That final ingredient took several more years to gestate. Santa Paravia felt as though you were playing a computerized board game, not experimenting with wooden blocks and model train sets. But the most crucial ingredient of the genre was missing (and no, it wasn't that the game was still turn-based). You had taxes, buildings, disasters, population growth and decay, approval ratings-even a map of your kingdom that displayed at the end of each turn.
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With Santa Paravia, most of the elements of a city-building game were in place. Of these, George Blank's 1978 Apple II game Santa Paravia and Fiumaccio was perhaps the most notable, as it introduced several types of buildings (or "public works") that you could buy/construct. The game captured many a player's imagination, and several more expanded versions soon emerged, with different localities but the same core systems. And if you were truly a terrible leader your people would rebel, casting you off from the throne. The goal was to grow your economy so that your city could expand and support a larger population, but rats and the plague stood in your way. You couldn't build anything, but you could buy and sell land, plant seeds, and feed (or starve) your people. The Sumer Game, or Hamurabi, put you in charge of the ancient city-state of Sumer. Ahl ported it to BASIC a few years later retitled as Hamurabi (with the second 'm' dropped in order to fit an eight-character naming limit). He coded The Sumer Game in 1968 on a Digital Equipment Corporation PDP-8 minicomputer, using the FOCAL programming language. While extremely limited in its simulation, Doug Dyment's The Sumer Game was the first computer game to concern itself with matters of city building and management.
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Behold, the original SimCity Commodore 64-the game that changed everything.