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Game Systems/The City

City growth

The city is not a fixed backdrop. It grows where you give it access and decays where you do not, which means the network you build changes the demand it will face later.

Growth runs every 7 days.

The field#

The world is a 12,000 m square divided into a 96×96 grid of 125 m cells. Each cell carries population, jobs, land value, and a water flag. Districts are groups of cells, and district aggregates are what the demand model actually uses.

Access#

Every growth pass, each land cell computes an access score from nearby stations. A station contributes when the cell is within 1.5× that mode's walk radius, and its contribution scales with three things:

That last term is the important one. Access is not just "is there a station here". A station nobody uses grows the area around it far more slowly than a station that is actually carrying people.

Growth and decay#

A cell with access above 0.5 and a meaningful population grows, at up to 3% per pass. Alongside population:

A cell with no access at all decays at 0.05% per pass. It is a slow bleed, not a collapse, but an unserved area does shrink over a long game.

Between those two — access present but below 0.5 — a cell holds steady.

The feedback loop#

This is the core loop of the game:

  1. You build a line.
  2. It carries riders.
  3. Ridership raises the access score around its stations.
  4. Population, jobs and land value grow there.
  5. More population and jobs mean more trips in the demand model.
  6. Those trips need capacity you now have to provide.

Growth is therefore self-reinforcing but also self-complicating. A successful line generates the crowding that later degrades it — see Demand and ridership.

What this means in play#

See also#

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