Public utilities
Utilities are the foundation of every district. A city without working power, water, and sewage stops attracting new citizens regardless of how clean the road plan looks. The three utility buildings below decide the maximum population a district can support before growth stalls.
| Building | Role | Notes |
|---|---|---|
| Power Plant | Generates electricity for every connected building. | 0.08 kW per citizen. Upgrade just before next district pushes consumption past current ceiling. |
| Water Intake | Supplies water to residential and commercial blocks. | 0.05 L per citizen. Best near coastline or river. |
| Wastewater Plant | Closes the water cycle by treating sewage. | 0.15 L per citizen. Always upgrade in pairs with water intake. |
For full sizing logic, see the Power, Water, and Sewage Guide.
Public services
Services raise happiness and land value for the buildings inside their coverage radius. Place them near density rather than on empty edges, and try to leave service slots reserved during the road plan so coverage circles end up where they matter.
| Service | Build Cost | Operating | Coverage | Land Value |
|---|---|---|---|---|
| School | ₩4,000 | ₩80/h | 10 tiles | +150 |
| Hospital | ₩6,000 | ₩100/h | 12 tiles | +120 |
| Police Station | ₩3,000 | ₩60/h | 8 tiles | +100 |
| Fire Station | ₩3,000 | ₩50/h | 8 tiles | +100 |
| Park | ₩1,000 | ₩20/h | 5 tiles | +80 |
Coverage radius is measured in tiles around the service. The same coverage circle should reach as many dense buildings as possible. For density-focused placement rules, see the Happiness and Land Value Guide.
Civilian buildings
Citizens build residential, commercial, and industrial blocks automatically when the supporting systems are healthy. You do not place these directly. They appear when an empty zoned tile has road access, working utilities, and enough land value to attract the relevant tier of building. The table below shows how building size and density tier translate into population.
| Size | Density | Population per building |
|---|---|---|
| 1x1 | Lv.1 | 5 - 10 |
| 1x1 | Lv.2 | 12 - 20 |
| 1x1 | Lv.3 | 25 - 40 |
| 2x2 | Lv.1 | 30 - 50 |
| 2x2 | Lv.2 | 80 - 120 |
| 2x2 | Lv.3 | 160 - 240 |
Higher density tiers depend on land value reaching the tier threshold. That means the path to denser civilian buildings runs through service coverage, park anchors, and clean utilities, not through any direct civilian-side action.
What to do next
Pick a building above and read the deep dive. Power plants and wastewater plants both have dedicated pages with placement and timing details. The strategy guides in the sidebar cover the systems-level decisions that decide how often you need to revisit each building.