Water and sewage

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This article may contain outdated information that is inaccurate for the current version of the game.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 1.11.

The water and sewage info view. Water Pumping Stations are highlighted blue (at left edge), sewage treatment plants are highlighted in green, and the area of effect of the pipes is shown in light blue.

Your citizens and the city services need fresh water and a way to get rid of sewage to stay healthy and function properly.

The water network and the area covered by the piping (shaded in light blue) can be seen in the water info view. This info view will also colour-code buildings by whether they have adequate water supply or not, highlighting gaps in the city's network. It is possible to have multiple, unconnected water networks, each with their own pumps and outlets. However this is rarely an optimal strategy on the majority of maps.

If the water or sewage service is insufficient for demand, buildings furthest in the network from the supply will be the first to lose service. Buildings will only tolerate an inadequate water and/or sewage supply for a short time before becoming abandoned. Unlike most other service buildings, water buildings do not employ any citizens.

Water network[edit]

Supply[edit]

There are two types of water supply buildings: water towers and water pumping stations. Build these facilities to provide fresh water to your city. Water pumping stations must be built next to a water source, such as a river. It is a a good idea to take note of the water's direction of travel. You want to place your pumping station upstream so that it will not be contaminated by water pollution. Water towers may be built anywhere on land. You want to ensure there is no ground pollution near the water tower or your water supply will be contaminated.

Distribution[edit]

Once a water supply building is erected, water pipes must be placed to transport water to you city and back to the outlets. User-placed pipelines deal with both freshwater and sewage, there is no need to plan separate networks. Water pipes must be continuous and connect directly to the supply and drainage buildings, but otherwise buildings only need to be within an 11-cell radius of functioning pipes in order to be supplied.

Canals and Quays[edit]

Main article: Decoration#Canals_and_Quays

Canals and Quays are used to reshape the water around the city. In addition to larger bodies of water, ferries can also travel in canals, which contain "Ferry Pathways" by default.

Sewage disposal[edit]

See also: Pollution#Water pollution

Not only do your citizens need water, but they also need a way to deal with sewage. There are two varieties of buildings that can handle sewage: drain pipes and water treatment plants. Both facilities must be placed on a shoreline and be connected to the water supply network. Drain pipes simply dump raw sewage into the water and can quickly cause massive amounts of water pollution. Water treatment plants process the sewage before dumping the water and can eliminate most of the pollution. The "eco" versions from "Green Cities" operate in the same fashion, but with reduced pollution output. It is a good idea to place sewage plants downstream of the water supply buildings to prevent accidental contamination of the water supply.

Service Buildings[edit]

Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
Eco water outlet.png
Eco Water Outlet
Start 4,000 480 0 10 0 480 2×7 DLC icon green cities.png Drain capacity: 60,000 m3/week
Pollution output reduced.
Doesn't require road access.
Eco water treatment plant.png
Eco Water Treatment Plant
Capital City 25,000 560 0 15 0 1,280 8×9 DLC icon green cities.png Drain capacity: 160,000 m3/week
Pollution output reduced by 94%.
Doesn't require road access.
Water Drain Pipe.png
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.png
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.png
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.png
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.png
Fresh Water Outlet
Tiny Town 2,500 320 0 10 0 240 1×3 DLC icon natural disasters.png Drain capacity: 24,000 m3/week
Doesn't require road access.
Pumping service.png
Pumping Service
Busy Town 100,000 1,600 0 40 0 1,440 8×14 DLC icon natural disasters.png 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.png
Tank Reservoir
Boom Town 25,000 720 0 0 0 480 5×12 DLC icon natural disasters.png 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

Pipes[edit]

Water Pipe.png Water Pipes are constructable from the start of the game, and are built underground in linear stretches. They cost ₡20 per cell to build and ₡0.08/week to maintain. Networks of pipes need to be continuous in order to function. Water pipes do not get in the way of other underground constructions (i.e. road/metro/railway tunnels).

Heating systems[edit]

Heating was introduced to Cities: Skylines with the release of the Snowfall DLC. The citizens of a city will use heating to counteract the effects of the cold weather. The default approach is to increase the use of Electricity during a cold snap, however if municipal heating is available then it will be used instead. The heating system is integrated within the water system and pipes can be upgraded and downgraded between the two.

Heating Pipe.png Heating Pipes are constructable from Boom town onwards, and are built underground in linear stretches. They cost ₡100 per cell to build and ₡0.20/week to maintain. Networks of pipes need to be continuous in order to function. As with Water pipes, heating pipes do not get in the way of other underground constructions (tunnels, metros etc.).

Service Buildings[edit]

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