Crime, fires and illness grow with the city. These buildings keep them in check, and three of them have whole worlds inside.
Service buildings cover a radius, and coverage fades towards its edge, so several well-spaced stations beat one big cluster. Police coverage also scales with population: a city that doubles needs more precincts even if the map has not grown.
The Police HQ, the City Hospital and the City Prison are different. Each is a one-per-city flagship that coordinates the smaller buildings around it, and each can be entered: you walk inside a 3D building and run it from its own computer. The venues guide covers what you do inside.
Precinct patrols cut crime within 12 tiles. Coverage scales with population, so big cities need several. Built by a crew over about 8 days; it opens when done.
Four-tile headquarters that coordinates your police stations: linked stations reach up to 3 tiles further and police up to 30% more residents, and its detectives and community officers cut crime. It polices nothing itself — build stations first. One per city; open it from its inspector to run it. Built by a crew over about 18 days; it opens when done.
A small walk-in clinic caring for 700 residents within 8 tiles: health cover before the city can run a hospital. Build a hospital over it to upgrade in place (you pay the difference). Built by a crew over about 8 days; it opens when done.
Treats the injured when disaster hits and keeps residents within 14 tiles healthier and happier. Built by a crew over about 20 days; it opens when done.
Four-tile teaching hospital that coordinates your hospitals and clinics: linked ones reach up to 3 tiles further (ambulances) and care for up to 30% more residents. Staff its A&E, wards, theatres, maternity, public health and residency to cut waits, contain outbreaks and lift happiness, productivity and skills. One per city; walk in from its inspector to run it. Built by a crew over about 24 days; it opens when done.
Turns arrests into convictions: it strengthens the police rather than replacing them. Crime falls by up to 5 points while there is a courthouse for every 20,000 residents, scaled by how well the police cover the city. With no police, it does little. Built by a crew over about 14 days; it opens when done.
A walled four-tile prison for 48 inmates, fed by the courts: the Police HQ's solved cases and the city's crime. Holding people takes crime off; reforming them takes off more, and the ones who settle fill jobs. Crowding, unrest and escapes do the opposite, and nobody wants to live beside it (parks help). One per city; walk in from its inspector to run the regime and sit on the parole board. Built by a crew over about 22 days; it opens when done.
Figures are the game's base prices. Upkeep is charged every in-game day, and construction bills are drawn from the city's stock of materials, steel, copper wire and timber (see farms and trade).