Policies
Policies can be selected that affect the city and its districts from a predetermined list. Policies have both positive and negative effects. For example, a smoking ban will make citizens healthier, but it can make them unhappy. Policies can be set for the entire city, or for different districts in the city to make them look, play, and feel different.
Set policies for a district by clicking it when the policies panel is open, or by clicking the “Policies” button in its info panel.
Policies panel[edit | edit source]
Policies in the "Services", "Taxation" or "City Planning" categories can be found in the policies panel on their respective tab.
Services[edit | edit source]
*Only applies to bus, tram, metro, monorail, and local train fares. For district policies, only passengers leaving from that district will get a free ride. Intercity trains, cargo trains, ships, planes and taxis will still continue to provide revenue, regardless.
Taxation[edit | edit source]
City Planning[edit | edit source]
Other[edit | edit source]
Airports[edit | edit source]
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Available only with the Airports DLC enabled. |
Policies in the "Airports" category do not appear in the policies panel. They appear under the “Policies” tab on the airport’s info panel. The info panel can be accessed by clicking on the Airport Area.
Policy | Unlocked | Effect | Upkeep/Drawback |
---|---|---|---|
Boom Town | Adds ₡2 income/passenger/week | Tourists are much more likely to use cars which may increase traffic. | |
Boom Town | Adds a land value bonus to the whole airport. | Cost ₡5/100 airport cells/week | |
Boom Town | Adds a bonus of 200 points to the airport's attractiveness rating. | Cost ₡20/passenger/week |
Campus[edit | edit source]
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Available only with the Campus DLC enabled. |
Campus has 2 policies in the policies panel, see the Services table above for Book Fair and For-profit Education.
Some policies in the "Campus" category do not appear in the policies panel. They appear under the “Policies” tab on the campus’ info panel. The info panel can be accessed by clicking on the Campus Area.
Policy | Unlocked | Effect | Upkeep/Drawback |
---|---|---|---|
Big Town | Increased student health. | Campus upkeep cost increased by ₡5/student | |
Big Town | Increased student happiness. | Campus upkeep cost increased by ₡1/student | |
Big City | Affects all Faculties within the Campus Area.Increases Faculty bonus by 25% | Affects all Faculties within the Campus Area.Faculty upkeep cost increased by 25% | |
Capital City | Students don't pay any tuition fees.Increases Campus attractiveness by 20%Increases student happiness. | No income from Campus tuition fees. |
Campus Varsity Sports[edit | edit source]
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Available only with the Campus DLC enabled. |
Unlocked at Big Town milestone.
Campus policies in the "Varsity Sports" category do not appear in the policies panel. They appear under the “Policies” tab on the campus’ info panel. The info panel can be accessed by clicking on the Campus Area.
Policy | Effect | Upkeep/Drawback |
---|---|---|
Draws 20% more visitors to arenas on campus. | ₡200/week/arena located on campus | |
Increases odds of winning home and away games by 7%. | ₡180/week/arena located on campus | |
Decreased upkeep cost of campus' varsity sports by 8%. | Billboard change from varsity team's logo to sponsor's brand. |
Concerts[edit | edit source]
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Available only with the Concerts DLC enabled. |
Concerts policies do not appear in the policies panel. They appear in the panel that appears when clicking on the Festival Area constructed from the Unique Buildings "Concert" tab.
Policy | Unlocked | Effect | Upkeep/Drawback |
---|---|---|---|
Tiny Town | Advertise the Festival to attract more visitors. Increases all band popularity by +1 per month. | ₡9,000/week | |
Tiny Town | A Premium Studio will increase the chances of a successful concert. | ₡3,000/week |
Industry[edit | edit source]
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Available only with the Industries DLC enabled. |
Policies in the "Industry" category do not appear in the policies panel. They appear under the “Policies” tab on the Industry Area’s info panel. The info panel can be accessed by clicking on the Industry Area.
Policy | Unlocked | Effect | Upkeep/Drawback |
---|---|---|---|
Tiny Town | Increase production output by 10% | Increase buildings upkeep by 10% | |
Tiny Town | Increases the storage capacity of Extractors and Processing buildings by 20% | Increase upkeep cost of industrial buildings by 10% | |
Tiny Town | Increase worker's health | ₡1/affected worker |
Parks[edit | edit source]
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Available only with the Parklife DLC enabled. |
Policies in the "Parks" category do not appear in the policies panel. They appear under the “Policies” tab on the park’s info panel. The info panel can be accessed by clicking on the Park Area.
Policy | Unlocked | Effect | Upkeep/Drawback |
---|---|---|---|
Tiny Town | Boosts the entertainment effect of the Zoo buildings by 20%. | ₡10/Zoo Building | |
Tiny Town | Boosts the entertainment effect of the Amusement Park buildings by 20%. | ₡10/Amusement Park building | |
Tiny Town | Fireworks daily after dark instead of every week. | ||
Tiny Town | The Park Area will not organize fireworks while this policy is active. | No fireworks. | |
Tiny Town | Mark the park as the main attraction in the city to make it more attractive to tourists. If you have several parks with this policy active, they are equally attractive to visitors. | ||
Tiny Town | Draws 30% more visitors during night-time. | ₡50/week | |
Tiny Town | Decrease garbage accumulation by 20% for the Nature Reserve buildings. | ₡10/Nature Reserve Building | |
Tiny Town | Draws 20% more visitors. | ₡200/week |
Pedestrian Areas[edit | edit source]
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Available only with the Plazas and Promenades DLC enabled. |
"Pedestrian Area" policies do not appear in the policies panel. They appear under the “Policies” tab on the pedestrian area’s info panel. The info panel can be accessed by clicking on the name of the Pedestrian Area.
Policy | Unlocked | Effect | Upkeep/Drawback |
---|---|---|---|
? | All buildings within this Pedestrian Area get cargo deliveries and garbage service via service points, even if they are not placed on pedestrian roads. | Increased load on Service Points. | |
? | All roads in the Pedestrian Area that are not pedestrian streets get a very low speed limit. Decreases noise pollution. | Slow traffic movement. Does not apply to highways. | |
? | Increases happiness in commercial zones. | Slightly increases noise pollution in commercial zones. | |
? | Increases the average lifespan of citizens in the Pedestrian Area by 20%. | Increases crime rate by 20% due to smuggling illegal candy bars. |
Stadium[edit | edit source]
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Available only with the Match Day DLC enabled. |
Unlocked at Tiny Town milestone.
Policies in the "Stadium" category do not appear in the policies panel, but appears when clicking on one of the stadiums constructed from the Unique Buildings "Football" tab or the stadiums from the "Varsity Sports" tab in the "Education and Campus Areas" menu. Does not apply to the level 6 Unique Building "Stadium".
Policy | Effect | Upkeep/Drawback |
---|---|---|
Public transport is free on match days.[1]Increased amount of visitors raises the odds of winning matches. | No ticket revenue from public transport on match days. | |
Hires security personnel to keep crime low around the stadium. | ₡500/week/stadium | |
Spending money on training young players increases the odds of your team winning. | ₡9,000/week/stadium |
Trivia[edit | edit source]
• Chirpers will complain about (almost) every new policy you make, no matter how beneficial they are.
References[edit | edit source]
- ↑ Forum: MatchDay Football Stadium Policy "Come One Come All" Runs roughly 19 weeks, CO Emmi (Colossal Order), 2019-07-03