Guide

Charters, research, eras and ordinances

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Charters tell your city's story and unlock its buildings. Research is the long game that carries on after the last chapter.

How charters work

A guided Blockline city unlocks its buildings chapter by chapter. Each chapter is a charter: a short brief from one of your advisers with a handful of goals. Meet every goal and hold them steady for the time shown, and the city earns a grant and opens new tools. The Charter app on the Mayor's Computer shows the current chapter's goals and how close you are.

The holding period matters. A goal met for a moment doesn't count; most chapters ask for days of steady performance, which is a test of whether the city can sustain what it has built. Push a number over the line by spending, and the charter will notice when it drops back.

The chapters

City charters
ChapterGoalsHold forGrantUnlocks
A place to call home
01 · Founding a settlement
Road tiles 8; Residential lots 6; Commercial lots 2; Industrial lots 4; Residents 40Once met$2,000—
Keep the lights on
02 · Reliable foundations
Residents 120; Power coverage 90%; Water coverage 90%2 days$3,500School, Cell tower, Fibre cable, Internet exchange, Coal plant, Library
More than houses
03 · A living neighbourhood
Residents 500; Happiness 55; Schools 1; Parks 32 days$5,000Mixed use, Police station, Fire station, Treatment plant, Bus stop, Waste depot, Landfill, Clinic, Community centre, Playground, Arcade, medium-density zoning
A town that pays its way
04 · Financial independence
Residents 1,000; Daily surplus $10; Employed workforce 60%3 days$7,500Train track, Railway bridge, Train station, Dock, Toll booth, Avenue, Hotel, Hydro dam, Cinema, Bowling alley, Swimming pool
A skyline of our own
05 · Becoming a city
Residents 2,500; Power coverage 90%; Water coverage 90%; Happiness 603 days$12,000Hospital, City Hospital, University, Data centre, Museum, Nuclear plant, Courthouse, Police HQ, City Prison, Shopping mall, Recycling centre, Highway, Clean-energy retrofit, high-density zoning
Opportunity for everyone
06 · The knowledge economy
Residents 4,500; Universities 1; Hospitals 1; Digital coverage 80%3 days$16,000Subway tunnel, Subway station, Shipyard, Botanical garden, Zoo, Music venue, Air filtration plant
Connected to the world
07 · Regional capital
Residents 9,000; Transit mode share 5%; Docks 1; Happiness 604 days$24,000Airport, Hangar, Stadium, Theme park, Festival grounds
A city worth inheriting
08 · A lasting metropolis
Residents 25,000; Happiness 70; Power coverage 90%; Water coverage 90%; Daily surplus $1507 days$40,000—

A few things worth knowing:

  • The first two chapters are about foundations: a working neighbourhood, then power and water you can rely on. Don't race past them; a shaky grid gets harder to fix as the city grows.
  • Medium and high density come from charters, not research. If lots are stuck at their zoning cap, the next charter is the fix (see industry and upgrades).
  • The money chapter asks for a daily surplus, not a big treasury. Grants from earlier chapters won't carry it.
  • Several unlocks are one per city: the walk-in venues and the landmarks (see venues).

Research

Research runs alongside the charters. Schools, libraries and above all universities produce research points every day: 2 per school, 3 per library and 6 per university. Education funding scales that output, and so does internet coverage: below 50% digital coverage research slows down in proportion.

In the Research app you choose one technology at a time to study. If nothing is chosen, points are banked rather than lost, but it is easy to forget, so check in when a technology completes.

Eras

Technologies belong to 4 eras: Industrial (steam, steel and the first factories), Electric (grids, trams and the modern utility), Digital (networks, data and the knowledge economy) and Green (clean power, circular industry and resilient streets). Finishing every technology of an era opens the next.

Industrial era

TechnologyPointsEffect
Surveying20Plan streets and mains properly: infrastructure wears 10% slower.
Municipal bookkeeping25Unlocks the Balanced Budget and Business Rates ordinances.
Freight yards30Warehouses hold 25% more; freight moves faster.
Public health35Unlocks the Clean Air and Food Rationing ordinances.

Electric era

TechnologyPointsEffect
Electrification75Generators produce 10% more.
Mechanised building700Construction crews work 25% faster.
Civil service560Unlocks the Night Economy and Heritage Protection ordinances.
Rail logistics620Stations and docks move 30% more freight.

Digital era

TechnologyPointsEffect
Computing1,140Research 20% faster.
Smart grid1,650Infrastructure wears 15% slower; faults found sooner.
E-government1,750Per-resident service costs 10% lower. Unlocks Remote Work.
Just-in-time freight1,850Unlocks Freight Curfew; freight 20% faster.

Green era

TechnologyPointsEffect
Renewables1,800Solar and wind produce 20% more. Unlocks Green Building Code.
Circular economy1,850Unlocks Car-Free Centre; pollution 15% lower.
Resilient streets1,950Infrastructure wears 20% slower.
Fusion pilot2,500The long game: a capstone for the finished city.

Costs rise steeply after the first era: the Industrial technologies are within reach of a school or two, but the later eras cost hundreds or thousands of points each, which is where universities earn their keep. The bonuses are permanent and stack: slower wear, faster construction crews, more power, more freight, cheaper services and less pollution.

Tip. Surveying is the cheapest technology in the tree, and its slower wear pays back on every network you own. It makes a good first pick.

Ordinances

Ordinances are city-wide policies enacted from the Ordinances app. Each has a daily cost that grows with the population, and each has clear winners and losers. Some are available from the start; the rest are unlocked by research. At most 6 can be in force at once, and repealing one refunds nothing.

Ordinances
OrdinanceWinnersLosersDaily costNeeds
Street sweepingResidents, road conditionThe treasury$4 + $3 per 1,000 residentsAlways
Neighbourhood watchQuiet streetsNight-life (commercial demand)$2 + $2 per 1,000 residentsAlways
Balanced budget actThe treasury (upkeep −5%)Services (happiness −2)FreeMunicipal bookkeeping
Business ratesCommercial tax +15%Commercial demandFreeMunicipal bookkeeping
Clean air actHealth, land valueIndustry (demand, tax)$6 + $2 per 1,000 residentsPublic health
Food rationingFood lasts 25% longerEveryone's mood$2 + $1 per 1,000 residentsPublic health
Night economyCommerce and tourismSleep (crime, noise)$3 + $2 per 1,000 residentsCivil service
Heritage protectionLand value, tourismDevelopers (residential demand)$5 + $1 per 1,000 residentsCivil service
Remote workCommuters, trafficHigh-street shops$4 + $2 per 1,000 residentsE-government
Freight curfewResidents' sleepFreight (−20%)FreeJust-in-time freight
Green building codePollution, wearConstruction cost$8 + $3 per 1,000 residentsRenewables
Car-free centreWalkability, happinessDrivers, freight$10 + $4 per 1,000 residentsCircular economy

The free ordinances aren't free in practice: their cost is the losers' column. Business rates raise commercial tax at the expense of commercial demand; a freight curfew buys residents' sleep with freight capacity. Treat ordinances as tools for a specific problem (a food shortage, a smog crisis, a stalled high street) rather than permanent fixtures.

Charters and research both feed into how the city is judged; for the money side of that, see money.