Public Services & Special
Utility Infrastructure
A city cannot function without basic utilities. These are propagated through the road network or specific pipe/cable grids.
Power Plants: Generate electricity. Options range from dirty Coal Plants (cheap, high pollution) to Fusion Reactors (expensive, clean).
Water Towers / Pumps: Supply fresh water. Essential for High Density residential zones.
Civic Services (Radius Based)
These buildings affect agents within a specific circular radius or "Area of Effect" (AOE).
Police Stations: Reduce the "Crime Probability" variable in nearby tiles. Essential for high-density areas.
Fire Departments: Reduce the risk of structures being destroyed by random fire events.
Hospitals: Restore agent Health and prevent the spread of disease simulations.
Schools & Universities: Slowly convert Tier 1 (Unskilled) agents into Tier 2 and Tier 3 agents, allowing the city to develop a high-tech economy.
Special Buildings
These are unique structures that act as landmarks.
The Central Hub: The player's headquarters. It provides the initial city storage and construction drones.
Monuments: High-cost statues or parks that provide a global boost to city-wide happiness or tourism.
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