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gameworld:towns

Towns

Overview

All people in the game world live in towns or cities. There they also go to work and go shopping.

Land use

town_land-use-only.jpg

There are three types of parcels in towns:

  • Residential (green)
  • Commercial (blue)
  • Industrial (yellow)

Towns grow by means of new or larger buildings, if the utilization is high and the land value as well as accessibility is good. Providing public transportation and supplying commercial and industrial buildings with cargo will also further an expansion.

To highlight buildings with corresponding zone color, use the “Land use” overlay from the data layers menu.

Buildings

Residential

residential_details.jpg residential.jpg

Residential buildings provide living space for the people in the game world. The number of maximum residents in one building depends on the building size.

The “Details” tab shows if the inhabitants have good access to shopping facilities (commercial zones) and jobs (industrial zones).

Commercial

commercial_details.jpg commercial.jpg

Commercial buildings provide shopping facilities for the people in the game world. The number of maximum shopping facilities in one building depends on the building size. They also have cargo needs, specifically tools, food, and goods.

The “Details” tab shows the number of customers which have access to this building and the supply rate for the commercial cargo (Tools, Food, Goods).


Industrial

industrial_details.jpg industrial.jpg

Industrial buildings provide jobs for the people in the game world. The number of maximum jobs in one building depends on the building size. They also have cargo needs, specifically construction materials, machines, and fuel.

The “Details” tab shows the number of employees which have access to this building and the supply rate for the industrial cargo (Construction Materials, Machines, Fuel).

Values

Supply rating

The supply rating indicates for a commercial or industrial building the percentage of the cargo needs currently fulfilled. A high supply rate increases the chance a building will level up.

Vacant

Shows for a commercial or industrial building how many shopping facilities or jobs are unused. A low vacant rate increases the chance a building will level up.

Accessibility

Shows how many potential shopping facilities and jobs a residential building can reach, how many potential customers a commercial building has, or how many potential workers a industry building has. The potential refers to reachable buildings via private or public transportation.

Environment

Shows how many of the buildings in the vicinity are of the same type (residential, commercial, industrial).

Land value

Land value increases with good accessibility of public transport. A high supply rate increases the chance a building will level up.

gameworld/towns.txt · Last modified: 2017/11/15 14:41 (external edit)

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