Commercial & Industrial

Industrial Sector (The Job Engine)

Industry is the foundation of the economy. It creates the initial jobs required to attract immigrants.

  • Manufacturing Plants: Produce generic goods consumed by commercial shops.

  • Tech Fabricators: Produce high-value goods. These require skilled labor (Tier 2 and Tier 3 agents).

  • Pollution Mechanic: Industrial buildings emit a "Pollution Radius." Residential zones placed within this radius will suffer significant penalties to land value and agent health. Players must plan zoning carefully to separate these distinct areas.

Commercial Sector (The Wealth Recycler)

Commercial zones circulate money back from the agents to the city (via business taxes).

  • Retail Stores: Agents visit these to buy goods (satisfying Hunger and material needs).

  • Entertainment Venues: Cinemas, Arcades, and Clubs. Agents visit these to restore Happiness.

  • Office Towers: These provide "White Collar" jobs. Unlike retail, they do not sell physical goods but generate service value for the economy. They do not produce pollution and can be placed near residential zones safely.

The Supply Chain Logic

A simplified supply chain exists between Industry and Commerce.

  1. Industry produces Goods.

  2. Commerce demands Goods.

  3. Logistics: If the distance between the Factory and the Shop is too great, the cost of goods increases, lowering profit margins. Efficient road layouts reduce this friction.

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