Property & Land Value
The Land Value Algorithm
Every tile on the map possesses a Land Value (LV) score. This score is dynamic and recalculates during every simulation cycle. Land Value is the primary driver for Property Tax revenue and determines which class of citizens can afford to live in a specific area.
Determination Factors
The LV score is calculated using a "Heatmap" approach. Every building emits a positive or negative radius of influence.
1. Positive Modifiers (Boosters)
Placing these amenities increases the value of surrounding tiles.
Parks and Plazas: High impact, medium radius.
Waterfronts: Proximity to water bodies naturally boosts value.
Service Coverage: Being within range of a Hospital, School, and Police Station drastically increases value.
Commercial Access: Proximity to shops (convenience).
2. Negative Modifiers (Detractors)
Placing these structures lowers the value of surrounding tiles.
Pollution: Industrial zones emit a strong negative radius.
Noise: Airports, busy highways, and power plants reduce residential desirability.
Crime Hotspots: Areas with high crime rates suffer a value penalty over time.
Gentrification and Displacement
Land Value directly affects rent prices.
If the player improves a low-income neighborhood with too many parks and services, the Land Value rises.
Landlords increase rent.
Low-income agents (Tier 1) can no longer afford the rent and are evicted.
High-income agents (Tier 3) move in.
This mechanic forces the player to balance the city. A city consisting entirely of luxury villas will fail because there will be no affordable housing for the janitors and factory workers required to run the basic infrastructure.
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