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Decoration

This article may contain outdated information that is inaccurate for the current version of the game.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.

Contents

LandscapingEdit

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.

PathsEdit

Pedestrian paths are thin (single-cell) tracks which citizens will use 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 players 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, and an investment in 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 Tiny Town 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
  Amusement Park Path with Decorations Tiny Town 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
  Bicycle Path Tiny Town 20 0.40   Only bicycles may use it.
Can be elevated.
Can be made into a tunnel.
Street lights illuminate at night.
  Gravel Path Tiny Town 10 0.24 - Can be elevated.
Can not tunnel.
64px Liberal Arts Path Big City 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
64px Liberal Arts Path with Decorations Big City 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
  Nature Reserve Path Tiny Town 20 0.40   Can be elevated.
Can not tunnel.
  Nature Reserve Path with Decorations Tiny Town 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
  Park Path Tiny Town 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
  Park Path with Decorations Tiny Town 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
  Pavement Path Tiny Town 20 0.40 - Can be elevated.
Can be made into a tunnel.
Street lights illuminate at night.
64px Trade School Path Big Town 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
64px Trade School Path with Decorations Big Town 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
64px University Path Capital City 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
64px University Path with Decorations Capital City 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
  Zoo Path Tiny Town 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.
  Zoo Path with Decorations Tiny Town 20 0.40   Can be elevated.
Can not tunnel.
Street lights illuminate at night.

Walls and FencesEdit

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 Tiny Town 10   A tall metal fence.
  Farm Fence Tiny Town 10   A wooden split-rail fence.
  Forestry Fence Tiny Town 10   A wooden stockade fence.
64px Nature Reserve Fence Tiny Town 10   A wooden fence.
  Oil Industry Fence Tiny Town 10   A tall anti-climb metal fence.
  Ore Industry Fence Tiny Town 10   A sheet metal fence.
  Park Fence Tiny Town 10   A tall metal fence.
  Zoo Fence Tiny Town 10   A heavy fence made out of concrete elements and wood.

PropsEdit

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. Trees do not increase land value, but they do reduce pollution. Tree-lined roads also reduce noise pollution from these roads and are available as 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 QuaysEdit

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 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 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 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 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 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 Tiny Town 12 0.14   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 Tiny Town 12 0.14   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 Tiny Town 12 0.14   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.

ReferencesEdit

  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.