Decoration

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.9.

For decorations which can be applied to roads, see Roads
For Parks and Plazas, see Parks and Plazas

Decorations have both aesthetic and practical purposes for a city.

  • Landscaping includes are, practically, part of the transportation infrastructure of a city, providing routes for citizens to walk on foot, in addition to trees for aesthetics, although player-placed trees will support forestry industry as much as naturally occurring woodland. Pedestrian paths and trees, formerly found in the decoration menu, are, since Patch 1.4.0-f3​, found in the Landscaping menu.

Landscaping[edit]

Landscaping is a tool available to Cities to allow changes in the physical design of the town. Soil is a resource which is accrued by reducing the amount of land used and is used to increase land height. This enables the construction of new coastlines or mountain ranges or perhaps the removal of an inconvenient mountain. The cost of shifting, levelling, softening or sloping terrain is ₡12.80 per cubic metre.

The game has a built-in mod "Unlimited Soil - Landscaping without limits"[1], which enables the player to add or remove as much soil as desired with the landscaping tools. The cost of moving soil is still in effect. Note that activating this built-in mod will disable Achievements, unless they are re-enabled by a mod from the workshop.

Paths[edit]

Pedestrian paths are thin (single-cell) tracks which citizens will use these in combination with roadside pavements and crosswalks to reach destinations on foot.

Paths, previously accessed in the decoration menu, are located after Patch 1.4.0-f3​ in the Landscape menu option and are maintained as part of the decorations budget, however they offer no entertainment value by themselves and are, practically, part of the transportation infrastructure. Paths are placed like roads, and can be straight or curved. Paths can be elevated (with much steeper gradients than permitted for roads), allowing mayors to construct footbridges over major roads as well as other, more elaborate pedestrian systems.

Citizens are prepared to walk surprisingly long distances to their destinations, an investment in a footpath infrastructure can relieve a considerable burden from a city's roads. Citizens will also walk parts of journeys that also involve other transport methods.

There are several types of paths in the game, but apart from the differences detailed below, they are functionally identical. Paths can be connected to the sidewalks beside roads. Additionally paths can connect to a few buildings (metro stations, train stations, cemeteries and some parks), allowing citizens to walk through these and enter/exit them without using the road.

Path Unlocked Cost
(₡)/cell
Upkeep
(₡/cell/week)
DLC Notes
Amusement park path.png Amusement Park Path Tiny Town 20 0.40 DLC icon parklife.png Can be elevated.
Can not tunnel.
Street lights illuminate at night.
Amusement park path decorated.png Amusement Park Path with Decorations Tiny Town 20 0.40 DLC icon parklife.png Can be elevated.
Can not tunnel.
Street lights illuminate at night.
Bicycle path.png Bicycle Path Tiny Town 20 0.40 DLC icon after dark.png Only bicycles may use it.
Can be elevated.
Can be made into a tunnel.
Street lights illuminate at night.
Beautification Pedestrian Gravel.png Gravel Path Tiny Town 10 0.24 - Can be elevated.
Can not tunnel.
Nature reserve path.png Nature Reserve Path Tiny Town 20 0.40 DLC icon parklife.png Can be elevated.
Can not tunnel.
Nature reserve path decorated.png Nature Reserve Path with Decorations Tiny Town 20 0.40 DLC icon parklife.png Can be elevated.
Can not tunnel.
Street lights illuminate at night.
Park path.png Park Path Tiny Town 20 0.40 DLC icon parklife.png Can be elevated.
Can not tunnel.
Street lights illuminate at night.
Park path decorated.png Park Path with Decorations Tiny Town 20 0.40 DLC icon parklife.png Can be elevated.
Can not tunnel.
Street lights illuminate at night.
Beautification Pedestrian Pavement.png Pavement Path Tiny Town 20 0.40 - Can be elevated.
Can be made into a tunnel.
Street lights illuminate at night.
Zoo path.png Zoo Path Tiny Town 20 0.40 DLC icon parklife.png Can be elevated.
Can not tunnel.
Street lights illuminate at night.
Zoo path decorated.png Zoo Path with Decorations Tiny Town 20 0.40 DLC icon parklife.png Can be elevated.
Can not tunnel.
Street lights illuminate at night.

Walls and Fences[edit]

The Walls and Fences section was added with the Parklife DLC. They are placed using the same tools as roads, but cannot change elevation.

Building Unlocked Cost
(₡)/cell
DLC Description
Amusement Park Fence.png Amusement Park Fence Tiny Town 10 DLC icon parklife.png A tall metal fence.
Farm Fence.png Farm Fence Tiny Town 10 DLC icon industries.png A wooden split-rail fence.
Forestry Fence.png Forestry Fence Tiny Town 10 DLC icon industries.png A wooden stockade fence.
64px Nature Reserve Fence Tiny Town 10 DLC icon parklife.png A wooden fence.
Oil Industry Fence.png Oil Industry Fence Tiny Town 10 DLC icon industries.png A tall anti-climb metal fence.
Ore Industry Fence.png Ore Industry Fence Tiny Town 10 DLC icon industries.png A sheet metal fence.
Park Fence.png Park Fence Tiny Town 10 DLC icon parklife.png A tall metal fence.
Zoo Fence.png Zoo Fence Tiny Town 10 DLC icon parklife.png A heavy fence made out of concrete elements and wood.

Props[edit]

Maps come pre-loaded with areas of natural woodland. If you wish to add to these, a variety of different types of trees can be added at ₡10 per tree. Trees have no upkeep cost. Player-placed trees will support forestry industry as much as naturally occurring woodland. Otherwise trees are entirely aesthetic. Trees do not increase land value, but they do reduce pollution (tree-lined roads also reduce noise pollution from these roads, however this is part of the roads menu).

Different trees are available in different map themes. Small Beech, Alder #2, Small Bush, Oak, Tree with Leaves, Tree with Leaves #2, Green Tree, Giant Redwood, Giant Redwood #2, Flowering Tree, Flowering Tree #2, Flowering Tree #3, Flowering Tree #4, Chinese Windmill Palm, Corsican Pine, Sugar Maple, and Yew are available in all themes. Additionally, these trees are available in the theme(s) they're listed beside:

  • Boreal and European: Conifer #2, Pine, Conifer and Wild Conifer
  • Temperate and Tropical: Large Bush
  • Tropical: Palm Plant and Palm Tree

In addition to the trees it is possible to build rocks to give a newly created landscape some character. All rock formations have the same cost of ₡10. Both trees and rocks are found in the Landscape menu.

Canals and Quays[edit]

The canals and quays are the water based equivalent of the landscaping tools allowing cities to change how water moves. Canals automatically create Pathways that Ferries can use.

Building Unlocked Cost
(₡)/cell
Upkeep
(₡/week/cell)
DLC Description
Quay.png Quay Tiny Town 10 0.11 - Use quays to give waterfront a nice finish. Quays are concrete walls built on the shore to even out terrain differences and allow for zoning near the water.
Flood wall.png Flood wall Tiny Town 10 0.11 - If your canals have spots that are prone to flooding, you can use flood walls to control the water.
Shallow canal.png Shallow canal Tiny Town 10 0.11 - Shallow canals accept only a small amount of water. They can also be used to regulate water flow into deeper canals, by placing a stretch of shallow canal segments at the start of a longer canal. Canals automatically create Pathways that Ferries can use.
Medium canal.png Medium canal Tiny Town 10 0.11 - Medium canals can be used in areas where shallow canals are not deep enough to get water. Use a stretch of medium canal segments at the start of a longer canal to allow less water to get in. Canals automatically create Pathways that Ferries can use.
Deep canal.png Deep canal Tiny Town 10 0.11 - Deep canals are the deepest canal option and can handle large amounts of water. If your deep canal is prone to flooding, upgrade part of the canal at the start and end to medium or shallow canal to keep the amount of water lower. Canals automatically create Pathways that Ferries can use.
Wide shallow canal.png Wide Shallow Canal Tiny Town 12 0.14 DLC icon mass transit.png A shallow wide type canal. Use shallow canals to adjust how much water flows into a canal. Canals automatically create Pathways that Ferries can use.
Wide medium canal.png Wide Medium Canal Tiny Town 12 0.14 DLC icon mass transit.png A medium depth wide type canal. Use different canal depths to adjust how much water flows into a canal. Canals automatically create Pathways that Ferries can use.
Wide deep canal.png Wide Deep Canal Tiny Town 12 0.14 DLC icon mass transit.png A deep wide type canal. Use shallow canals to adjust how much water flows into a canal. Canals automatically create Pathways that Ferries can use.

References[edit]

  1. Mass Transit 1.7.0 Patch Notes, "Unlimited Soil - Landscaping without limits" Mod, Free Content in Patch 1.7.0, released alongside Mass Transit on 2017-05-18.