Building Categories
Overview
In SynCity, buildings are not merely decorative 3D assets. They are functional software objects that interact with the simulation engine. Every building acts as a node in the city's graph, consuming resources, generating output, and influencing the agents around it.
Classification System
To manage the complexity of the simulation, all structures are categorized into four primary classes.
Residential (R): Structures designed for agent habitation. Their primary function is to store the population and restore agent Energy levels.
Commercial (C): Structures that sell goods or services. They generate tax revenue and satisfy agent Happiness/Leisure needs.
Industrial (I): Structures that produce raw materials or finished goods. They provide the bulk of employment but often generate pollution.
Civic / Utility (S): Structures that provide essential services such as electricity, security, and education. These usually operate at a financial loss but are necessary for city stability.
Building Lifecycle
Every building instance goes through a specific lifecycle state machine.
Planned: The player has placed the blueprint, but construction has not started.
Under Construction: Resources and Credits are being consumed to build the structure.
Operational: The building is active, consuming power and fulfilling its function.
Abandoned: If a building lacks road access, power, or employees for a set duration, it enters this state. Abandoned buildings lower the land value of the surrounding area.
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