Game systems · BuildCity Dev Log

How land value works in BuildCity: the numbers behind every neighborhood

Service radius, land value bonuses, density thresholds, and why one school can change the shape of a whole district.

Articles are currently available in English.

Why land value is the number that matters most

Almost every question a new mayor asks in BuildCity eventually comes back to land value. Why is this block still full of small houses? Why did that neighborhood jump to apartment towers while the one next to it stayed flat? Why does my income grow so slowly even though the population is going up? The answer in each case is that land value decides which density tier a residential plot is allowed to reach, and density decides how many people live on a tile and therefore how much tax it generates.

Land value is not a single global score. It is calculated per cell, which is why two zones a few tiles apart can behave very differently. Every public facility that a cell sits inside the radius of adds a fixed bonus to that cell. Pollution from industry and fuel-burning power plants pulls the value down. The result is a map of invisible gradients that your road layout and service placement are constantly reshaping.

If you remember one thing from this article: land value is additive and radius-based. A tile covered by a school, a police station, a park, and a hospital is worth far more than a tile covered by one large facility, no matter how expensive that facility was.

The service bonuses, in numbers

These are the land value bonuses and coverage radii for the service buildings, taken from the building catalog the game runs on. Radius is measured in tiles from the facility, and the bonus applies to every residential cell inside that radius. The buildings reference lists construction and upkeep costs alongside them.

FacilityFootprintCoverage radiusResidential land valueHappiness bonus
Playground1x13 tiles+60+10
Small park2x25 tiles+100+10
Local fire station1x18 tiles+80+3
Large fire station3x316 tiles+160+3
Small police station1x18 tiles+90+5
Large police station3x316 tiles+180+5
Library2x210 tiles+150—
High school3x212 tiles+180+5
Local hospital1x112 tiles+200+5
Large hospital3x324 tiles+400+5
University3x2City-wide+300—
Catalog values at the time of writing. Happiness bonuses are per service category, so two parks in range count once; land value bonuses stack per facility.

Notice the asymmetry. Hospitals and schools carry the largest land value bonuses but only a modest happiness effect, while the park is the opposite: a tiny radius and a mid-sized value bonus, but the single biggest happiness boost in the table. That difference is intentional. Hospitals and schools are how you unlock density. Parks are how you keep the people who move into that density from leaving.

Trees matter too, even though they are not a service. Planting trees within reach of a residential block adds a +5 happiness bonus of its own, which makes greenery along the main corridor part of the plan rather than decoration.

How land value turns into density tiers

Each residential plot has a density level from 1 to 3. Two numbers decide it. The plot's density score grows over time as it is serviced and occupied, and the land value of its cell sets a hard cap on how far that score may climb. A cell below 300 land value can never pass a density score of 150, and a cell below 601 can never pass 300, no matter how long you wait.

LevelLand value requiredDensity scoreResidents, 1x1Residents, 2x2
Level 1 (low)0 to 2990 to 1491248
Level 2 (middle)300 to 600150 to 29920 to 35120 to 200
Level 3 (high)601 and above300 and above60 to 100350 to 500
Land value caps, density score bands, and resident ranges from the current simulation constants. Population scales with footprint area: a 1x2 or 2x1 plot holds twice the 1x1 figure, a 3x3 holds nine times, up to the largest supported residential footprints.

Run the arithmetic against the bonus table and the design becomes clear. No single early facility reaches the level 2 line on its own: a high school (+180) plus a local hospital (+200) does, at +380, and a small park on top gives margin against pollution. Level 3 at 601 is a late-game target that needs the large facilities or several overlapping circles, for example a large hospital (+400) with a school (+180) and a small park (+100). This is why the happiness and land value guide keeps repeating the same advice: overlap coverage on the blocks you want to grow, rather than spreading facilities thinly across the whole map.

There is one more gate. Since the density upgrade rework, a plot only grows into the next tier when every essential service for that cell is actually covered: electricity, water, sewage, and fire protection. A cell can have the land value for a tower and still sit at level 1 because its sewage line never arrived. When a block refuses to upgrade, check coverage before you check value.

Happiness: the other half of the equation

Land value decides how many people may live on a tile. Happiness decides whether they stay and how much tax they actually pay, because residential tax is scaled by the happiness percentage of the building. The happiness model is additive too, and the penalties are much larger than the bonuses.

  • No outer-road connection: -40. The largest penalty in the list, applied when the district is not connected to the road that leaves the map.
  • Power shortage: -30. The most common cause of a sudden happiness collapse after a new district opens.
  • Water shortage: -25. Untreated sewage: -25. These two usually arrive together, because players tend to expand water intake and forget the wastewater plant.
  • Contaminated water: -20, when a coastal pump draws from polluted water.
  • Tax rate: a sliding penalty that grows as you raise the rate above the default.

Against those penalties, the positive side is parks +10, trees +5, and schools, hospitals, and police at +5 each, with fire at +3. A fully serviced neighborhood sits comfortably high, but one missing utility can erase every bonus at once. If a building's happiness stays at zero for 24 continuous hours it is abandoned and shows the derelict icon until you repair the cause and rebuild, and the timer shortens as happiness goes negative, down to four hours at the worst.

Pollution and the industrial edge

Industrial zones, coal and oil power plants, and resource extraction all reduce land value around them. The game does not publish a single pollution radius because it depends on the building, but the practical rule holds everywhere: fuel plants and heavy industry belong on an edge of the map with their own utility corridor, never pressed against the blocks you are trying to push to level 3. Wind and solar plants exist precisely so that you can add electricity near housing without paying the land value cost.

A useful way to think about it is that pollution is a negative service with its own radius. Placing a park next to a coal plant does not cancel the plant; it only partially offsets it on the tiles where both radii overlap. Moving the plant is almost always cheaper than trying to out-build its penalty.

Reading land value on the map

The in-game data views overlay these calculations on the city. The land value view colors each cell so that you can see the gradient around a school or the shadow of a power plant directly, and the service coverage views draw each facility's radius so that gaps between stations are obvious. When a neighborhood is stuck, open the land value view first, then the coverage view for whichever service looks missing, and fix the gap rather than guessing.

Because the model is additive and deterministic, you can also plan on paper. Sketch your main corridor, mark where a school's 12-tile radius and a hospital's 12-tile radius overlap, and zone your highest-density housing exactly there. Everything outside the overlap can be lower density commercial and light industry that benefits from the road without needing the value.

Practical takeaways

  1. Build the high school and the local hospital early and overlap them. Together they clear the level 2 line; neither does alone.
  2. Stack radii on purpose. The blocks where school, hospital, and park coverage overlap are where your towers will appear.
  3. Check essential coverage before blaming value. Missing sewage or fire protection blocks the upgrade regardless of land value.
  4. Keep industry and fuel plants on the edge. Their penalty is a negative radius that no park can fully cancel.
  5. Watch happiness penalties, not just bonuses. One utility shortage costs more than three services give back.

For the step-by-step version of this advice, the Happiness and Land Value guide walks through a first district, and the City Planning Tool will tell you which coverage gap to fix next based on your current numbers.