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Districts: Open, Dense and Industrial

The three district types of your city: who moves in, what gets built, what a tile costs and how to arrange them properly.

Site manager

You do not build individual houses. You zone districts and the city fills them with life on its own. Demand decides which houses appear. In the build menu the districts are under Colony.

DistrictPrice per tileWhat appears
!Open district Open district200 $trailers, family homes with gardens, row houses when demand is high
!Dense district Dense district300 $shop houses with apartments above, office towers, high-rises
!Industrial district Industrial district400 $storage yards, workshops, halls, factories

Open district

This is where your people live. First come trailers, then, with power and a good location, family homes with gardens. With high demand and a good location, closed rows of houses with green backyards appear. Open districts are calm: little crime, hardly any fires, and a police station reaches far here.

Open district
Open district: family homes with gardens, huts and caravans in between

Dense district

Shops below, apartments and offices above. Shops need customers nearby, meaning residential areas. High-rises only appear when everything is really right (District Value and Field Info). In return dense districts bring far more taxes per tile. They also need police, fire department and hospital much sooner.

Dense district
Dense district: shop houses and residential towers along wide roads
Neon signs and billboards on a street in the dense district

Industrial district

At first only storage yards with containers and scrap stand there, bringing in almost nothing. Real businesses come with workers from nearby, large factories only with high demand and very good conditions. Industry brings many jobs and taxes, but also smog, reaching 8 to 42 tiles depending on the business (Smog and Air).

Industrial district
Industrial district with workshops, storage yards and containers

The right order

Industry → dense district → open district. The dense district buffers the smog and finds customers on both sides.

A grown city
A grown city with all three district types in front of the north wall

Zoning rules

  • Click, drag, release. Districts are rectangles.
  • Every district needs a road nearby. From 4 tiles away the value drops.
  • Drag over or next to a district of the same type and it grows. You only pay for the new tiles.
  • A district leaves out kryptonite fields, rocks and toxic lakes.
  • New districts are developed before anything is built there (Growth and Immigration).

Vacancy

Houses never vanish suddenly once built. If demand drops, you can see it: "For Rent" in the shop window, "For Sale" in the garden or dark windows.