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The Build Loop

From plan to running operation: plan, pay, build, inaugurate, upgrade, relocate or demolish.

Dispatcher

Every major building in District Null goes through the same stations. Know them and you build faster and lose less money.

The stations

  1. Plan: pick a building in the build menu. The "i" shows cost, build time, power and running costs. While placing, a preview shows green where it fits and red with the reason where it does not (Planning and Placement).
  2. Pay: money and material are deducted immediately, always at full price. Only skyscrapers fetch their material from the warehouse later on their own.
  3. Build: a construction site appears, with a clock and progress. Build time runs in game time (Construction Site, Build Time and Material).
  4. Inaugurate: finished main buildings stand still until you inaugurate them. Only then do operation, power and effect start (Inauguration).
  5. Operate: set the load, buy staff, assign slots. The character tells you how it is going.
  6. Upgrade: many buildings have further levels, often only after research (Upgrades and Levels).
  7. Relocate or demolish: if something is in the wrong place, move it with the hover truck or tear it down with the excavator (Relocation, Demolition).

Zones build themselves

Roads and districts you only lay out. The city builds the houses inside on its own once location, power and demand are right (Growth and Immigration).

Obstacles

Boulders, mesas and toxic lakes block districts and buildings. Rocks can be cleared, toxic lakes never (Boulders, Mesas and Toxic Lakes).