The charter · Founding a settlement
01 · A place to call home
Founding a settlement. Complete it for a $2,000 grant.
Start small, Mayor. Lay a street from the town hall, put homes within two tiles of it, and bring electricity to their door. Zone a few industrial lots for construction materials; the next block depends on them.
Objectives
| Objective | Target | How |
|---|---|---|
| Road tiles | 8 | Build a continuous street from within two tiles of the town hall. |
| Residential lots | 6 | Paint six residential lots within two tiles of your street. |
| Commercial lots | 2 | Two nearby shops give the neighbourhood jobs and somewhere to walk. |
| Industrial lots | 4 | Zone four industrial lots away from homes, beside a street and in reach of power. Workshops open at once and produce the materials and goods your growing town consumes. |
| Residents | 40 | Zone homes beside connected streets. Supply power and water, then leave room for shops and jobs. |
What it unlocks
It unlocks no new buildings: it is the charter's final test.
How to approach it
The first chapter is about learning the loop rather than surviving it. Run a single street out from the town hall and zone homes along both sides of it, within two tiles. Put the two shops at the end of the street nearest the homes, and the industrial lots at the far end, still on a street and still in reach of power, but far enough that their noise and smoke do not sit on anyone's doorstep.
Industry matters more than it looks. Workshops open straight away and make the construction materials that every later building draws on, so a town without them soon finds the build menu refusing bigger projects. Once the street, the zones and a Gas plant or a couple of wind turbines are in place, start the clock and let the first residents arrive.