The services nobody notices until they stop: clean water, a connection, the bins collected and somewhere to keep the stock.
Water and internet work like power: a source supplies the network it touches, streets carry the mains, and pipes or fibre join off-street sites to the streets. Waste is different. Below a certain size the regional tip takes the city's rubbish; past it, uncollected rubbish lowers land value and fouls the air until you run depots and somewhere to put what they collect.
Supplies the water network it touches: set it beside a street, or pipe it to one. It serves only its own network. Wells alone give the city 100.
+1,100 water supply to its network
Cost
$520
Upkeep
$3.6 a day
Construction bill
1 materials
Build time
Opens at once
Footprint
1 tile
Unlocks
From the start
Water pipe
Links a water tower, or a site away from the streets, to the water mains every street carries. On open land it lays a pipe run; beneath roads and buildings it threads a buried main from the underground view.
Joins a tower or site to the water network · +170 water distribution
Cost
$10 per tile
Upkeep
$0.02 a day per tile
Construction bill
None
Build time
Opens at once
Footprint
Drawn tile by tile
Unlocks
From the start
Digital
Internet exchange
The city's internet service provider: where bandwidth from the outside world enters the digital network. Place it touching a street or run fibre from it; homes and businesses along connected streets and fibre get online. Built by a crew over about 6 days; it opens when done.
Links an internet exchange or data centre, or a site away from the streets, to the digital network the streets carry. Routes beneath any street or building from the underground view.
Joins an exchange or site to the internet · +155 digital capacity
A four-tile technology campus creating skilled jobs while consuming substantial power and water. Built by a crew over about 20 days; it opens when done.
Bin lorries collect from homes within 10 tiles; it needs a street within two tiles. Past 2,500 residents, uncollected rubbish costs land value (up to −5) and fouls the air. Built by a crew over about 5 days; it opens when done.
A four-tile tip for what the depots collect. The regional tip takes the first 3,000 residents' rubbish; beyond that a city needs its own. It smells: keep homes well away. Built by a crew over about 6 days; it opens when done.
A four-tile sorting centre that takes the rubbish of 20,000 residents and sorts out 0.25 construction materials a day per 1,000 of them (up to 6). A milder neighbour than a landfill. Build it over a landfill to upgrade in place (you pay the difference). Built by a crew over about 14 days; it opens when done.
Takes the rubbish of 20,000 residents · materials · +14 jobs
A four-tile filtration plant: banks of fans pull the city's air through scrubbers and stacks. While powered it takes 5 points off the city's air pollution and clears the smoke from streets up to 7 tiles away (strongest beside it), so homes near industry and plants gain land value. It does nothing for noise, and nothing at all without power (it draws 45). Expensive to build and to run: use it where zoning and clean generation cannot reach. Built by a crew over about 20 days; it opens when done.
−5 air pollution citywide · cleaner streets nearby · +10 jobs
A depot of racking and loading bays. Every warehouse adds general storage for every commodity, so stockpiles, auto-sales and contract deliveries have room; set it by a busy street, since freight still moves by road, rail, sea and air. Built by a crew over about 4 days; it opens when done.
+1,500 storage · +4 jobs
Cost
$400
Upkeep
$1.2 a day
Construction bill
20 timber · 1 materials
Build time
About 4 days
Footprint
1 tile
Unlocks
From the start
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).