your Nightmares. • Transform your city into the hidden Haunted Town. • Complete building directory and catalog. • Get to know all the Special Sims. • Shape your cities to your will with city profile. • Harness Societal Values to grow the city you want.
  simcity deluxe strategy: Quake Game Secrets Kip Ward, Mike Van Mantgem, 1996 Quake is the shattering sequel to the famous DOOM from id Software. This book covers all of the shareware levels and every secret of Quake. It gives a complete walkthrough and description of every item, monster and power up.
  simcity deluxe strategy: CD-ROM Games Secrets Rick Barba, 1994 Here's the first anthology of game strategies for players of CD-ROM games. CD-ROM games have full-motion video and audio action, making it more exciting and real for the reader. The games are also much more challenging. Here game players will find the information they need to add enjoyment to their game-playing time.
  simcity deluxe strategy: CD-ROM Unauthorized Game Secrets Rick Barba, 1996-03-20 This is a compilation book on the hottest games for CD-ROM, including winning strategies for Full Throttle, Bioforge, Daedalus, Encounter, Dragon Lore and Riddle of Master Lu.
  simcity deluxe strategy: CD-ROM Classics Rick Barba, Michael Knight, Rod Harten, 1997-04-30 Prima's back to guide you through the most challenging and enduring PC games available-- 15 games in all. There's no fluff here; the most bare-bones, yet complete, methods for defeating your favorite games are within the pages of CD-Rom Game Classics, Volume 2. One guide-- fifteen games! Including: - Command & Conquer - Command & Conquer: Red Alert - - Crusader: No Regret - Diablo - Duke Nukem 3D - - Leisure Suit Larry: Love for Sail - MechWarrior II: Mercenaries - Myst - - Pandora Directive - Phantasmagoria II - Quake - - Sid Meier's Civilization II - Timelapse - WarCraft II - Zork Nemesis - About the Authors Rick Barba is a game designer and author or co-author of numerous game books, including Myst: The Official Strategy Guide. Michael Knight is a technical editor and the author of Prima's Steel Panthers II: The Official Strategy Guide. Rod Harten is a technical editor for Prima and co-author of Heroes of Might and Magic II: The Price of Loyalty-- The Official Strategy Guide.
SimCity™ Video Games - Official EA Site - Electronic Arts
SIMCITY GAMES. Be the hero of your very own city as you design and create a beautiful, bustling metropolis in SimCity BuildIt, the most popular city builder on mobile, and other SimCity …

Buy SimCity™ - Electronic Arts
SimCity™ Digital Deluxe Upgrade Pack $ 9.99. Add On. Bundle. Amusement Park Set $ 4.99. Add On. Microcontent. Airships Set $ 4.99. Add On. Microcontent. British City Set $ 4.99. Add …

SimCity BuildIt - Free Mobile Game - EA Official Site
Build, craft, and control! SimCity BuildIt is an all-new SimCity game designed just for mobile. Available now on iOS and Android for free.

Buy SimCity 4 - Electronic Arts
In SimCity™ 4, you don’t just build your city; you breathe life into it. Sculpt mountains, dig riverbeds, and seed forests as you lay the groundwork for your creation.

Videogiochi di SimCity™ - Sito ufficiale EA - Electronic Arts
VIDEOGIOCHI DI SIMCITY. Diventa l'eroe della tua città progettando e creando una meravigliosa metropoli piena di vita in SimCity BuildIt, il costruttore di città più famoso per dispositivi mobili, …

「SimCity™」シリーズ - EA公式サイト - Electronic Arts
「SimCity」シリーズ. モバイルの都市建設ゲームで最も人気の高いSimCity BuildItをはじめとする「SimCity」シリーズで、自分だけの都市のヒーローとなって、美しく活気あふれる大都 …

Videojuegos SimCity™ - Sitio oficial de EA - Electronic Arts
Juegos SimCity. Conviértete en el héroe de tu ciudad a medida que diseñas una metrópolis llena de vida en SimCity BuildIt, el constructor de ciudad más popular para móvil, y otros juegos …

Gry wideo SimCity™ – Oficjalna strona EA - Electronic Arts
Poznaj gry wideo SimCity™ od Electronic Arts, wiodącego wydawcy gier na konsole, komputery i urządzenia mobilne.

Jogos SimCity™ - Site Oficial da EA - Electronic Arts
Explore os jogos SimCity™ da Electronic Arts, líder na distribuição de jogos para PC, consoles e dispositivos móveis.

SimCity™-games - Officiële EA-site - Electronic Arts
SIMCITY-GAMES. Word de held van je eigen stad en ontwerp een beeldschone, levendige metropool in SimCity BuildIt, de meest succesvolle stedenbouwer op mobiel, en andere …

SimCity™ Video Games - Official EA Site - Electronic Arts
SIMCITY GAMES. Be the hero of your very own city as you design and create a beautiful, bustling metropolis in SimCity BuildIt, the most popular city builder on mobile, and other SimCity …

Buy SimCity™ - Electronic Arts
SimCity™ Digital Deluxe Upgrade Pack $ 9.99. Add On. Bundle. Amusement Park Set $ 4.99. Add On. Microcontent. Airships Set $ 4.99. Add On. Microcontent. British City Set $ 4.99. Add …

SimCity BuildIt - Free Mobile Game - EA Official Site
Build, craft, and control! SimCity BuildIt is an all-new SimCity game designed just for mobile. Available now on iOS and Android for free.

Buy SimCity 4 - Electronic Arts
In SimCity™ 4, you don’t just build your city; you breathe life into it. Sculpt mountains, dig riverbeds, and seed forests as you lay the groundwork for your creation.

Videogiochi di SimCity™ - Sito ufficiale EA - Electronic Arts
VIDEOGIOCHI DI SIMCITY. Diventa l'eroe della tua città progettando e creando una meravigliosa metropoli piena di vita in SimCity BuildIt, il costruttore di città più famoso per dispositivi mobili, …

「SimCity™」シリーズ - EA公式サイト - Electronic Arts
「SimCity」シリーズ. モバイルの都市建設ゲームで最も人気の高いSimCity BuildItをはじめとする「SimCity」シリーズで、自分だけの都市のヒーローとなって、美しく活気あふれる大都 …

Videojuegos SimCity™ - Sitio oficial de EA - Electronic Arts
Juegos SimCity. Conviértete en el héroe de tu ciudad a medida que diseñas una metrópolis llena de vida en SimCity BuildIt, el constructor de ciudad más popular para móvil, y otros juegos …

Gry wideo SimCity™ – Oficjalna strona EA - Electronic Arts
Poznaj gry wideo SimCity™ od Electronic Arts, wiodącego wydawcy gier na konsole, komputery i urządzenia mobilne.

Jogos SimCity™ - Site Oficial da EA - Electronic Arts
Explore os jogos SimCity™ da Electronic Arts, líder na distribuição de jogos para PC, consoles e dispositivos móveis.

SimCity™-games - Officiële EA-site - Electronic Arts
SIMCITY-GAMES. Word de held van je eigen stad en ontwerp een beeldschone, levendige metropool in SimCity BuildIt, de meest succesvolle stedenbouwer op mobiel, en andere …