Difference between revisions of "City Building"

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==Strategy==
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* Build Industry first, as it requires no demand. Industrial population creates demand for Residential Housing and Office.
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* Build Residential Housing next, but away from industry or else the building will get a "Near Industry" desirability penalty.
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* Build Commerce (shops) near Residential Housing. Income depends on population inside the building's zone of influence. Certain types of shops will compete with each other, undermining profits. Sometimes it's better to place these buildings manually.
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* Build Offices when there is enough demand from Industry and Commerce.
  
==Strategy==
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==Zoning==
* Build industry first! Industrial population creates demand for housing.
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* Zoned lots do not require any demand.
* Build housing next, but away from industry as you'll get a "Near Industry" desirability malus.
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* Zoned lots have an increased chance to become occupied when Reputation is high and Aggression is low.
* Build shops (commerce) near houses. Build different kinds of shops! Shops of the same kind compete with each other, undermining profits!
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* Zoned lots become auto-racketeered, versus ownership when manually placing a building.
* Build offices if you have positive office demand.
 
  
 
==See Also==
 
==See Also==
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[http://www.indiedb.com/games/voxel-turf/news/dev-diary-2-economic-engine-part-2 Dev Diary 2: The Economic Engine Part 2]
 
[http://www.indiedb.com/games/voxel-turf/news/dev-diary-2-economic-engine-part-2 Dev Diary 2: The Economic Engine Part 2]
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[[Category:Content]]

Latest revision as of 23:56, 27 January 2020

This article may be out of date. It was last updated for 1.3.3.

This article is a Stub. You can help by expanding it

Strategy

  • Build Industry first, as it requires no demand. Industrial population creates demand for Residential Housing and Office.
  • Build Residential Housing next, but away from industry or else the building will get a "Near Industry" desirability penalty.
  • Build Commerce (shops) near Residential Housing. Income depends on population inside the building's zone of influence. Certain types of shops will compete with each other, undermining profits. Sometimes it's better to place these buildings manually.
  • Build Offices when there is enough demand from Industry and Commerce.

Zoning

  • Zoned lots do not require any demand.
  • Zoned lots have an increased chance to become occupied when Reputation is high and Aggression is low.
  • Zoned lots become auto-racketeered, versus ownership when manually placing a building.

See Also

Dev Diary 13: City Building, Zoning and Reward Buildings

Dev Diary 1: The Economic Engine

Dev Diary 2: The Economic Engine Part 2