29 ratings
A Guide to NewCity: Gameplay and Modding
By morcup and 4 collaborators
This is a community-made guide for NewCity. It will cover basics such as controls and settings and will expand to include more advanced topics such as city planning, blueprints, and the building editor.

We are open to any community submissions, so feel free to make suggestions in the comments, or contact me to be added to the contributors.

NOTE: This is a heavily WIP project, so expect a lot of missing info. Some info may also be outdated.

The NewCity Wiki [] is also a great place for more information.
The Basics (Controls, Interface, Settings)
Mastering the NewCity user interface (UI) will help you be the best mayor you can be.
(TIP: Each symbol will typically have a hotkey assigned to it, shown as a small number or key)
So lets start:
• 1 – Your region’s name. This can be changed by clicking and typing in a new name.
• 2 – In-game time, season, and year
• 3 – Population. Clicking on it will open the graph panel, where you can look at various graphs and analytics about your city.
• 4 – Your budget, otherwise known as the funds available to you if it says Loan, then you are in debt. Clicking on it will open the economy tab where you can see spending details, adjust taxes or increase/decrease your loan.
• 5 – Temperature.
• 6 – Time control. From left to right: Pause, sloth, normal, fast, fastest.
• 7 – Tools:
The Query tool(1)will let you find information about your citizens and buildings.
The Road-Building tool (2) will hold your roads, highways, rails, and mass transit options to best set up and manage your traffic.
The Zone tool (3) will allow mayors to select what type of building to construct at a designated location. The options are residential, farms, industrial, office, and mixed zones.

The Amenities (4) are subdivided into four categories:

E: education
R: parks and recreation
T: city services, such as police, clinics e.t.c.
Y: University

and the last tool is Demolition (5), which is used to destroy anything you might need. I want to warn you that this will cost a lot: destroying an empty road is cheaper than destroying a road with buildings on it, and the residents will be forced to move. So be aware when you want to tear down entire neighborhoods to make that nice inter-city highway. The costs could go well beyond your capabilities.

• 8 – Pinned graphs. Those are graphs the player has chosen to pin in his main interface to monitor some specific information like unemployment, highschool diploma percentage e.t.c.
• 9 – The blueprints tool, local PC time which can be changed to FPS and MS, and of course, the menu.
Info Gathering (Heatmaps, Query, Route Inspector)
NewCity mechanics rely on heatmaps that provide the player with info on what’s going on in your city. In the picture above, the player has the education heatmap selected and is also checking the level of education on the exact location of his mouse.
But lets first talk about the various tools we are seeing in this screenshot:
I have surrounded with Red the parts I want to focus on.
The Squared part, in from as you can see the Query (1) tool. The other, is from your interface. But as you can see, both give you the option to open the heatmaps. And also, saves me from putting numbers on the screen, since the query will give you the name of each symbol for each heatmap.
Pollution (X) – this will show you the levels of pollution across your city. Pollution is generated by traffic, farms and industries. Its important to have it as low as possible since it will hurt your value, density and health.
Crime ( c ) - The level of crime across the city. Hurts density and land value. Crime is cause by high unemployment.
Education – the level of education, from Highschool to college. Highly educated areas will help with density, and education in general also lowers a bit crime. Some aspects of your economy will also require educated citizens, like industries and offices.
Prosperity (J) – the economic activity of the area. This tool will also shows you more precise info, whenever it’s lack of goods, unemployment , lack of customers e.t.c.
Value (v) – shows the value of land in the area. High value is required for high density.
Density (F)
Community (N) – shows how connected the people in the area are.
Health (H) – shows hows healthy your citizens are.
Traffic (T) – shows your the traffic on your streets. Its important to manage traffic properly, if you want your citizens to reach their destination on time, to lower the health impact, to have freight reaching retail e.t.c… a bad traffic could stall your economy in some very bad scenarios.
Transit ( ) - this will shows you all transit routes, with the number of people waiting in stops and vehicles roaming around. Currently, New city has buses and trains/metro available.
Zones (z) – this will shows you the zoning plan. Green for residential, blue for retail, yellow for farms, brown for industries, dark blue for offices and light green for mixed. Each color also has a symbol associated with it to make it even easier to differentiate.

That is pretty much the core of heatmaps. Now the next step will be to talk about the query. As already mentioned, the query hosts heatmaps, but also some other, very useful tools. Lets focus again on the squared highlighted part:

The query has 4 subcategories:
Q- used to see info on a building, a road, a vehicle when clicking on it, or just a random citizen.
E- this is the heatmaps page.
R- Route finder. This tool will help you see which routes your citizens would take from point A to B, alongside with the transit options available and compare between the two in terms of cost and time and tell you which one would be chosen.
And finally, the label (Y). this is used to put labels around your cities to name some specific areas.

This is the Route inspector.
Red cone is the first point A and blue cone is the second point B. According to this, a citizens going from A to B will more likely choose to get mass transit , since its cheaper by almost 2$ and just a little bit over half an hour more. In the screenshot, we also see some lines, those are the routes taken. The red line, would be the driving route. The other 2 lines, are from mass-transit. So to go to B, he would have to take the train which I have chosen the purple color for that line , and then switch to a bus line, with the green color for about 2 stops.
City Data (Graphs and More)
How long is your city's average commute time? Where can you find your city's past achievement data? What are the combined effects of all your city's amenities? All this, and more can be found in the City Data panel. You can access this panel by clicking on your city's population at the top of the screen.

At the top of the city data panel, from left to right: Date range, expand/collapse, graphs selection, achievements, and amenities effects. Achievements and amenities effects are simple tabs, so I won't go into any more detail on them.

There are graphs for all kinds of data about your city, from transportation, to employment, education, weather, and more. The graphs can also show data for neighboring cities (if you have them turned on) by clicking where it says "Local Economy" and selecting a different city.

You can pin any graph to the right side of the screen by clicking on the thumbtack icon. Note that the date range for the pinned graph will be set to whatever value the graph was on when you clicked the thumbtack.

Now let's talk about that Zone Demand graph:

It is visible on the bottom left of the screen any time you have the zoning menu open. To view zone demand at all times, click the thumbtack icon to pin it to the right side of the screen.

To see what factors are at play in determining demand for a zone, select the desired zone type, then click the blue "i" icon to bring up an informative window. For each factor, you can click on it to bring up the main graph, or click the thumbtack to pin it to the right side of the screen.

In general, the lower the value of each factor, the more demand there will be for that zone. Prosperity may be an exception to this, where a higher value creates more demand.
Buildings (Amenities, zoned buildings)
Buildings. They're pretty important in this game. There are two types: zoned buildings and amenities.

Zoned buildings are built by your citizens if there are open zones and positive demand. Residential, commercial, agriculture, and industrial are available at the start. Mixed-use and office zones are unlocked as your city grows.

Amenities are unlocked as you reach milestones in growth- some are population related, others require certain zoned buildings to be built before they are unlocked.

Your first amenity to unlock will typically be the school. Each amenity has a build cost, and a yearly funding cost. Inflation is a thing in NewCity, so don't expect those numbers to stay the same for very long. The effect(s) of the amenity will be listed on the build menu, as well as when you query the amenity.

An important complex of amenities is the university. The achievement to unlock the university is triggered by something that I can't remember at the moment. The first building to unlock is the University Quad, which serves as a centerpiece for your university. All university buildings must be built within a certain radius of the Quad.

After placing the Quad, dorms will be unlocked. After you place dorms, you can build your first school buildings- School of Business, Law, Engineering, etc. Each school requires two dorm buildings, or one dorm tower.

A fully built-out university will generate quite a bit of traffic on its own, and because of the density and other bonuses provided by it, zones around the university will become denser, making more traffic. Don't say you were not warned.

Here is an incomplete list of the amenities, other than university buildings:

Opportunity School
Magnet School
Community College
Technical College

Small Park
Public Pool
Big Park

Police Station
Roads and Highways
Roads and highways are in the core of the gameplay. You will have to lay out your city, plan for traffic, make changes where it's due and adapt to different situations. Thus, NC comes with 5 different roads, 5 highway's designs and 2 bridges.
Since Version, we got a brand new tool to play with: new snapping mechanics and elevated roads. Don't worry, ill explain everything :)
First of all, let's talk about the basics: road hierarchy and where to use each road.
Our Basic roads, are the ones you can zone onto. they are:

-the street

-the avenue

-the boulevard

-one way 2 lanes

-one way 4 lanes

As you can imagine, you'll have to adapt and use roads depending on the traffic. Depending on which roads meet which, you'll also get either stops, or traffic lights. Avenues and Boulevards will use traffic lights, while streets will mostly generate stops. One way roads will depend on how they meet.
One case of boulevards Not generating traffic lights, would be roundabouts with one way roads, since one side of the boulevards will technically continue forward, and the other who comes from the one way road is also going "forward" so no need for either traffic lights nor stops. Later on, in the highway section, i will upload some screenshots showcasing this, since i usually love using roundabouts for entry/exits without traffic lights.

Alright, lets move forward. In the intro, i talked about road snapping and elevated/underground roads. By default, the roads will "snap" into grids forming perfect squares. This is usually how most people will grid their cities, but, for more "interesting" layout, you can also disable this feature by either clicking on the grid square on the UI (below the elevation arrows) or by pressing "TAB"
Left screenshot is with grid enabled. The mouse is this case was somewhere near the middle and near the lower road, but we can see a white circle near the upper edge. that's where the nearest grid point was and where a road would start if i clicked. I do apologise for the lack of the mouse view, steam screenshots don't save the mouse position.
On the other hand, on the right screenshot, the mouse and circle are together. that's because grid is disabled. and in the screenshot below you can see the magic that happened after that ;)

So as you can see, with grid disabled, you can do some pretty wild stuff. You could use that for more interesting grids, more realistic layouts in hills, and all kind of other creative ways. this mode is also useful to tweak interchanges and help you solve traffic issues.

An other feature of the roads is the "cutting" mechanic. You can choose this by either clicking on the scissors icon, or pressing "C", and what this will do is to cut a road where you choose.
On the left side, it's the scissors in action. On the right side, it's the "delete intersection" mechanic. what this does is basically removing those intersections who are formed either by us, either sometimes by slopes. Of course, if the slope is too big, then we won't be able to remove them, but sometimes you can, and in that case the entire road will have the same elevation.

This covers the basics of roads, now lets move to bridges. Like i said before, we got 2 bridges:
the simple one which looks like a Truss bridge, with limited range per pillar, and the suspended one, with bigger range per pillar, more impressive, but also more costly.
The way bridges work is that you plop some pillars. You can select them by pressing either the pillar icon on the road UI, or "N". After this, you select the type of bridge you want, and you plop the pillars, you can see the "range" through a white circle that will form around the pillar. The goal is to each pillar to be inside the range of the other, and then you just create a road going form one pillar to an other.

Since we're talking about bridges, lets talk about road elevations.
As you can see in this screenshot, there are 2 ways of changing elevations: either force the terrain to follow the road's elevation, either through bridges (or tunnels).
First off, to select an elevation, you select the desired road and then press Q (to go up one step) or Z (to go down on step)
Then next to the arrows, you can see 2 icons, with a car and "h" marked. this is to indicate wherever the terrain will follow the road or if you're going for bridges/tunnels. You select it through "H" and it gets highlighted to indicate you're going for bridges/tunnels.
Since ALPHA we also got a new feature: Non-snapping elevated roads. What this does is to allow us to have roads following an other roads either above or bellow without snapping to it. this will be very useful for trains above roads, "metro" like trains, or simply roads above/below others.
To choose this feature you have to keep pressing "Shift" while plopping your road.
In the 2 screenshots above, im showing you the differences between pressing swift or not. On the left screenshot, you can see the road creation circle being embeded into the road, this is because im not pressing shift. On the right screenshot, im pressing shift, so the road creation circle is elevated above the road. the result, as you can see in the upper side of the grid, would be a road over the other one. Same principle applies for underground roads.


Expressways work basically like the normal roads, which a grid mode and non-grid mode. One note on that though: With grid mode selected, the standard grid is divided by 5 for expressways. So for each normal grid road, you could fit 5 expressways roads in it.
To select the expressway tool, you either press the the expressway icon on the Roads UI, or press "X".
There are 5 expressways roads: 1 lane, 2 lanes, 3 lanes, 4 lanes and 5 lanes
Just like in real life, they have higher speed limits.
and this concludes this section of this guide. Happy planning and traffic solving! :)
Mass Transit
Tips, Tricks, and Strategies

Use underground mode to hide zoned buildings so you can see where your amenities are placed.

The university will become a city center and generate much traffic. Plan your roads and mass transit to accommodate this.

Modding- Building Designer
The building designer is used to create design files which in turn appear in the game when you build something. Designs can be used for zone-related building or amenities.


To start creating a new buiding on the designer, you can choose the "New Design" option. From there, select a type of structure from the structure menu (hip, flat, gable,etc). Once you have select the structure you want to build,click and drag on the land grid to place the structure.
Once placed, you can change the structure's dimensions using the three handles. Use the top handle to control the number of floors and one of the horizontal axis. Use the lower handles to control the other axis and move the structure entirely.

When creating a building, you can go to the texture tab to change the texture that is applied to all placed structures. You can preview what texture would be applied to the current building based on its type (residential, commercial, office, government, industrial and more). Most textures are limited to one specific building type (ex: "residential" or "retail"), number of floors (maxfloors/minfloors) or heatmap value (minvalue/maxvalue). There are also textures that are limited to one specific design (ex: "design-police").


You can use the decoration tab (third option in the lower left corner menu) to place non-structure objects in your scene. Click and hold to move them around and place them on the scene. After placing them you can use the handle to move them around. Decorations are colored using the scene palette and cannot use custom textures.


After you are done editting or creating a design you can save it and it will appear in the folder NewCity/modpacks/yours/designs where you can copy the files and share them with other game users.
Modding- Building Textures
All building textures are ordinary PNG image files. A building texture file must be placed in modpacks/<your modpack>/textures/buildings. The dimensions of the image should be 4 times as tall as wide, but there is no set resolution. The image is divided into 4 sections, top to bottom.

The first section is the roof texture. Ancillary objects, such as chimneys and air conditioners, are colored using the top middle pixel of the image. The triangular space under a pitched roof, and the flat part of a flat roof, are also colored using this pixel.

The second section is the upper stories of the building. It represents a section 4 stories tall and just as wide. The section starts from the top, allowing you to create an interesting trim for the top of the building.

The third section is for the middle of the building. This section is only used for tall buildings. This section starts from the bottom.

The fourth section is for the first 4 stories of the building, as well as a basement. Doorways should be placed 5/8ths of a story, or 5/128ths of the total image, above the bottom of the image. This will align the doorway with walking paths and sidewalks.

There are three types of texture file, albedo, illumination, and normal. Albedo textures are ordinary RGB colors.

Illumination textures appear at night as appropriate. They are generally all black, or transparent, with a light yellow color over windows. There are generally four levels of illumination, with level 4 being mostly (but not entirely) illuminated, and level 1 having just a few windows lit up. We suggest you blur or texturize the illumination, which will create a better sense of depth and realism.

Normal textures are currently unimplemented. When implemented, the red and green channels will be used as explained here: The blue channel will be used for specularity. Blue regions will reflect the sun. The z value of the normal will be assumed to be 1, or possibly calculated using the pythagorean theorem.

### Filenames ###

The filename tells NewCity how to use the building texture. The filename is parsed without it’s path or file extension. It is tokenized into attributes divided by underscores. Each attribute is an attribute name, a dash, and then a parameter, or in some cases an attribute name with no parameter. The parameter must not have an underscore or a dash in it.

Zones: Some of the attributes set a zone. Zones only apply to albedo textures. An albedo texture can apply to multiple zones. Albedo textures that don’t have any zone will not be used.

Design: Use the "design" attribute to assign a texture to a specific building design, based on design filename. The word used must be a substring match. This attribute can be used multiple times.

Size: Always add “size-4-4-4” to the filename. This attribute isn’t used yet, but we might support different sizes/shapes in the future.

Illum groups: the illum attribute sets the illum group for the texture. Illum groups make it possible to have multiple albedo textures with different colors or materials, but the same window arrangement. Then they can share illumination textures, reducing the number of textures. The key is that they have to have the EXACT same window arrangement for it to work. Make sure that you are not re-using illum groups for textures with different window arrangements.

The illum group can be any alphanumeric string (no dashes or underscores). An albedo with an illum group set is matched with illumination textures with the same illum group. The illumination texture with the most appropriate illumination level is chosen, based on the building’s level of activity and time of day.

For illumination texture filenames, only include the illum group, the size attribute, and the illumination attribute: “illum-9pane_size-4-4-4_illumination-4.png”

Norm groups: the norm attribute sets the norm group for the texture. The norm group can be any alphanumeric string (no dashes or underscores). An albedo with a norm group set is matched with a normal texture with the same norm group AND the same illum group. We assume that if a building has a different arrangement of windows, then it will certainly need a different normal texture too.

For normal texture filenames, only include the norm group, the illum group, the size attribute, and the normal attribute: “illum-9pane_norm-corrugatedvertical_size-4-4-4_normal.png”

Other Attributes: Other attributes are provided to filter what type of building and neighborhood the texture is best suited for.

### Attributes: ###

“size” - indicates the size of the texture, using three numbers. The first number is how many segments (currently always 4). The second number is the width of the texture, and the third number is the height in floors. Currently only size-4-4-4 is supported. This attribute is provided for future proofing.

“residential” - residential buildings will get this texture.

“retail” - retail buildings will get this texture.

“farm” - farm buildings will get this texture.

“government” - government buildings, aka amenities, will get this texture.

“university” - university buildings will get this texture.

“mixeduse” - mixed use buildings will get this texture.

“office” - office buildings will get this texture.

“industrial” - industrial buildings will get this texture.

“design” - restricts this texture to building designs where there is a substring match with the attribute parameter.

“minvalue” - sets the minimum land value for which this texture will apply.

“maxvalue” - sets the maximum land value for which this texture will apply.

“mindensity” - sets the minimum density for which this texture will apply.

“maxdensity” - sets the maximum density for which this texture will apply.

“minfloors” - sets the minimum number of floors tall a building must be for his texture to apply.

“maxfloors” - sets the minimum number of floors tall a building must be for his texture to apply.

“illum” - sets the illum group. See documentation on illum groups above.

“norm” - sets the norm group. See documentation on norm groups above.

“illumination” - declares this texture an illumination texture. Is generally paired with a parameter setting the light level of the illumination texture. For example, a illumination texture with almost all windows lit up would be labeled “illumination-4”.

“albedo” - declares this texture an albedo texture. It is paired with an appropriate illumination texture and normal texture based on it’s illum group, norm group, and light level.

“normal” - declares this texture a normal texture. Normal textures are currently unimplemented.

### Quality of Life ###

Set CStartBuildingDesigner = true to start the game in building designer mode. Use the paint and illumination sliders to see building designs under multiple textures, and to see which textures are valid for particular designs.
Modding- Vehicles
Currently, NewCity supports the addition of new vehicles assets within the game, using some methods for importing both models and textures into the game. These assets can be used both for mass transit vehicles and for private transport, like trucks and cars.

### Textures ###

example of a vehicle texture.

The textures work with a diffuse map, having two dynamic colors for texture variation ingame, which is made in the texture image as blue and green colors. Blue is for the primary color and green for the secondary. Both should be randomly generated on single passenger cars and based on the player's input on mass transit vehicles. The textures use .png as the file format, and 512x512 pixels resolution for the buses and trains, and 256x256 pixels resolution for the other vehicles, such as cars or trucks.

### Mesh ###

example of a vehicle model on Blender.

NewCity uses low poly 3D models for the assets of the game, on the .obj file format. These models are created using 3D modeling software such as Blender, 3ds Max, Maya or SketchUp. The actual mesh file contains the model vertices and triangles, and the UV mapping for the texture. For the model complexity, it's recommended to stay within reasonable triangle counts based on the size and level of detail required for your model. A good guideline for cars and trucks would be using 100-200 triangles per asset, for buses would be 200-300 triangles, and for trains 200-600 triangles per asset, that may be exceeded, in some exceptional cases.

### Import ###

After creating the mesh and texture files of your asset, the import process is divided into two steps, as described below.

1- First, place the files in the indicated game folders:

For the mesh- C:\Program Files (x86)\Steam\steamapps\common\NewCity\models\vehicles

For the texture- C:\Program Files (x86)\Steam\steamapps\common\NewCity\textures\vehicles

2- Add your asset on the game using the file vehicles.lua, located on: C:\Program Files (x86)\Steam\steamapps\common\NewCity\data\vehicles.lua. To do this, you must enter a new addVehicleModel command on the text code, followed by the values below, according to the code format used on the file. It is recommended that modders use namespacing for vehicle codes and other things, otherwise there can be naming conflicts. (You could just copy+paste one asset text and edit the values.)

example of a command used for the vehicle asset "Sedan", with the asset values.

code- the vehicle code, used to reference the asset ingame. For ex:

code = "NameOfTheModder::VhModName"

mesh- the name of the mesh file, and where it is located on the game folders.

texture- the name of the texture file, and where it is located on the game folders.

type- the vehicle type. It must be changed according to the proposed use of the vehicle within the game.

passengers- the number of passengers that the vehicle carries.

length- the length of the vehicle model.
Modding - Custom Decorations
With the architect update, decorations are loaded from .obj files. You can create the .obj files using any 3d editting software and then load them in-game, replacing decorations on already existing designs or by creating new designs.

You can import models from the models/decorations folder on the game's main directory to your 3d editting software and use them as a reference in therms of scale or style.

Soccer decoration on blender's viewport

Decorations are colored using the scene palette. You can find the palette.png on the textures folder on the game's directory.

On your modelling software, unwrap your model and place the face uvs on the colors of the palette you desire. You can add more colors to the palette (if you do so, prefer the lower left corner).

Once your model is ready, you can export it as a .obj file to the models/decorations folder. You can go further and export a "simple" version of the model to be used as a LOD. (ex: "soccer-field" and "soccer-field-simple").

After your model is on the game's decorations folder, you go to the decorations lua file found under "data" on the game's main directory. At the top of the file are declared the decoration groups, used to sort the decorations on the designer. To declare a new group follow the template:

code = "DecoGrpGroupName",
name = "Group Name"

You can either add new groups for your decorations or simply use the existing groups. To add your decorations use the following template that can be pasted at the end of the file:

code = "DecoDecorationName",
name = "Decoration Name",
group = "DecoGrpGroupName",
mesh = "models/decorations/mesh.obj",
simpleMesh = "models/decorations/mesh-simple.obj",
scale = "axis"

The "code" field is the code the game uses to place the decorations on the game.

The "name" field is the display name of the decoration ingame and does not need to be exactly the same as the mesh name.

The group name has to be filled out with a valid group name from the list on the top of the file.

The mesh is the mesh location of your decoration.

The simpleMesh is the location on the decorations folder of the simple version of your mesh and it's OPTIONAL (if you don't want to use a simple mesh, simply delete that line).

The scale can be used with an axis value and will limit scalling to that single axis or two axis (ex: y or xy or xz); limiting the scale to one axis is OPTIONAL and in case you do not want to use it, simply delete that line.

code = "DecoSoccerField",
name = "Soccer Field",
group = "DecoGrpPark",
mesh = "models/decorations/soccer-field.obj",

Modding - Palette
Most of the color that you see in the game is not taken from individual textures (i.e we don't have separate textures for land, sky, water) and instead they are added from specific pixels in the palette. The palette contains colors for things like trees, water, sky, mountains and all the decorations in the game (over 500 and counting).

One screenshot of the palette, and the actual palette (64x64 pixels)

With the Oceanic update preview, the palette has been made significantly more complex, but also more powerful. Now, the palette is a series of images that can be used to create texture animations (default is 12 frames). You can create animations both for the albedo and illumination textures. Each season has 12 frames of albedo and illumination, for a total of 98 images that can be editted.
For an example of palette animation, take a look at ferris-wheel3.obj or wind-turbine.obj.

The model on the left is the actual model exported while the model on the right is close to how the player will see the model in-game. The animation process here involves creating muliple meshes and making so that the uv pixels are transparent in some frames. The result is only one of the mesh pieces will appear at a time, and when placed in different rotations/positions, it will create an illusion of movement.

< >
GamerAnt527 Mar 1 @ 11:50am 
What are we supposed to open the design files with for editing? I need to replace a texture for an existing building I made with a different one, but I don't know what program to use in order to do so. All I have is the standard notepad. Will that work?
omnius Feb 1 @ 7:20am 
Some really useful info here. Is there some kind of spreadsheet or database of all the game's buildings?
silvakuwaiti Jan 21 @ 8:13am 
This is a massive massive help. Thank you morcup, thelyraki, Gainos, Othercakes and Swordless_Mimetown! :Gifting:
thelyraki  [author] Sep 19, 2020 @ 3:42am 
the economy section hasn't been done yet. I personally can't really do it, so we'll have to find somebody to do it. Gainos is focused on modding, so we'll see.
camshaw94 Jul 11, 2020 @ 12:18am 
I've found setting up a train line to be a little glitchy and not too straightforward, anybody else? Trains seem to glitch at the station, and disappear when they hit the station edge.
Ampun Sultan Jul 7, 2020 @ 10:43pm 
@Rhizophysid, you can extend the loan from the budgeting tab. You'll see Line of Credit under Financial section. Just move the slider to the right and it'll show you how long is your loan time is along with the interest rate.
Ampun Sultan Jul 7, 2020 @ 1:01pm 
I've tried expanding my city and adding more schools and it only increase the cap for HS graduates and not actually producing them, weird.

As for the office area, I'm currently using centralized layouts and it causes a city wide gridlock lol. Think I'm just gonna start a NewCity and play around with another layouts.
die!!die!! Jul 7, 2020 @ 10:14am 
how do i extend my loan? and why isnt there an economy section on the guide
morcup  [author] Jul 7, 2020 @ 4:09am 
Ampun Sultan, thanks for enjoying the guide.
Schools increase the cap for HS graduates. Probably you could just continue growing your city and adding schools, and things will sort themselves out.

In most of my cities so far, I have ended up with more than one downtown office area. One thing I've noticed is that a pretty heavy stream of traffic develops between the downtowns. Both centralized and decentralized layouts are fun, I could not recommend one over the other.:lunar2019coolpig:
Ampun Sultan Jul 4, 2020 @ 3:00pm 
A very nice guide! Hope you'll expand it further when there's significant updates to the game!

I was wondering about the demand for employment though. Currently, my city has 100k+ people living in it and I can't keep up with the demand for workers, mostly with HS graduate. It seems most people went straight to college to get bachelor's degree and it left my city with 7.5k+ open job for HS graduates while the actual number of people with HS graduate looking for jobs are less than 100. How do I add more HS graduates?

And one more thing, what is the best city layout in your opinion? Is it better to center offices in 1 area only (like in the center of the city) or is better to spread it out?