Before you build, the build preview shows whether a spot fits. Green means go, red means no, and the reason is shown next to it.
Placement rules
| Rule | Applies to |
|---|---|
| Road nearby | most buildings, for example police at most 2 tiles, warehouse 3, fusion power plant 6 tiles from a road |
| At the cliff | pig iron mine |
| On a deposit | kryptonite mine |
| In the canyon by the river | spice mine |
| Anywhere | energy relays and access towers, no road needed |
| On a platform | skyscrapers and high-rises on the upper level, one tile apart from their neighbor |
Many buildings exist only once or a few times per city. The "i" in the build menu names the limit.
What can be in the way
- Other buildings and roads
- Zone houses: the game clears them for you on request. The preview shows the clearing price.
- Rocks and mesas: have them cleared first (Boulders, Mesas and Toxic Lakes)
- Toxic lakes plus a border of 3 tiles where nobody may ever live
- Terrain steps and kryptonite fields
- The edge of your land: nothing goes outside your unlocked districts (Unlocking Districts)
Planning well
- Industry belongs at a distance from housing, with a dense district in between (Smog and Air).
- Power plants only supply what lies within their reach (Power Plants).
- Services work in a circle: place them in the middle of the districts they are meant to protect.
- In the tutorial Bit marks in green where he recommends a building.
