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Growing your towns

Every town starts as a handful of cottages around a town hall. Here is what makes them grow into skylines, and how attractions, landmarks and the seasons help along the way.

A dense town with glass skyscrapers, a red pagoda temple, an iron lattice tower and brick apartment blocks
A grown town. The pagoda temple and the iron lattice tower are landmarks, and the glass towers appeared on their own once the town passed about 420 people.

How growth works

Each town has a growth meter. It fills slowly on its own, and much faster when you deliver passengers. A passenger arriving in a town adds almost a full point. The town they left from gets half a point. When the meter is full, the town builds something new. Bigger towns need more growth for each new building, so service has to keep up.

When a town runs out of empty lots, it lays a new ring of streets, up to a maximum size. There are over 120 building designs, so no two towns look quite the same.

The town council

For towns on land you own, the Town Council window offers three paid boosts:

From level 3 you can also found a new town. You need a clear 9×9 area of your own land, at least 12 tiles from any other town. A fresh town starts small, and fast passenger service brings it to life.

Attractions and landmarks

The Attractions tab offers 50 attractions, from a $2,700 flower garden to a ferris wheel, aquarium, water park and stadium. The Landmarks tab has 25 million-dollar landmarks, including a great pyramid, a colosseum, a space needle and a rocket launch pad. They do three things:

Most landmarks are unlocked with Heritage Points. Six of them, the streak monuments, are earned by playing on consecutive days. See Daily Challenge and rewards.

A ferris wheel and a red and white lighthouse beside a town, with a railway and river nearby
A ferris wheel and a lighthouse next to a busy train station. Attractions near stations raise the number of waiting passengers.

The four seasons

The calendar moves through spring, summer, autumn and winter every three months, and each one changes the economy as well as the scenery.

SeasonEffect
Spring+15% town growth. Cherry trees blossom.
Summer+25% visitors to attractions and landmarks.
Autumn+50% harvest from farms and dairies. Golden leaves.
Winter−45% farm output and −10% speed for road and rail. Snow covers the map.

The Seasons window lets you summon any season early for a fee that grows with your wealth. It then holds for a full year, which is handy if your empire relies on farms or tourism.

The same city in autumn with orange and red trees and golden farmland
Autumn: the farms around this town produce half as much again.
The city in winter with snow on the ground, roofs and trees
Winter: snow on every roof, slower road and rail traffic and a poor harvest.

Day and night

A day lasts just under two minutes. At night windows light up, street lamps glow and the lighthouse beam sweeps the water. It does not change income, but it is one of the nicest moments to pause and look around.

The city at night with lit windows in apartment blocks and skyscrapers
The same skyline after dark.

Ready to try it? The game runs in your browser on a laptop or PC, and it is free.

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Next guide: Money, loans and company levels