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gamemanual:towns

Towns

The game world is populated by residents who live in various towns which are spread across the map. Residents have a home where they live, a job where they work and a place where they go shopping.

Town Growth

Towns grow by means of new or larger buildings, if the utilization is high and the land value as well as accessibility is good. Providing public transportation and supplying commercial and industrial buildings with cargo will also further an expansion.

To get an overview over the current situation in the town, click on the town name on the map or in any list to open the town details window. In the top area of the OVERVIEW tab, it shows the current number of residents, shopping facilities and workplaces as well as an overall tendency of growth. Below is a list of all the influencing factors:

  • Destinations shows the current reachable destinations by public transportation and private traffic. The more destinations can be reached by any of those, the bigger the town can grow. Conversely, isolated towns will not grow that much.
  • Supply shows the current supply of cargo for the commercial and industrial districts as well as the demand. The more supply is provided, the more the town can grow.
  • Quality lists the three factors that negatively affect town growth:
    • Overcrowded stations should be avoided. Increase station capacity or vehicle frequency or length.
    • The traffic should run fluently. Try to minimize private traffic by providing good public transportation.
    • Emissions affect residential areas. Use modern vehicles and optimize the infrastructure in order to spare these areas.

All those factors have a percentage impact that is added to the base population of the town. It is shown at the bottom end of the overview tab.

Town Districts

For each of the three needs of residents, there is a specialized district in every town. To highlight buildings with corresponding zone color, use the land use data layer.

The residential district is the place where the inhabitants live. In the land use data layer, its buildings are colored green. This district does not have a cargo need, but the residents tend to not use use public transport when there is no passenger stop or station nearby. This district is sensitive to emissions, thus try to minimize their effects in areas around residential districts.

The blue commercial district provides locations where inhabitants can go shopping and spend their free time. Buildings in this district all require the same cargo. For each town it is one of goods, tools or food. This district is robust against the influence of emissions.

Jobs for residents are located in the industrial district of each town. The buildings are colored in yellow while using the land use data layer. Like the commercial district, this district is not influenced by emissions in a negative way. Another cargo is required by the buildings in this district. It is either constuction material, fuel or machines.

Building Details

By clicking on any town building, a small window with some information appears. Depending on the type of building, it has some different information.

Residential buildings provide living space for the people in the game world. The number of maximum residents in one building depends on the building size. The detail window shows the total number of residents in this building as well as the number of residents that currently have no job and are unemployed. These do not travel to the industrial sector.

Commercial buildings provide shopping facilities for the people in the game world. The number of maximum shopping facilities in one building depends on the building size. They also have cargo needs, specifically tools, food or goods. The detail window shows the number of facilities that are available in total as well as the number of facilities currently not occupied by a resident. Furthermore there is some information about the cargo type that is demanded and the current supply of this need.

Industrial buildings provide jobs for the people in the game world. The number of maximum jobs in one building depends on the building size. They also have cargo needs, specifically construction materials, machines or fuel. The detail window shows the number of workplaces provided by this building and the number of vacant jobs as well as the supply rate for the industrial cargo (Construction Materials, Machines, Fuel).

The supply rating indicates for a commercial or industrial building the percentage of the cargo needs currently fulfilled. A high supply rate increases the chance a building will level up.

Vacant shows for a commercial or industrial building how many shopping facilities or jobs are unused. A low vacant rate increases the chance a building will level up.


gamemanual/towns.txt · Last modified: 2021/06/24 15:17 by yoshi