The density also influences the way the citizens travel: residents of low density housing have a higher affinity for using cars or bikes, while high density residents prefer public transport. High density will have a higher probability for students but also attracts families in a 50/50 proportion. Low density have a higher probability for families but also can attract elderly or students (80/20). Office can be specialized into IT Cluster.įor residential zoning, low or high density will influence but not determine the eventual occupant. Industry can be specialized into Oil, Ore, Forest and Fertile land. Commercial zones can be specialized into Leisure, Tourism and Organic and Local Produce. Residential zones can be specialized into Self-Sufficient Buildings. The other zone types are unlocked at early milestones. Zone Types and Densities Īt the start of the game, only low density residential, low density commercial and industrial zones will be available to the player. Leveled-up employment buildings provide more numerous and better quality jobs, and leveled-up residential buildings have more numerous and more wealthy inhabitants. If the occupants of a building are doing well, it will level up. Mayors need to make these zones attractive enough for residents and businesses to move in (and stay). One cannot directly build growable buildings without a mod. On the other hand, the residents and businesses that occupy these buildings pay taxes, which is the principle source of income to the city's treasury.īuildings that develop in zones, known as "growables", come in a variety of sizes, however the front of all buildings must be immediately adjacent to the road. Zoning costs nothing of itself, however these roads and other services that buildings require are not inexpensive.
Areas up to four tiles from a road can be zoned. Zonable areas will be visible when using the zoning tools, divided into small 8×8 m squares.