Utility fees (income per hour โ above 100% citizens get unhappy, below it they're a little happier)
Expenses (per hour)
Loans (up to three, repay any time)
Taxes above 9% lower demand and happiness. Below 9% boosts demand but earns less.
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
๐ซBus fare
๐ ฟ๏ธParking fee
Draw lines with Transport โ Bus Line: click stops along streets in order, then the first stop again. People within a short walk of two stops on the same line may take the bus instead of driving, if it's quicker and cheaper for them โ frequent buses (more of them) 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.
๐ผ Economy
๐ Statistics
๐ช Events
๐ฆ๏ธ Weather & roads
๐งฌ Development
โฐ Menu
Controls
W A S D / arrows
Move camera
QE / right-drag
Rotate & tilt
Mouse wheel
Zoom
Middle-drag / left-drag
Pan (with no tool selected)
Space, 123
Pause / game speed
R / C
Straight road / Curved road
PgUp / PgDn
Raise / lower new roads (elevated โ tunnel)
T
Rotate an interchange before placing it
G
Toggle grid snapping for roads
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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.
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 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.
Without power or water for too long, buildings get abandoned.
Services, parks and schools raise land value and happiness, 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.