Constructor
n.
[Cf. LL. constructor.]
A constructer.
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noun
One who is in the business of constructing elements of the built environment, acting under the terms of a construction contract.
The noun has one meaning:
Meaning #1:
someone who contracts for and supervises construction (as of a building)
Synonym: builder
| Constructor | |
|---|---|
| Developer(s) | System 3 |
| Publisher(s) | Acclaim |
| Release date(s) | 1997 |
| Genre(s) | Real-time strategy/Simulation |
| Mode(s) | Single player, Multiplayer over IPX, Network |
| Rating(s) | ESRB: Everyone ELSPA: >3 |
| Platform(s) | PC, PS1 |
| Media | 1 CD |
Constructor is a 1997 video game released originally for DOS Personal Computers, and later ported to the PlayStation and Windows-native DirectX 3. It was developed by System 3 and published by Acclaim.
In the game, packed with humouristic undertones, the player controls a construction company in a map split between several estates, and must deal with other teams to win the game.
A sequel, (known as Mob Rule in the
Workers are the basis of the construction teams, and can be converted into any other job at the headquarters, but usually at loss (six workers are required to create a gangster, for instance). They are the only ones capable of constructing/upgrading buildings, manufacturing both goods and building materials and attacking enemy characters. However, they need to rest and recover at the HQ or (preferably) an Hospital if working for an extended period of time or getting involved in a fight, as a lower life bar also slows down their movement and working speed. They can be either bred by level 1 tenants, (expensively) bought from the council, or converted from two spare tenants. The workers are very fat and lazy too.
The foreman is the second most important unit. Workers will not work, and just stand motionless until a foreman is assigned, Foremen are also the only character able to take over enemy buildings or destroy one owned by the player.
The repairmen ensure the buildings are kept in a safe condition. If no repairman is assigned to a block and no toolboxes were distributed among the houses, the houses will degrade over time (depending on the quality of the house and the kind of tenant) and eventually explode, or require expensive repairs.
Only available after a Pizza Parlour is built, their only function is to attack enemy characters. Initially only equipped with a knife, as he gets involved in more brawls, he can be equipped with increasingly powerful weapons, topping after 16 kills with a ray gun. Using gangsters, however, requires favours to the mafia, paid by level 3 tenants.
Policemen are used to stop undesirables and gangsters attacking other units or houses in the surroundings of the estate they were assigned to. They require a police station and cadets, which are supplied by level 2 tenants.
Delivery men can't be controlled directly, and work for the gadget factory. They place all items, from trees to metro stops, and also house items if they aren't placed from the house menu.
Undesirables inhabit special buildings, and can perform several tasks that disrupt the enemies blocks, but don't pay rent.
Some of the tasks are only accessible in medium or high difficulty level.
Hippie - Inhabits the commune:
Thief - Lives at the pawn shop:
Mr. Fixit - Lives at his self-titled repair store and is the most able to destroy enemy buildings.
Thugs - Hooligans by nature, inhabiting a run down apartment block, the thugs are
experts on stressing tenants.
Psycho - Equipped with a leather mask and a chainsaw, the psycho lives at the biker bar.
Ghost - Lives at a haunted house.
Clown - Living at the "House of fun" arcade.
Tenants are the financial basis of the game. They pay rents, provide workers, more tenants, police cadets, favours to the mafia and "ultimate" buildings. The player starts with a limited number of level 1 tenants, which have to be used to create more workers and new level one tenants. The only way to improve the children to the next level of tenants is installing a computer or building a school. While tenants refuse to inhabit a house under their level, they won't pay much more for one above.
Buildings are separated into four groups: resource, tenancy, utilities and undesirables. Each one of them takes different quantities of different materials (wood, cement, bricks and steel), and require at least one building team. While they have a fixed size, the size of the garden is decided by the player, who has to keep in mind the requirements of the tenants (lower income tenants will only require trees, while the inhabitants of more expensive houses want more garden features).
A building can be placed on any estate that has been bought from the council, but placing them in estates owned by other players costs double. To purchase an estate, it has to be free, and the player must have at least one building on every estate and a 90% land usage rate.
Resource buildings produce the materials required to produce new buildings. After being complete, they require a working team to continue producing material. While it's only possible to build one of each, they can be upgraded, which not only increases the capacity from 25 to 50 units, but allow more fences and goods at the gadget factory.
Housing is the most common of buildings, and provide the main income of a player. There are five levels, plus one composed by special houses. Each of the first four level require a new material (level one houses only require wood, level two houses wood and cement, and so on). After being completed they can be upgraded in several ways, including fences, garden objects, room upgrades and installing gadgets. Fences reduce the stress of tenants and provide a better defense capacity against attempts of taking over, garden features often reduce stress or are (more frequently) required by the tenants themselves, upgrading rooms increase birth rate, life expectancy, stress and maintenance, and finally goods from the gadget factory such as double glazing windows reduce the noise inside of houses placed near resource buildings, alarms make thiefs attempts of robbing the building hard, etc. To advance to the next level, the player has to build at least one of the three different designs. Advancing in the later levels also requires the player to fulfil a mission, such as creating a park or top-flight houses.
These buildings provide additional functions, but no extra income. While they are not as important as the first two types of buildings, some utilities are required to successfully advance in the game.
Undesirable houses are where undesirables live. They aren't visited by repairment, so they either need to be manually repaired, or built on enemy territory and left to blow up (this also reduces the chance of being captured by the police en route to a mission, but also makes them harder to defend against a take over)
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