City Builder

πŸ™οΈ City Builder

Build a town on the hills: zone homes, shops and industry, lay roads, bring power and water, set the taxes, and watch it grow into a city.

πŸ†• A new city

πŸ† A map with a goal
πŸ“– A town with a problem
…or your own land
The land
Map size
Start in
βš™οΈ Settings
Sound
Detail

Turn the detail down if the city feels slow.

Jan 1950

⏸️ Paused

Your city is waiting.

Are you sure?

πŸ₯‡ You did it!

πŸ“–

πŸ™οΈ How a town works

πŸ‘₯ People move into 🏠 homes that have ⚑ power and a πŸ›£οΈ road near them.

πŸ’Ό They want jobs too: πŸ›οΈ shops and 🏭 industry, near a road, with power.

πŸ’° Money comes from taxes: every month, everyone pays a little. More people, more money.

🏦 If the money runs out, the bank lends you more. Just keep building!

πŸ›οΈ Your term has ended

The town spent more than it had for a whole year, so a new mayor takes over. Your city is saved, and you can still look around it.

πŸ‘₯ People and πŸ’° money

People move into 🏠 homes that have ⚑ power and a πŸ›£οΈ road near them, and they want jobs in πŸ›οΈ shops and 🏭 industry. Money comes from taxes: every month the people and the jobs pay a little, so more people bring more money. Tap πŸ’° or πŸ‘₯ at the top to hear it again.

πŸ‘† Look around

Drag to move around the map. Pinch, or use πŸ” and πŸ”­, to zoom. πŸ”ƒ turns the view. With no tool picked, tap anything to see what it is and why it is (or is not) growing.

⚑ First, power

Pick ⚑ Power and put a power plant on flat land. Nothing grows without power. Power runs along roads and power lines, and through zones and buildings that touch each other. So you do not need a line to every zone: one road or line to any tile of a group powers the whole group. Grass, water and gaps stop it.

🏠 Zones

Pick 🏠 Zones, choose 🏠 homes, πŸ›οΈ shops or 🏭 industry, and drag across the land. Zones grow into buildings by themselves, when they have power, a road within 3 tiles, and people who want them. The three bars at the top show what the town wants: green homes, blue shops, yellow industry.

πŸ›£οΈ Roads

Drag to lay a road. Every zone needs a road near it, and roads carry power too. A road dragged across water is a πŸŒ‰ bridge; a πŸš‡ tunnel goes through a hill. Cars drive from homes to work: when a road jams, lay another beside it or a πŸ›€οΈ highway, which carries four times as many but has no way in for zones.

πŸ’§ Water

Buildings only grow bigger with water. Put a 🚰 pump next to a lake, a river or the sea (pumps need power), and lay πŸ”΅ pipes underground (πŸ•³οΈ shows them). Water flows along pipes and from building to building where they touch, so one pipe to any building of a group is enough. Empty zones and roads do not carry water. A πŸ—Ό tower keeps spare water for later. πŸ—ΊοΈ β†’ ⚑ Power or πŸ’§ Water colours the map where each reaches.

⛰️ The land

⛰️ Land raises and lowers the ground, levels it, makes water, and plants trees. Big buildings need flat land.

πŸ›οΈ Services

A growing town needs πŸš“ police, πŸš’ fire stations, 🏫 schools and πŸ₯ clinics, and likes 🌳 parks. Each reaches the homes around it and costs money every month. Police keep crime down; industry and smoky power plants make the air dirty, so keep homes away from them. The face at the top shows what the town thinks of you.

πŸ’° Money

πŸ’° City shows the taxes, the bills and the budget. Higher taxes bring in more money but fewer people want to come. If money runs out, the bank lends you more, and you keep building. Only with "money can run out" switched on (the πŸ™οΈ City age) can it end: a whole year below $0, and a new mayor takes over.

πŸ—ΊοΈ More land

Running out of room? πŸ’° City β†’ πŸ—ΊοΈ More land makes the map bigger: 16 more tiles on the east and south sides, for $2 a tile. Everything you have built stays where it is, and the new land carries on from the old: the sea, the river and the hills go on. The biggest a map gets is 2048 Γ— 2048.

🀝 The next town

A πŸ›£οΈ road to the edge of the map brings trade, and so does a πŸš† railway with a station. A πŸ”Œ power line to the edge lets you buy power from the next town when you are short (no plant needed, but it costs more than running your own), and sell them what you have spare. Switch either on in πŸ’° City, under 🀝 Neighbours.

πŸŒ™ Night and 🌧️ rain

πŸŒ™ shows the town at night: windows and street lamps light up wherever there is power, so a dark street is a street with none. β˜€οΈ brings the day back. Some months it rains (spring and autumn most), and the chip with the date shows the weather. Night and rain are only how the town looks: nothing in it changes.

πŸ“– Towns with a problem

The menu has five towns that are already built, each with something wrong: the power is out, a fire is burning, a dinosaur is walking through, the money has run out, or nobody likes living there. Each has a goal and a date. Meet it in time for a πŸ₯‡ gold cup; later is a πŸ₯ˆ silver one, and the town is yours to keep either way. Tap the πŸ† note at the top to read the story again.

🎁 Gifts and πŸ™οΈ towers

As the town grows it gives you gifts: 🏑 Your House at 1,000 townsfolk, then a πŸ›οΈ Town Hall, πŸ—Ώ Your Statue, a πŸŽͺ Fairground and the 🌈 Rainbow Dome. They are free, and there is one of each: find them at the bottom of πŸ›οΈ Services. A really big town can build a tower, a whole town in one building: 🏒 Stack Tower, 🌳 Treetop Tower, 🫧 Bubble Dome and πŸš€ Rocket Spire. A tower needs a lot of power and water.

πŸ“° The paper and the advisors

Twice a year πŸ“° The Daily Brick prints three lines about your town. Tap the face at the top to read it, and to hear from your nine advisors: one for the money and one for each part of the budget. 🟒 is fine, 🟑 could be better, πŸ”΄ needs you; πŸ‘‰ takes you to the place.

πŸ’‘ What next?

The πŸ’‘ note at the top says what your town needs next; πŸ‘‰ Show me picks the tool. Warnings like ⚑ or πŸ’§ take you to the place when you tap them.