These zones exist mainly to provide jobs. In general, stoplight-controlled intersections cannot manage enough heavy traffic to sustain an entire city, so well-planned interchanges and roundabouts are necessary for heavy import practices. Highways have-for the moment-a limited goods import capacity, thus requiring the player to build ports and railways to import enough goods for a city. Importing goods does not affect the revenue of these industries, but does affect gameplay by requiring a well-developed roadway grid. Note that industries and commercial zones contribute to traffic congestion, especially if goods must be imported from outside the town due to a lack of local industrial zones. If you're looking to build a massive city, and not crammed into one space, use low density, as it needs less services, and takes up a larger space than the high density. One thing to note is that High Density building generally cause higher traffic, and cause congestion on small roads. The density also influences the way the citizens travel: residents of low density housing have a higher affinity for using cars or bikes, while high density residents prefer public transport.
High density will have a higher probability for students but also attracts families in a 50/50 proportion. Low density have a higher probability for families but also can attract elderly or students (80/20). Office can be specialized into IT Cluster.įor residential zoning, low or high density will influence but not determine the eventual occupant. Industry can be specialized into Oil, Ore, Forest and Fertile land. Commercial zones can be specialized into Leisure, Tourism and Organic and Local Produce. Residential zones can be specialized into Self-Sufficient Buildings. The other zone types are unlocked at early milestones. Zone Types and Densities Īt the start of the game, only low density residential, low density commercial and industrial zones will be available to the player.
Leveled-up employment buildings provide more numerous and better quality jobs, and leveled-up residential buildings have more numerous and more wealthy inhabitants. If the occupants of a building are doing well, it will level up. Mayors need to make these zones attractive enough for residents and businesses to move in (and stay). One cannot directly build growable buildings without a mod. On the other hand, the residents and businesses that occupy these buildings pay taxes, which is the principle source of income to the city's treasury.īuildings that develop in zones, known as "growables", come in a variety of sizes, however the front of all buildings must be immediately adjacent to the road. Zoning costs nothing of itself, however these roads and other services that buildings require are not inexpensive. Areas up to four tiles from a road can be zoned. Zonable areas will be visible when using the zoning tools, divided into small 8×8 m squares.