Functional road-connected police, fire and health services dispatch to actual incidents. Fire arrival extinguishes burning tiles; police and medical relief are temporary.
Each Warehouse stores 1,000 units of each resource. A functional Farm produces 120 food/month; Workshop 90 materials. Occupied industry produces floor(jobs/80), up to 300 materials; commerce converts one material per good, floor(jobs/80), up to 200 goods. Households need ceil(population/80) food and ceil(population/160) goods monthly. Prices: food $2, materials $3, goods $4. Roads, power and operational storage are required. Households receive priority over exports. Shortages cost up to eight happiness points.
Sign a friendly trade pact in the War Room first. Contracts deliver actual stock, money and available capacity monthly; missing pacts or infrastructure suspend delivery. Diplomatic pact income is separate.
Rivals grow stronger every month. They demand tribute or raid through their border gate. Defeat a rival by winning assaults until its city integrity hits 0% — it then pays you tribute forever. Conquer all three for a Conquest Victory. Barracks train 2 units per month: Infantry (4 × $150), Armor (3 × $250), Artillery (2 × $400), and researched Drones/Heavy Armor. Inspect a Barracks to choose training; each type has its own upkeep and capacity. Gunship pads train aircraft. Schools and functional Research Labs earn RP; choose a technology in Research. Air raiders require AA defenses. 🕊 Truces buy 12 months of peace. Selling (bulldozing) a building refunds half its cost.
Fires, city services and the economy remain active.
Build a living city. Defend it from jealous rivals. Then take theirs.
Third-party credits: Kenney City, Nature, Car and Tower Defense kits (CC0); Three.js (MIT). Original civic designs and the curated game audio are included.