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Space Management Games are often characterized by the ability to check out various stats for each individual working at or visiting the facility, often tracking their mood (or loyalty), as well as other stats. This serves as a tool to gauge whether the facility is really efficient or whether it makes the lives of its denizens too complicated or tiring. A non-efficient facility will end up with displeased denizens leaving en-masse or simply not producing or earning enough money to sustain its operation.
Some interface traits are common to all space-management games regardless of their age. These games will almost always feature a grid-like environment, which assists players in calculating how large each room should be, where passageways for the denizens will go, and how far one room is and should be from the others. Occasionally, there will be several "floors" to work with, but in that case each floor is still a grid-like surface. Aside from its obvious benefit for planning, a grid design also makes it easier for the AI to figure out routes between the rooms and corridors, since it's going to have to calculate routes for dozens, possibly hundreds of characters simultaneously. [[Real Time
Expect the game to be split into "missions" or "levels", where the first missions give you ample amount of space and money to work with, and later ones requiring you to cram more rooms into smaller areas. Often, missions also set a certain monetary goal, so the facility needs to generate a certain amount of ''something'' within a limited amount of time in order to complete the mission, thus requiring it to run as efficiently as possible.
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'''Mayor Game:'''
* Beginning with [[
'''Commodity Game:'''
* Similar to Mayor Games, you'll be constructing a city or other bustling living area from the ground up. However here, the focus is on your economy, and the denizens who come to live in your city will need to produce raw materials from the surrounding area, deliver it to craftsmen, and eventually process it into consumption goods (required to keep the denizens alive) and trade goods (to sell for money). Expect having to conduct diplomacy with other cities, and possibly even raise an army to defend your land from them. The first game in this genre was probably [[Caesar]], set in the Roman Empire, which launched a long series of sequels set in various periods throughout human history.
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{{examples|Examples of Mayor Games:}}
* ''[[
* ''[[Sim Tower]]'' is somewhere between this and Service Game.
* ''[[Transport Tycoon]]'' and its many counterparts can be described as a remote version of this. Space Management becomes a function of travel times vs. profit, which deals very much with the correct placement of stations, tracks and roads in what can occasionally be a very tight space.
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=== Examples of Lair Games: ===
* ''[[Dungeon Keeper]]'' and its sequel.
* ''[[Evil Genius (
=== Examples of Service Games: ===
* ''[[Theme Park (
* ''[[Theme Hospital]]''
* ''[[Space Colony]]''. Ditto.
* ''[[Zoo Tycoon]]''
* ''[[
* ''[[Jurassic Park Operation Genesis]]''
* ''[[
* ''[[Prison Tycoon]]''
* ''[[Sea World Tycoon]]''
=== Examples of Multiple Types: ===
* ''[[
** Mayor: Carve or construct space to zone for residence or production, allocate traffic values for pathing between them, assign subsets of population to defined districts for work and living.
** Commodity: Acquire and process raw materials for weapons, armor, trade goods, housing fixtures and, most importantly, booze. The 'Merchant Arc' currently in development will expand the role of commodities and economic power over the wider world. And the bigger a fortress becomes, the more stockpile management becomes crucial for all other aspects.
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