Plan: Expand the City
NOTE: Only tested in the latest version of Chrome so far. It looks like Firefox also works.
Create your own city: start with 0 population, building the necessary housing, resources, production buildings to provide the needs of the growing city. Keep your villagers happy by balancing workforce, happiness, productivity and other properties.
Free of charge with no forced ads. Ads can be viewed to speed up progression for a city. Donations are very welcome to help development.
70+ levels of housing ranging from tents to palaces. Starting with 'empty lots' automatically upgrading them to palaces (eventually) when sufficient resources are available.
30+ resources. Every resource is required to improve housing or provide resources to produce other resources.
50+ levels of production buildings per resource. Production buildings have a fixed cost, with an increasing cost and production per level. Upgrading buildings is not automatic: you decide whether to upgrade (at certain cost) the level, which will cost more incrementally, will need more workers and other resources and produce more.
An advisor will hint to the next steps needed to grow the city.
Housing generates income to buy more space. Space costs increasingly more, but is automatically bought. The newly acquired space can be used to build more housing or other buildings.
Many different aspects of city happiness: unemployment, government, safety buildings to name a few. Every building will be able to facilitate a certain amount of population.
Over 400 city achievements give small bonuses to city production. Multiple cities can be build, each with different starting conditions for production. Each city will trade with other cities and will contribute partly to a faster growth of other cities.
Monuments are great structures in cities which provide a bonus to resource production for all cities. Monuments require significant resources and build over several steps.
Cities will trade resources with all other cities, providing there is a surplus of the resource being traded in the city.
Status | In development |
Platforms | HTML5 |
Author | WoodyMiller |
Genre | Simulation, Strategy |
Tags | City Builder |
Comments
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It is not very clear why I can't purchase market for my second city? No idea what resources it costs, other than capacity reductions when built for wood and pottery, so I have no idea what I'm missing. There is no message to tell me "You have insufficient x to build this" or other means to understand.
Upgrading resource buildings should have priority over resources from maintenance and secondary/tertiary resource processing, otherwise you can end up deadlocked. I do not have enough tools to upgrade tools or upgrade iron or upgrade iron ore. I do not have enough iron ore to make more of any. Catch 22 where I would have to go backwards and destroy my infrastructure in order to try and reestablish a supply chain, however if the game allowed upgrades to take priority on income then this wouldn't be an issue.
Really good game so far though, just those couple of nitpicks
About the markets, the word capacity is incorrect, it should not have been there. Markets don't reduce your capacity at all and just cost 10 Wood and 10 Pottery. I will add a details to it. Furthermore, you should have enough production for the extra upkeep to buy one. As said, I will add info in a future release.
I balanced the upgrade/upkeep cycle a couple of times, and I see your point. I will look into it whether I can change this, but it is actually tougher than you might think, as I don't want a severe penalty to happiness when you are upgrading (one version had that: upgrade anything and drop to 0% happiness for upkeep). So, I will take note of this and see if I can slightly change the priorities, but I don't want to change too much in this area (as other deadlocks can arise)
Thanks for the compliment. I hope you recommend the game to others.
Ps. for mobile the android version is the same as this version (but with an optional speedup function)