Air Bucks. Transport Giant: Down Under. Rail Simulator. Thrillville: Off the Rails. Microsoft Train Simulator. King of the Road. City Car Driving. Scrap Mechanic. Spintires: MudRunner. Fernbus Simulator. Patrician II: Quest for Power Formed around the trade of traditional textiles and foodstuffs, the Hanseatic League was formed sometime around the early 13th century and prospered until the early 17th century.
Flash Games. Army Missile Truck Simulator. Car Transport Ship Simulator. Prisoner Transport Simulator. Oil Tanker Transporter Truck Simulator. Euro Truck Driver Simulator. Trevor Chan's Capitalism II is an in-depth business strategy game which covers almost every aspect of a real world business. Players make public transit routes using various vehicles such as buses, street cars and subways from a top down isometric perspective.
In this simulation game players assume control of a theme park, where they can add new rides, manage the park's upkeep, and even design their very own roller coasters. Railroad Tycoon II is the second title in the Railroad Tycoon business-simulation series, where the objective is to build and run your own railway company.
SimCity is the sequel to SimCity , and yet another simulation game from the people at Maxis Entertainment. In this game, yet another level of depth is added from previous games, along with improved graphics and an improved UI. SimCity is a city simulation game where players can build cities from small and neat to large and dirty, or anything in between. This red planet colonisation sim has come along way since it first came out in March Back then, it felt a little bit barebones and kept tripping over its own user interface.
Today, it's a different story. With a greater variety of domes and buildings, a more coherent UI, and the ability to link up your various fragile settlements, Surviving Mars is extremely hard to put down. The slow growth from a handful of drones laying cables in the dust up to a thriving society of colonists is immensely satisfying, and the hostile environment and starkly limited resources means it feels like so much more an achievement than simply ordering some serfs to go build you a mansion by the river.
By twinning management sim tradition with a survival mentality - your colonists need air, water and heat as well as food, and woe betide you if you fail to provide them - what could have been an old-fashioned building game becomes a thoroughly modern one. Most management games are about indulging yourself as opposed to providing a real challenge.
They're about an ever-widening circle of building possibility - the more hours you put in, the more things open up. Frostpunk is different. Frostpunk's interest is in starkly limiting what options are available to you, to the point where you're frequently making some absolutely crushing decisions about what you have to sacrifice in order to gain or fix something else. Set during a sort of steampunk post-apocalypse, you're tasked with keeping a handful of shivering, starving refugees of a new ice age alive.
There are barely any resources, and anyone who does not live close to the life-giving heat generators won't last long. Sickness is inevitable. But you need the workers to bring in fuel and food to keep everyone else alive. Do you let the ill heal - or do you amputate? What about children? More hands on deck, or is having a childhood more important? Frostpunk is management on the edge, where almost every decision you take - almost every building you erect - is a huge risk.
It can be mastered in time, but until then, it is desperate, harrowing and a deft inversion of the usual race-to-riches approach. Theme Hospital might be the first popular management game to dwell on the dark side of profiteering, but Prison Architect is an even darker proposition.
Can you keep your inmates happy? Can you make a profit? How important is it to process death row residents efficiently? What happens when a riot breaks out? The brilliance of Introversion's game is in its recognition that a prison is a series of systems - of housing and treatment, of security and recreation - and then in its application of sturdy simulations to each of those systems.
Like the best management games, it allows you to create a smoothly running machine, but it also embraces chaos and roleplaying. During the most intricate planning, you can forget what the theme implies about the resources you're processing, but Prison Architect is only ever a moment away from reminding you of the humanity within the machine.
Honestly, throw a rock in the air and just play whichever Tropico game it lands on - they're all a solid good time and they're all based around the exact same concept: you're the comedy dictator of an initially poor island nation, attempting to transform it into a land of tourist'n'trade riches while ruling with an at least partially iron fist. A great many of the complexities of, say, a Sim City are discarded - there's no real worrying about powerlines or water supplies, and instead you get on with the business of plopping down buildings, with the twin goals of making it all look lively and attractive and generating ever-more filthy lucre.
This is more of a toy box to rummage in than it is a strategic puzzle, but it has an extra layer of mild moral dilemmas that keep you hooked. For instance, the exile or death of troublemakers, bribing protesters, ignoring environmental concerns, rigging elections or cramming people into dangerous housing. Or you could stay the course, do the right thing and hope that it will all come good in the end. Tropico 6 also finally adds some much-needed spice to this most conservative of management series by stretching out your latest empire across an entire archipelago of islands, switching your traditional goal of expansion for expansion's sake to something you're actively striving towards.
It's a small change, sure, but as that old saying goes, even the smallest change can make a profound difference. Banished is a different sort of a management game. At first glance, it looks a lot like a Settlers or Anno - good-natured, brakes-on building and tree-chopping, enjoying the gradual and all-but-inevitable expansion from scruffy one-horse town to bustling old world metropolis. But no. Banished is about scratching out a rudimentary life in the dirt and cold, and maintaining that life even as the elements turn against you - striving to subsist rather than to explode into glory.
If approached wanting a cheery city-builder, you're going to have a horrible time. If approached as a sterling test of planning and resource management, in which failing to get it right means great suffering and even death for the handful of people in your charge, it's going to keep you very busy, challenged and, ultimately, feeling far prouder of yourself than most anything else in this list could hope to manage.
It's cruel, but it makes the things we take for granted in other management games feel like titanic accomplishments.
Zeus: Master of Olympus might be as old as its Ancient Greek hills, but this 2D, historical city builder continues to hit the sweet spot of complexity, accessibly, prettiness and sheer charm.
There is war if you want it, but really this is a game about making cheese. Also wool, olive oil and theatre. An artisanal colony all of your own. Just watch out for wolves. And there are puns. Lots of Ancient Greek puns. You'll want the player-made resolution and widescreen fixes if you're planning on playing it today, but it remains an absolute delight.
Sure, it's free of the strife and toil of ancient life, in favour of a colourfully genteel take on the pre-tech era, but it just gets on with being the very best pure town-builder it can, those nerve-calming loops of gentle expansion and efficiency-pursuit. Complex but approachable, Zeus is designed to be something you lose yourself in.
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