Tutorial
Steps 1 to 8: Getting Started
First road, parallel road, residential area, field info, fusion power plant, first settlers and the development loan.
Site manager
Bit welcomes you to your new district and tells you straight: this corner is about as bad as it gets. That is exactly why you are here.
The steps
- Your first road: Colony → Road. Click on the highway where you want to branch off. Bit marks the target at the mountain in yellow.
- The parallel road: parallel to the highway, close to the cliff. A strip stays free behind it, that is where the pig iron mine goes later.
- Your first residential area: Colony → Open District. Click, drag, release, inside the green area between highway and parallel road. One tile costs 200 $.
- Field info: use the button at the top left to check a tile. Do not be shocked, entertainment, safety, jobs and power are all still at zero.
- Power for the district: Industry → Fusion Power Plant, into the green area on the other side of the road. The Colonial Authority gives you the first one. Then inaugurate it, only then does power flow.
- The first settlers: someone always dares to go first. The first trailers roll in.
- Power changes everything: check the tile again. With power the popularity rises, and the trailers soon turn into proper houses.
- Money and taxes: click your balance at the top. The pig iron mine costs 250,000 $, more than you have. Accept the development loan of 400,000 $.

Good to know
- Every district needs a road nearby (Districts: Open, Dense and Industrial).
- Your residents pay 4 $ in taxes per resident and hour. Taxes never go negative (Taxes).
- Up to step 9 you have to build inside the green area. After that it is only a recommendation.
