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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