After your tower has earned itself a reputation and some publicity, you’ll start to unlock more residential and commercial options. Other than essential utilities like electricity and water (phone, cable TV, and gas come later), these entry-level tenants don’t require much. Just as I explained in my earlier preview of this game, you’ll start with the ability to build only the most basic apartments, businesses, and the space they need. Sure, I’ve boiled the formula down to its most basic elements, but Project Highrise’s success comes from the way it progressively complicates this most simple equation. And what about making money? It’s true that you’ve got to spend money to make money, as they say, but money alone won’t get you anywhere without the space or the people. Acquiring space takes money, attracting people to fill that space requires more money, and keeping them there requires yet more money. On the surface it sounds simple, but SomaSim has ensured that it’s not just a cakewalk. How are they conceived? How are they built? What’s inside of them, and what happens in those places? Who gets to plan and decide all of this? Project Highrise may not answer all of these questions, perhaps not any of them, but it certainly gives a beautifully imaginative and complex glimpse into the steel and concrete superstructures that dot so many landscapes.Ĭonstructing a skyscraper in Project Highrise takes three basic commodities: space, people, and money. And yet, their inner workings have always remained somewhat of a mystery to me. I am always struck by their sophistication and sheer size. They inspire awe and embody the ability of Man to create, to dream, and to build. There’s a fascinating beauty about skyscrapers.
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