Open country · a small city you can hold
- Date
- Jan Y1
- Funds
- 2500
- People
- 0
- Jobs
- 0
- Happy
- 50%
You are visiting a shared city.
Keeping it replaces the city saved in this browser. Export yours first if you want it back.
Tap a tile to build. Drag to paint roads and zones; on a touch screen, hold first. Swipe to scroll.
LEARN
Twelve lessons 0 / 12
- Lay a road
Pick the Road tool and tap three tiles in a row. Drag to paint.
- Zone four homes
Homes go next to a road. Tap four grass tiles touching your road.
- Build a power plant
Nothing grows in the dark. A plant powers 24 zone tiles anywhere in town.
- Zone two shops and two workshops
The first few dozen move in on their own. After that, homes follow jobs. Shops sell, workshops make.
- Let a month pass
Press Next month, or turn on Auto. Watch the ledger.
- Reach 50 residents
Zones fill in one level at a time when they have power, a road and demand.
- Plant a park near homes
A park within two tiles of a home raises its value and cleans the air.
- Keep every home out of the smoke
Workshops and plants put smoke on every tile within two steps. Keep homes three away, or add parks.
- Finish a month in the black
Roads, parks and plants cost upkeep. Taxes from people and jobs pay for them.
- Reach 200 residents
Balance homes against jobs. The RCI bars show what the town is asking for.
- Reach 80% happiness with 100 residents
Jobs for everyone, clean air, parks per person and a fair tax rate.
- Run the town for a year
Twelve months without going broke. Then it is your city.
LEDGER
Month by month
- Nothing has happened yet. Lay a road.
SHIP
Keep it, share it
Your city saves in this browser after every change. Export it to take it anywhere.
A city link carries the whole town in the address: whoever opens it can walk around, inspect it and keep a copy. A map link shares only the empty terrain.
HOW IT WORKS
The whole rulebook
- The map is 16 by 16 tiles. Water cannot be built on. Trees and grass can.
- A zone grows one level a month, up to three, when it touches a road on one of its four sides, has power, and the town wants more of it. Zones are visited in reading order from the top left, and demand is re-read after each one, so growth stops as soon as the town has what it asked for. A zone loses a level when it is dark or cut off, or when demand is deeply negative.
- Each home level holds 8 people. Each shop level is 6 jobs; each workshop level is 10.
- One power plant serves 24 zone tiles anywhere in town, in reading order from the top left. The rest stay dark.
- A workshop puts 2 units of smoke and a plant 3 on every tile within two steps, so a home needs to be three steps away to stay clear; a park clears 2, so one park cancels one workshop. A home in the smoke stops at level one, and a built-out home that smoke reaches loses a level a month until it gets there. A park within two steps clears two units of smoke and raises land value; water and trees next door raise value too, but only a park counts for the park lesson.
- Each month, income is (people + half the jobs) times the tax rate over ten. Upkeep is 2 per road, 2 per park and 25 per plant.
- Happiness starts at 50 and moves with employment, parks per 40 residents, smoke over homes and land value. Every tax point over 7 costs 3; every point under 7 adds 1, up to 3.
- Bulldozing is always allowed, even with no money, so a broke town can always shed upkeep. Undo takes back the last build.
- Inspect any tile to see what it needs: road, power, demand, air and land value, and the one thing standing in its way.
- Towns are named by their people: Hamlet at 1, Village at 50, Town at 200, City at 500, Metropolis at 1000.
- Nothing is random after the map is drawn. The same moves on the same seed always give the same town.