Utility fees (income per hour โ above 100% citizens get unhappy, below it they're a little happier)
Service budgets (50โ150%: upkeep follows, and the service reaches further or less far)
Expenses (per hour)
Loans (up to three, repay any time)
Taxes above 9% lower demand and well-being. Below 9% boosts demand but earns less.
๐บ๏ธ Districts & policies
Paint districts with Zoning โ Districts. A policy for the whole city covers every district; a district's own policies cover only the buildings in it. Hover a policy to see what it does.
๐ฅ Citizens
Health and well-being are separate. Health comes from healthcare in reach, parks, clean air and quiet, and clean water; poor health means more people fall ill, and the sick are much less content. Clinics and hospitals treat the sick in their beds โ untreated illness is far more often fatal. Everybody ages a year every game year; families have babies, and grown-up children move out to make room. When someone dies, a hearse from a cemetery or crematorium in reach collects them; a cemetery fills up, a crematorium doesn't.
๐ฎ Post & telecom
Post offices collect and deliver mail for homes and businesses in their reach, and a sorting facility lets every post office handle more. Cell towers and telecom centers give internet and mobile coverage; how good it is depends on how many users share the network. As the town grows people expect both, offices need good internet, and software firms only open where it is good.
๐ Achievements
Each achievement unlocks a signature building (Tourism โ Signature): one of a kind, with its own effects, and a draw for tourists.
๐งณ Tourism
Tourists come for landmarks (Tourism menu), big parks like the zoo or central park, and famous hotels. A content, safe city without traffic jams is more attractive. Tourists who find a hotel bed stay a few nights and spend much more than day-trippers. The city earns from every hotel night and the sales tax on what tourists spend in shops, and tourist shoppers raise commercial demand.
๐ Public transport & parking
๐ซFare
๐ ฟ๏ธParking fee
Draw lines with Transport โ Bus Line or Tram Line: click stops in order, then the first stop again (trams need Tram Tracks or a Tramway all the way). People within a short walk of two stops may take the bus or tram instead of driving, changing lines if they must, when it's quicker and cheaper for them โ frequent service (more vehicles), fast trams and low fares win riders. Taxis carry people door to door, and households without a car most of all. Drivers need somewhere to park near shops and workplaces: small streets have parking lanes; add lots and garages where the ๐ ฟ๏ธ Parking view turns red.
๐ Education
Adults move up a level when a school of the next level is within reach of their home and has room. Kindergartens give children a head start. Educated residents let homes level up; an educated workforce lets shops, factories and offices level up and brings office demand.
๐ฆ Resources & trade
Your extractors, processing plants and unique factories pass goods down the chain first, then sell to factories and shops, then export the rest. Shortages are imported: zoned factories and shops pay for their own, but the city pays (with a markup) for anything its own plants and power stations import. Turn exports off to stockpile, or imports off to rely on your own production.
Rotate an interchange, template or add-on before placing it
G
Snap roads to the zone grid (on / off)
[]
Small / large zoning brush
B
Bulldoze (click or drag)
P
Photo mode
Esc / right-click
Stop the current road / cancel tool
How to play
Click the end of a highway at the west or north edge, then click where your road should go. Curved roads take a start, a bend point and an end. Crossing roads automatically form intersections.
After placing a landfill, draw its lot by clicking corners (click the first corner or press Enter to finish). A bigger lot holds more garbage. Click any service building to buy upgrades such as extension wings, garages, a helipad or an exhaust filter, then place the add-on anywhere inside the circle around it (T rotates).
Pick gravel, 2-lane, one-way, 4- or 6-lane roads, highways and ramps. Road upgrades (street lights, trees, wide sidewalks, median, sound barrier) are clicked or dragged onto existing roads. Use the Junctions tool to add traffic lights, or priority / yield / stop signs per entrance. Raise roads to build overpasses, or lower them into tunnels โ roads at different heights pass over each other. Drop in a ready-made interchange to connect highways.
Open Resources to place farms, forestries, mines and oil extractors, then draw their work area over a deposit (the map switches to the Natural resources view). The ๐ฆ Trade panel shows production, imports and exports and lets you turn them on or off.
Open Factories to turn raw materials into goods (plastics, steel, glass, lumberโฆ) and those into products like cars, electronics, furniture and ships. Local inputs are free; imported ones cost extra.
From 2,500 people you can lay tram tracks on roads (or build a tramway) and run tram lines; from 7,500 build metro track in tunnels or on viaducts and run metro lines. Each needs its own depot (Transport menu).
Paint districts (Zoning โ Districts) and set policies for them or the whole city in City โ Districts & policies; the Budget panel sets how much each service gets.
Residents choose to walk, cycle or drive. Short distances, wide sidewalks, trees and street lights mean more walkers and cyclists, and fewer cars on the road. Cars give way to them at zebra crossings.
Zone cells appear along both sides of every road. Paint them Residential, Commercial, Office or Industrial with the brush or Fill Block. Buildings grow on lots from 1ร1 up to 3ร4 cells.
Buildings need electricity, water and sewage. Pumps and outlets go next to water โ keep pumps upstream of sewage outlets, or build a sewage treatment plant, or people drink dirty water. A Power Grid Connection sells spare electricity and buys it when you run short.
Without power or water for too long, buildings get abandoned.
Services, parks and schools raise land value and well-being, so buildings level up.
Build schools for every age โ kindergarten, elementary, high school, college and university โ so your citizens get educated. The ๐ Education panel shows how educated they are and whether schools are full.
Grow your population to reach milestones that unlock new buildings and give cash rewards.
Map preview: your starting land in white, highways in grey
๐ Load city
โ๏ธ Options
๐พ Save city
๐ธ Photo mode
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