SimCity 2000 is a 1993 PC (DOS / Windows) game from Maxis, catalogued here for 5 defining game mechanics.
PC (DOS / Windows)1993Complexity 78/1002D IsometricPopular
SimCity 2000 is a city-building simulation video game jointly developed by Will Wright and Fred Haslam of Maxis. It is the successor to SimCity Classic (1989) and was released for Apple Macintosh and MS-DOS personal computers in 1993, after which it was released on many other platforms over the following years, such as the Sega Saturn and SNES game consoles in 1995 and the PlayStation in 1996. (via Wikipedia)
The game mechanics of SimCity 2000
Economy Buy SellResourcePlayer earns and spends currency at merchants; price and value decisions are meaningful.
Resource HarvestingResourcePlayer or AI units collect raw resources from the world that fuel construction, production, or advancement.
Upgrade PurchasingResourcePlayer spends accumulated resources or currency on permanent stat or ability improvements chosen from a menu.
Tile Map WorldWorldWorld is built from a grid of discrete terrain tiles; position on the grid is the primary navigation primitive.
Simulation TickSimulationWorld state advances on a regular clock independent of player input; player decisions are responses to the advancing simulation rather than…
Each mechanic links to how to build it in Godot, with the retro games that share it.