SimCity Social is an online social game for the Facebook social network where users create their own city and interact with cities of their Facebook friends. The game was developed by Maxis and Playfish and published by Electronic Arts. The game was announced at the Electronic Entertainment Expo 2012, during EA's press conference on 4 June 2012, and released on June 25, 2012.
Objective
Like its forebear, SimCity, the objective is to design and build a city without specific goals although in SimCity Social, optional goals are introduced in the form of quests
Game Play
This is a resource based game. Players must collect various resources which are then consumed to develop or maintain the city. Development is performed by clicking directly on city buildings or surrounding undeveloped land, accessing a menu where resources can be purchased or manipulated (and some resources temporarily stored) or through a series of online dialogues that form quests. Some resources replenish over time while other resources are obtained for direct actions with buildings, visiting neighbors or requesting resources from them, or can be purchased with credit card or PayPal from the developer's online store.
Additional themed quests that are only available for a limited amount of time, such as a week or two, regularly appear. Completion of these quests unlock exclusive buildings not available at any other time. With new quests, new buildings and new collectibles are introduced.
Resources
Energy is a resource needed for many actions. It recovers at the rate of one energy every three minutes. It can be purchased as batteries which can be used to replenish energy later in the game. Energy can also be gifted by other players (it does not reduce a donor's own energy resources), and can be earned by visiting neighboring cities and performing actions. Energy is fully replenished when a player reaches the next level of experience.
Diamonds are also earned on certain quests and every time the player (as mayor) increases a level of experience. Diamonds are required to purchase premium content, but can also be used to skip quests, collectible requirements, and wait time.
Simoleons are the in-game currency. They are accumulated mainly by interacting with businesses, but also from farms and student jobs.
Materials are used to build and upgrade many structures. They are accumulated by interacting with factories or sending trains from the station.
Fame develops as the player interacts with neighboring territories. Fame can be used for a variety of special purchases.
Experience (XP) appears as turquoise stars and builds a player's level. When experience reaches 100%, there is a reward of simoleons, one diamond, and full energy replenishment.
Collectibles are items that are released by interacting with structures. These are used in developing structures after they have been bought or completing quests. Many collectibles are connected specifically with the type of building they can be released from, such as ticket stubs from attractions or x-ray plates from hospitals.
Population increases unlock specific quests or buildings. It also increases the level of the mayor's house.
Neighbors (other players which are befriended through Facebook) can also staff your structures when necessary, for instance facilities and farms both need a specific complement of avatars from SimCity Social friends to be fully operational. Interaction with neighbors' buildings also provide specific "friend/foe" collectibles and a more developed relationship (either positively or negatively) increases the likelihood of their appearance.