A small city building simulation. Construct as big of a city as you possibly can. Keep it
powered with utilities and safe with emergency services. The higher a section goes, the bigger
it gets and the more it helps to fuel the entire city system. The more successful your city
becomes, the more money you get to build it even larger.
Plan your city. Make sure that industrial pollution won't hinder the growth of residential
areas. Make sure there is adequet transportation with streets. Use parks around the city and
the waterline to make the city more beautiful for residential and commercial districts.
There is a more detailed description at the bottom of this page.
Empty ($10) - An empty lot. Can be used to clear out expensive areas that don't grow.
Park ($50) - Makes areas of the city prettier and can somewhat balance out pollution. Used to help Residential and Commercial areas grow larger by making them more beautiful.
Street ($50) - Allows residents and products to move around the city. Also causes mild pollution which can affect Residential and Commercial areas.
Residential ($100) - Where the population of the city live. Provides labour for both Commercial and Industrial sectors.
Commercial ($100) - Provides retail and business services. Provides work for Residential areas, and the ability to sell products made by Industrial sectors.
Industrial ($100) - Where products are manufactered. Provides work for Residential areas, and products for Commercial areas. Can be a big source of pollution which will affect Residential and Commercial sectors.
Emergency ($500) - Combined police, hospital, and firefighting services. Keeps the city safe with-in a radius allowing the population to live safer and happier lives.
Utility ($500) - Combined power and water services. Keeps the other sector types working. If you don't have enough Utility supplying the rest of the city, you will see blinking icons start appearing.
Tips & Strategy
Plan out your city so different areas (Residential, Commercial, Industrial) are close to each other but don't interfere with one another. Example, Industrial areas can pollute Residential areas.
The larger a sector grows, the more tax money money it will generate. Areas that remain small have the potential to cost more money than they generate.
Only Streets can be built over water to allow for bridges. But Residential and Commercial sectors built along the water have a higher potential for growth.
If you wish to start a new map, you will need to restart the game and there's no load/save. Mainly because I couldn't fit it into the 4096 byte limit. :-/
Started: December 30, 2006 Released: January 3, 2007