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Service buildings

This article is considered accurate for the current version of the game.

All but the tiniest of villages require service buildings to provide services and transportation to its citizens and business. These public institutions are distinct from the "private" buildings which spontaneously grow in zones. As the city grows past the different milestones, more services and their buildings will be unlocked. Residents will usually start demanding these services shortly after they are unlocked.

Different service buildings provide their services in different ways. For example, water and power buildings must connect up to supply grids to be effective whereas seaports and airports must connect both to your city's internal transport system and to an external route. Many operate by sending out service vehicles (police cars, fire engines etc.) onto your city's roads to deliver their service. Several passively provide a happiness bonus to nearby areas and almost all service buildings require road access.

All buildings have a maintenance cost which is a function of the relevant service's current budget. This, and other statistics relating to a building's function can be viewed on its info window. A building can be switched off via this info window, eliminating the maintenance cost but also halting the service provision and any happiness bonus.

Most service buildings employ citizens, however, unlike the info windows of zoned buildings which employ people, details of these jobs are hidden and cannot be seen in the unmodded game. Buildings will never complain about the supply or education level of workers, and can actually function with zero workers if needs be.

Contents

RelocationEdit

Service buildings can be relocated via an option in their info windows. This is expensive, but is always cheaper than demolishing the building and building a new instance.

Cemeteries, snow dumps and landfill sites cannot be relocated (or demolished) unless they are empty.

List of service buildingsEdit

This list does not include the numerous Parks and Plazas and unique buildings. For details of these, please see the appropriate article. Some Monuments are also unique service buildings and are therefore included in the tables where applicable for comparison purposes only.

ElectricityEdit

Main article: Power
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(MW)
₡/MW/week Size
(cells)
DLC Notes
 
Advanced Wind Turbine
Boom Town 12,000 200 0 75 0 20 10 7×7 - Power Output: 0 - 20 MW (0.41/tile, 10₡/MW)
Must be built in water. Output is based on wind speed in area.
 
Coal Power Plant
Start 19,000 560 50 50 0 40 14 6×5 - Power Output: 40 MW (1.34/tile, 14₡/MW)
 
Fusion Power Plant
Megalopolis 1,000,000 8,000 0 75 4,000 16,000 0.5 16×8 - Monument
Power Output: 16,000 MW
 
Geothermal Power Plant
Busy Town 65,000 1,040 0 50 0 80 13 5×16   Power Output: 80 MW (1/tile, 13₡/MW)
 
Hydro Power Plant
Small City varies varies 0 0 0 0 0 varies - Power Output: varies
The cost/upkeep and size are all variable. The bigger the dam, the bigger those values will be. The power output also varies and does depend on water height on either side of the dam.
 
Nuclear Power Plant
Colossal City 200,000 8,000 0 50 1,920 640 12.5 15×9 - Power Output: 640 MW (4.75/tile, 12.5₡/MW)
 
Ocean Thermal Energy Conversion Plant
Colossal City 250,000 6,400 0 70 960 480 13.33 ×   Power Output: 480 MW (?/tile, 13.3₡/MW)
Plant must be placed on shoreline.
 
Oil Power Plant
Busy Town 50,000 1,920 35 50 80 120 16 8×5 - Power Output: 120 MW (3/tile, 16₡/MW)
 
Solar Power Plant
Grand City 80,000 1,200 0 25 80 160 7.5 12×12 - Power Output: 160 MW (1.12/tile, 7.5₡/MW)
Night time output is 70% of daytime output.
 
Solar Updraft Tower
Big Town 90,000 2,240 0 50 320 240 9.33 12×13   Power Output: 240 MW (1.54/tile, 9.3₡/MW)
 
Wave Power Plant
Boom Town 14,000 160 0 40 0 20 8 5×3   Power output: 0-20 MW (1.34/tile, 8₡/MW)
Must be built in water. Output is based on wind speed in area.
 
Wind Turbine
Start 6,000 80 0 75 0 8 10 7×7 - Power Output: 0 - 8 MW (0.16/tile, 10₡/MW)
Doesn't require road access. Output is based on wind speed in area.

TransportEdit

Main article: Transportation
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Airport
Metropolis 150,000 4,800 0 150 960 1,600 64×22 - Provides tourist access to city.
 
Biofuel Bus Depot
Boom Town 40,000 960 0 25 240 640 6×4   Source of Biofuel buses.
 
Bus Depot
Boom Town 30,000 720 0 50 320 800 6×6 - Source of buses.
 
Bus Station
Busy Town 65,000 1,200 0 75 320 800 16×8   Not a source of buses. Allows multiple bus routes to have a stop in one location without blocking the road.
 
Cable Car Stop
Small City 15,000 272 0 50 80 160 3×6   Cable car lines can end at or pass through this stop.
 
Cable Car Stop, End-of-Line
Small City 15,000 272 0 50 80 160 3×4   Cable car lines end at this stop.
 
Cargo Airport
Metropolis 200,000 3,200 0 150 800 1,920 64×26   Airport specializing in cargo delivery. Truck and plane cargo transfer area.
 
Cargo Airport Hub
Megalopolis 250,000 4,000 0 200 1,120 2,400 64×26   Airport specializing in cargo delivery. Truck, train and plane cargo transfer area.
 
Cargo Harbor
Capital City 60,000 1,920 0 120 1,040 1,600 15×8 - Allows trucks to transfer cargo to/from ships. Must be built on shoreline with access to shipping route. Ships travel to/from outside connections (off the map), and to other Cargo Harbors and Cargo Hubs within the city.
 
Cargo Hub
Colossal City 90,000 2,400 0 120 11,020 19,200 24×8   Combination of "Cargo Train Terminal" and "Cargo Harbor". Provides direct rail access for cargo arriving/departing via ship, in addition to trucks.
 
Cargo Train Terminal
Small City 60,000 1,440 0 115 400 1,200 16×6 - Trucks transfer cargo to/from trains. Trains travel to/from outside connections (off the map), and to other Cargo Train Terminals in the city. Unlike Passenger Trains, players do not create "routes".
 
Ferry Depot
Boom Town 33,000 752 0 75 320 800 12×8   Spawns Ferries and must be connected to ferry pathways. Does not act as a stop.
 
Ferry Stop
Boom Town 5,000 96 0 50 80 160 4×7   A small ferry stop that fits in a canal easily.
 
Ferry Pier
Boom Town 7,000 112 0 70 80 240 12×12   A large ferry stop with room for two ferries at once.
 
Ferry and Bus Exchange Stop
Busy Town 75,000 1,040 0 75 80 160 12×8   Connect ferry and bus networks with this combined stop.
 
Harbor
Capital City 80,000 1,600 0 120 1,040 1,600 15×8 - Provides tourist access to city. Must be built on shoreline with access to shipping route. Ships travel to/from outside connections (off the map).
 
Hot Air Balloon Tours
Big Town 7,500 64 0 0 0 48 7×13   Organizes hot air balloon tours over the city. Tours with a high appeal value around the starting point are more popular.
 
International Airport
Megalopolis 2,500,000 8,000 0 175 1,280 4,800 64×64   Provides tourist access to city. Metro station built in.
Requires additional 60×14 cells for the runway.
 
Metro Station
Big Town 15,000 240 0 50 160 480 2×2 - Metro station tunnels have a length of 10 tiles (this length can be changed with Steam Workshop modifications).
 
Metro-Monorail-Train Hub
Small City 70,000 1,040 0 135 400 1,200 20×8   Passengers can switch between metro/monorail/train inside the building. Metro trains/Monorails/Passenger trains travel between stations as dictated by player made routes. Passenger trains will travel to/from outside connections (off map) if "Allow Intercity Trains" is enabled.
 
Monorail Station
Small City 15,000 240 0 115 160 480 10×3   Monorail station built beside a road.
 
Monorail Station With Road
Small City 20,000 320 0 115 160 480 8×4   Same as "Monorail Station", but built on top of a road.
Road is a 'medium' "Four-lane Road".
 
Monorail-Bus Hub
Small City 32,000 512 0 125 400 800 16×10   A monorail station built on top of road, with built-in bus stops on both sides of the road.
Road is a 'medium' "Four-lane Road".
 
Post Office
Boom Town 6,000 80 0 10 160 640 4×3   Provides local postal service.
Post vans: 10
Post Trucks: 2
 
Post Sorting Facility
Big Town 25,000 400 0 30 240 1,280 9×12   Large trucks collect mail from local post offices for sorting and delivery outside the city.
Sorting Capacity: 8,000 pieces of mail/week
Post Trucks: 20
 
Sightseeing Bus Depot
Busy Town 35,000 800 0 50 320 800 6×4   Sends out buses to bus tour lines.
 
Taxi depot
Boom Town 15,000 160 0 40 160 160 6×3   Source of taxi cabs. Taxis are dispatched as required, and return here at the end of their shift.
Capacity: 25 taxis
 
Taxi stand
Boom Town 1,000 16 0 10 32 80 4×1   Not a source of taxi cabs. When a taxi cab is not busy it will return to the closest taxi stand to wait for a fare - unless a taxi depot is closer.
Capacity: 5 taxis
 
Train Station
Small City 45,000 960 0 115 400 1,200 16×3 - The train station platforms have a length of 60 tiles. Passenger trains travel between stations as dictated by player made routes. Passenger trains will travel to/from outside connections (off map) if "Allow Intercity Trains" is enabled.
 
Train Station, Multi-platform
Small City 60,000 960 0 125 400 1,200 20×16   A train station with 12 platforms (six pairs of track). Passenger trains travel between stations as dictated by player made routes. Passenger trains will travel to/from outside connections (off map) if "Allow Intercity Trains" is enabled. Built-in Metro station.
 
Train Station, Multi-platform End Station
Small City 60,000 960 0 125 400 1,200 16×25   An end-of-line train station with 12 platforms (six pairs of track). Passenger trains travel between stations as dictated by player made routes. Passenger trains will travel to/from outside connections (off map) if "Allow Intercity Trains" is enabled. Built-In Metro station.
 
Tram depot
Boom Town 40,000 768 0 75 80 240 10×12   Source of trams and must be connected to tram tracks.

HealthcareEdit

Main article: Healthcare
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Cemetery
Boom Town 8,000 160 0 0 64 128 10×8 - Patient capacity: 3,000
Hearses: 10
Can only be moved or demolished when empty.
 
Community Pool
Busy Town 75,000 1,200 0 0 960 480 6×6   Health benefit to area.
Visitor capacity: 120
 
Crematorium
Big City 25,000 720 0 0 160 480 3×3 - Patient capacity: 105
Hearses: 7
 
Cryopreservatory
Big City 32,000 800 0 0 320 640 4×4   Effectively equivalent to a larger Crematorium.
Patient Capacity:120
Hearses: 10
 
Hospital
 
European Hospital
Busy Town 65,000 2,400 0 0 400 960 10×8
8×5
- Patient capacity: 500
Ambulances: 30
 
Medical Center
Megalopolis 650,000 14,400 0 0 640 1,440 15×9 - Monument
Patient capacity: 1,000
Ambulances: 50
Helipad accepts Medical Helicopters.
 
Medical Clinic
 
European Medical Clinic
Little Hamlet 10,000 400 0 0 320 640 4×4
5×4
- Patient capacity: 100
Ambulances: 8
 
Medical Helicopter Depot
Boom Town 50,000 1,200 0 15 128 720 13×9   Picks up patients and delivers them to a hospital, clinic or Medical Laboratory.
Medical helicopter capacity: 3
 
Medical Laboratory
Busy Town 42,000 1,280 0 0 640 960 10×6   Clinic without ambulances. Patients can walk in, or be delivered by helicopter.
Patient Capacity: 20
 
Sauna
Big Town 25,000 400 0 0 240 240 3×4   Saunas create a health bonus to the neighborhood around them and increase happiness.
Visitor capacity: 60
 
Sports Hall and Gymnasium
Tiny Town 120,000 2,400 0 0 640 960 6×8   Health benefit to area.
Visitor capacity: 180
 
Yoga Garden
Small City 90,000 1,600 0 0 480 320 4×5   Health benefit to area.
Visitor capacity: 90

Disaster servicesEdit

Main article: Disaster Services
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Deep Space Radar
Big Town 25,000 720 0 0 160 480 10x10  
  • Radar scans the heavens for any asteroids.
  • Provides early warning and approximate impact site.
  • One building covers the whole city.
  • Detection distance depends on "Emergency Services" budget. At 50%, 25%. At 100% and above, 100%.
 
Disaster Response Unit
Boom Town 15,000 640 0 0 160 480 14x21  
  • Dispatches emergency teams to search for cims in destroyed buildings.
  • Rescue Trucks: 10
    Rescue Helicopters: 3
 
Earthquake Sensor
Big Town 3,500 43 0 0 0 0 1x1  
  • Provides early warning of earthquakes and sinkholes.
  • Does not require road access.
  • Detection range depends on "Emergency Services" budget. At 50%, 500m. At 100%, 2000m. At 150%, 2500m.
 
Emergency Shelter, Small
Boom Town 24,000 480 0 0 400 1,040 2x3  
  • A shelter to allow cims to be safe from disasters.
  • Shelter Capacity: 1,000
    Evacuation buses: 5
 
Emergency Shelter, Large
Big Town 74,000 1,600 0 0 960 1,760 4x10  
  • A shelter to allow cims to be safe from disasters.
  • Shelter Capacity: 10,000
    Evacuation buses: 10
 
Radio Mast, Short
Boom Town 10,000 208 0 0 0 240 1x2  
  • Transmits emergency broadcasts.
  • Areas with coverage will have more citizens going to shelters when called.
  • Terrain can hinder radio signals.
  • Does not require road access.
  • Transmission power depends on "Emergency Services" budget. At 50%, 100kW. At 100%, 400kW. At 150%, 500kW.
  • Mast height: 100m
 
Radio Mast, Tall
Big Town 25,000 432 0 0 0 480 23x20  
  • Transmits emergency broadcasts.
  • Areas with coverage will have more citizens going to shelters when called.
  • Terrain can hinder radio signals.
  • Does not require road access.
  • Transmission power depends on "Emergency Services" budget. At 50%, 156kW. At 100%, 600kW. At 150%, 756kW.
  • Mast height: 220m
 
Tsunami Warning Buoy
Busy Town 4,000 48 0 0 0 0 1x1  
  • Monitors water level for changes indicating tsunami approaching.
  • Place on water. Road access not required.
  • Detection sensitivity depends on "Emergency Services" budget. At 50%, 40m. At 100% and above, 10m.
 
Weather Radar
Busy Town 25,000 720 0 0 160 480 3x2  
  • The Weather Radar predicts strong thunderstorms and tornados.
  • Provides early warning and approximate location.
  • One building covers the whole city.
  • Forecast advanced warning depends on "Emergency Services" budget. At 50%, 4 days. At 100%, 14 days. At 150%, 18 days.

EducationEdit

Main article: Education
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Community School
Little Hamlet 12,000 240 0 0 160 320 8×4   An alternative to Elementary School.
Student capacity: 250
 
Elementary School
 
European Elementary School
Little Hamlet 10,000 160 0 0 240 480 6×4
4x3
- Student capacity: 300
 
Faculty
Big Town 24,000 640 0 0 320 320 3×5   A small University.
Student Capacity: 800
 
Hadron Collider
Megalopolis 800,000 9,600 0 100 640 1,440 14×11 - Monument
Provides all education the for city.
 
High School
 
European High School
Tiny Town 24,000 560 0 0 640 1,440 6×5
9×10
- Student capacity: 1,000
 
Institute of Creative Arts
Tiny Town 30,000 720 0 0 240 640 10×6   An alternative to the High School.
A prestigious school specializing in creative arts.
Student capacity: 800
 
Modern Technology Institute
Big Town 90,000 2,400 0 0 480 1,200 12x13   An alternative to the University. Teaches in the ways of technology.
Student capacity: 4,000
 
Public Library
Tiny Town 22,000 400 0 0 320 640 10×8 - Libraries give a small bonus to education within building radius.
Small chance for visitors to gain an education level.[1]
Requirement for "Academic Library" Level 5 Unique Building.
Visitor capacity: 100
 
University
 
European University
Big Town 75,000 1,920 0 0 640 1,440 14×8
11×9
- Student capacity: 4,500

FireEdit

Main article: Fire Department
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Fire Helicopter Depot
Busy Town 55,000 1,400 0 15 128 480 10×14   Fire helicopters must pick up water from a water source (ocean/lake/river) before proceeding to the fire.
Fire helicopter capacity: 3
 
Fire House
 
European Fire House
Worthy Village 12,000 560 0 0 480 720 4×3
3×2
- Fire engine capacity: 6
 
Fire Station
 
European Fire Station
Busy Town 60,000 1,440 0 0 960 1,440 6×4
4×3
- Fire engine capacity: 25
 
Fire Watch Tower
Big Town 9,000 96 0 0 0 0 2×2   Fire Watch Towers can spot forest fires early.
Doesn't require road access.
Tower height: 36m

HeatingEdit

Main article: Heating Systems
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Geothermal heating plant
Boom Town 55,000 480 0 75 160 160 9×15   Heating Output: 80 MW (0.6/tile, 6₡/MW)
 
Boiler station
Boom Town 60,000 640 35 75 80 320 6×4   Heating Output: 120 MW (5.3/tile, 5.3₡/MW)

GarbageEdit

Main article: Garbage disposal
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Floating Garbage Collector
Big City 50,000 1,120 0 10 0 0 4×4   Lessens water pollution. A floating building. Must be placed on water.
Has nothing to do with garbage at all. When placed in contaminated water it removes the sewage pollution around it.
 
Incineration Plant
Big Town 30,000 1,440 100 50 192 0 5×4 - Eliminates garbage and produces a small amount of electricity as well as a significant amount of pollution.
Garbage truck capacity: 27
Capacity: 400,000
Processing rate: 48,000/week
Power Output: 12 MW
 
Landfill Site
Little Hamlet 4,000 160 100 0 0 0 8×10 - Accumulates garbage until it is full, and pollutes the surrounding area. Storage only.
Garbage truck capacity: 15
Capacity: 8,000,000
Can only be moved or demolished when empty.
 
Recycling Center
Little Hamlet 16,000 240 25 10 240 240 7×4   Eliminates garbage and produces resources which can be exported or get distributed to industrial buildings that require them. It pollutes the surrounding area less than the incinerator or landfill.
Garbage truck capacity: 15
Capacity: 200,000
Processing Rate: 24,000/week
Produces small amounts of raw materials from the waste.
 
Ultimate Recycling Plant
Megalopolis 750,000 8,000 0 80 640 0 16×8   Monument
Processing Rate: 480,000 / week
Power Output: 60 MW
Garbage Truck Capacity: 100

PoliceEdit

Main article: Police Department
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Intelligence Agency
Busy Town 60,000 1,600 0 25 800 1,280 10×8   Effectively a Police Station.
Prisoner capacity: 15
Patrol Car Capacity: 20
 
Police Headquarters
 
European Police Headquarters
Busy Town 60,000 1,600 0 0 480 1,280 6×4
6×5
- Prisoner Capacity: 60
Patrol car capacity: 25
 
Police Helicopter Depot
Big Town 60,000 1,600 0 15 160 1600 14×8   Helicopters patrol city reducing crime.
Police helicopter capacity: 3
 
Police Station
 
European Police Station
Worthy Village 12,000 480 0 0 240 640 4×3
4×3
- Prisoner Capacity: 20
Patrol car capacity: 10
 
Prison
Big Town 120,000 2,400 0 100 1,120 1,920 15×9   Prison vans pick up prisoners from police stations and transfer them to the prison.
Prisoner Capacity: 500
Prison van capacity: 5

Road maintenanceEdit

Main article: Maintenance
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Road maintenance depot
Busy Town 40,000 480 0 0 160 160 8×4   Maintenance Trucks boost speeds on roads for a short while.
Maintenance truck capacity: 10
 
Snow dump
Little Hamlet 5,000 32 0 100 160 160 10×8   Snow ploughs clear snow from roads and take it to the Snow Dump where it is slowly melted. Can only be moved or demolished when empty.
Capacity: 10 snow ploughs and 250,000 snow

Water & SewageEdit

Main article: Water and sewage
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
 
Eco Water Outlet
Start 4,000 480 0 10 0 480 2×7   Drain capacity: 60,000 m3/week
Pollution output reduced.
Doesn't require road access.
 
Eco Water Treatment Plant
Capital City 25,000 560 0 15 0 1,280 8×9   Drain capacity: 160,000 m3/week
Pollution output reduced by 94%.
Doesn't require road access.
 
Water Drain Pipe
Start 2,500 320 0 10 0 240 2×7 - Drain capacity: 120,000 m3/week
Doesn't require road access.
 
Water Pumping Station
Start 2,500 240 0 25 0 240 3×5 - Pumping capacity: 120,000 m3/week
Doesn't require road access.
 
Water Tower
Start 3,500 240 0 25 0 240 2×2 - Pumping capacity: 60,000 m3/week
Doesn't require road access. Do not place on polluted ground or water supply will be contaminated.
 
Water Treatment Plant
Big City 15,000 640 0 15 0 480 8×9 - Drain capacity: 160,000 m3/week
Pollution output reduced by 85%
Doesn't require road access.
 
Fresh Water Outlet
Tiny Town 2,500 320 0 10 0 240 1×3   Drain capacity: 24,000 m3/week
Doesn't require road access.
 
Pumping Service
Busy Town 100,000 1,600 0 40 0 1,440 8×14   Vacuum trucks suck up flood water, and empty at Pumping Service. Released through sewer system.
Storage capacity: 1,000,000 m3
Vehicle Capacity: 10
 
Tank Reservoir
Boom Town 25,000 720 0 0 0 480 5×12   Water tanks fill when there is excess production, and release water if production is low.
Storage capacity: 600,000 m3
Operating Rate: 120,000 m3/week

ReferencesEdit

  1. Forum: Campus Dev Diary #6: Free Update Library - CO Emmi (Colossal Order), 2019-05-17