The charter · A lasting metropolis
08 · A city worth inheriting
A lasting metropolis. Complete it for a $40,000 grant.
Twenty-five thousand lives, one shared home. Hold a healthy budget and a happy population for a full week. The charter is only the beginning: the city you leave behind is the real achievement.
Objectives
| Objective | Target | How |
|---|---|---|
| Residents | 25,000 | Zone homes beside connected streets. Supply power and water, then leave room for shops and jobs. |
| Happiness | 70 | Keep jobs close to homes, supply utilities, add parks and avoid excessive residential tax. |
| Power coverage | 90 | Connect power lines from a generator to the streets serving your buildings. |
| Water coverage | 90 | A water tower supplies the city; mains connected to it expand distribution. |
| Daily surplus ($) | 150 | Per-resident service costs climb with city size. Build a broad tax base and use resource exports to fund public services. |
What it unlocks
It unlocks no new buildings: it is the charter's final test.
How to approach it
The last chapter is a long hold: twenty-five thousand residents, seventy happiness, power and water, and a healthy daily surplus, all at once and for a full week of game time. At this size, per-resident service costs climb, so a city that was comfortably profitable at ten thousand can slip into deficit at twenty.
A broad tax base helps: modern industry, a busy commercial core, and exports from resource chains and the Trade Center. Clean generation and air filtration protect happiness as density rises. When the charter is complete, the city is yours to keep building with nothing left to prove.