It starts to feel like going through the routine. Unlocking a more expensive power plant doesn’t really change the strategy, and the landscapes might as well be randomly generated by how much impact they really have on gameplay. Once you have the basics, there’s little to be surprised by. However, little of it is very game-changing, and that is perhaps Power to the People’s biggest downfall there isn’t much variation from area to area. If a particular area is causing you trouble, you can simply plop down whatever you need to shore it up, so long as you have the money.Īs you complete levels, you’re given access to more gear. That’s perhaps the most unrealistic part of Power to the People: you can make changes in an instant. ![]() There isn’t much room for error as you work with limited resources, but once you start pulling in a more stable income, you can easily reconfigure the grid as you see fit. I always found getting established to be the most difficult part of any given level. At midnight, everything pauses to allow you to make repairs and upgrades in peace, so there isn’t much to do during the day aside from hitting the fast forward button and putting out fires. The pace of Power for the People is essentially one day at a time. ![]() From there, it’s managing weather events, the occasional disaster, and expanding as the cities do. My octopus “grids” gave way to stable setups that usually only required occasional tweaking. Portions of my grid were going off like popcorn kernels, but as long as I patched them up quickly, no one would get pissed off enough to fire me.Įventually, I did learn, however. For the first few areas I tackled, I limped across that finish line. The goal is to survive as CEO for 50 days without your approval dipping below 50% or bankrupting your company. When I started off in Power to the People, I was awful. It takes more than just running wires, however, because if too much power is funneled through one place, it will overload and explode. But then, the city starts expanding, and then another one forms, and you need to stretch that grid out to meet their needs. You need a source of power, a way to change that into a lower voltage that buildings can drink, and if you’re feeling sassy, some storage units that can hold excess juice for when you need it. Did you know there’s more to it than that? It surprised me, too! Electric juice flows through rubber strings and into my home, and if one of those strings is knocked down, someone needs to come and put it back up. I’ve mucked around in the internals of some old consoles, but I wouldn’t claim I know how to wire a house, let alone a city. Then someone starts mining for cryptocurrency, and your already strained grid starts buckling under the pressure. So, instead of actually building a city, you simply need to keep one powered. Someone grew dissatisfied with the unrealistic nature of the power system and decided to amp it up. Power to the People is like somebody’s sick idea of a mod for any popular city builder. Then I tried my hand at building a grid, and the popping sounds of my failure filled my ears. Sure, I’ve slapped down some power plants and strung up some power lines, but I never had to think about how simplified the experience was. I quickly grew to love Simcity and fill my small-town brain with lots of romanticized notions of urban life.īut my years of digital city development did not prepare me for Power to the People. ![]() I’d eventually pick up the finer points and build a few cities on rock and roll, which I think is pretty good for that age range. I probably would have been between the age of 6-8 at the time, so cut me some slack. What were these R’s and C’s that appear in squares? Strangely, I have a clear image of what my first attempted town was, and it was really just a mash of the prebuilt buildings. ![]() I didn’t understand a damn thing about urban development, the terminology, or how roads work. I remember the first time I picked up Simcity on the SNES.
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