Name of the file: The City Must Grow Cheat Codes - Author: DAV |
Cheat Codes: ------------ Submitted by: David K. Definitive Growth Guide (with Tips): ------------------------------------ Written by Desim My findings so far on how to make your city thrive. -=Take a Turn=- The game is turn-based and here is a collection of notes about that. * At each turn, you will get a chance to place a zone/road, this is selected randomly. * There is no time-limit to your turn so take that time to assess your situation fully before making a decision. * The turn only ends when you hit the big yellow arrow button or hit [Space]. * You can always undo your actions during a turn with the other button next to the end turn button. * At the end of the turn, the game calculates if your decision has contributed to growth or if other active effects are affecting the end of the turn. * Resources usage will also be calculated at the end of the turn. * Your city growth bar goes down one point each turn if nothing gets built/zoned. * The game ends when the bar is depleted and your score will be calculated based on your total growth and turns survived. * Knowing this, in the end-game, try to combine negative effects at the same turn to mitigate the drop of growth (eg bulldoze a structure at the same time you expect another effect to be added at the end of your turn) -=About Growth Points=- Here are the things I took note of to manage my growth bar and stay alive for more than 2000 turns. -=Growth point mechanics=- * The game will always remove a growth point at the end of your turn if there is nothing that would otherwise affect the growth positively. * Your Growth bar will only move at most 1 point either up or down, effects are not cumulative, hence dont rushing it. * If you have a negative and a positive effect at the same turn, the growth will be counted as negative (to be double-checked). * Knowing this, in the end-game, try to combine negative effects at the same turn to mitigate the drop of growth (eg bulldoze a structure at the same time you expect another effect to be added at the end of your turn) -=Neutral effects=- Placing roads dont give growth points, so the growth will go down no matter what. -=Positive effects= * Placing a field, forestry or mine will directly yield a point at the end of the turn if they can be built with resources available. * Placing a field is one the cheapest way in terms of employment and resources required to get a city growth point. * Residential homes will yield 2 city growth points: 1 once building starts/ is built (?) and one once people settle in. * Some structures dont yield points right away and require to have a structure fully built on it first. * Most buildings take at least one or two turns to get built, that delay increases with higher tier structures. -=Negative effects= * Unemployed people leaving town. * Homeless people leaving town. * Unhappy people (aka starving) leaving town. * Collapsed buildings (when they remained unoccupied for too long). -=Collection of Other Tips=- Below is a mish-mash of remaining tips and findings, Ill give a more structured shape when I get my head around everything Ive written in it. * You always start in the middle of the map. * The map is about 57×57 squares tall. * The map is square except if a body of water is cutting through the edges. * The most important thing to keep in mind is to never rush placing a certain zone if there is not a very good reason to do so. * Always place as much roads as possible in early game to explore your map as fact as possible. * Roads are good for exploring and uncover 5 squares deep, so space your roads accordingly for efficient exploration. * All roads should make a single circuit, if a piece gets disconnected, buildings over there will get in trouble or your didnt need the road to start with. * At the beginning, concentrate on exploring in straight lines from your starting point while maintaining development as balanced as possible until you unlock the resources view * As soon as you have resources view, start to locate the best 30% of your map where youll start you build your city centre. * Dont rush the next objective either as this will give you another building. * City should as much as possible be installed only on plains or mid lands (except if you have an abundance of any other resource blocks). * Stone and coal resources blocks will be unusable once mined. * Because the mines can get depleted, stone and coal reserves are the only non-renewable resources on your map, so dont go sell them. * Farm tiles develop depending on following conditions: on plain, next to water, very low ground. If none of those conditions are met you will get an orchard. * Farm tiles have 4 development types: dark green, light green, yellow and orchard with following respective yields per square: 48,36,24,24). This means placing a field tile on a plain does not guarantee maximum yield. * Maximise your farm yield by only placing them on plains + near water bodies. * There is always a 2 square wide strip of wet/low plains all around the edges of the map, optimise their usage for fields! * You start with a small set of resources (2.5k wood and 1.0k of crops). * Early buildings will need wood, hence dont wait using your first reserve of wood to build at least one forestry to keep your budding city sustainable. * Forestries built on high Lands in the resource map yield 14 wood each turn, 10 on Mid Lands and on Plains it even falls to 8 and that makes sense because what the hell are you building it there after reading my notes on fields. * fields, forestries and mines dont need roads adjacent, so remove them to squeeze out anything in the ground except if you need to keep a building connected. * Residences will start consuming food, as there are 3 people living in a 2-square house. * Each person consumes 12 food per turn. * Higher tier residents will also require dairy products and processed foods. * You can earn money through office buildings. * Seaports can also yield some money if you sell your resources there. * You can only sell/buy as many batches of resources at a seaport as there are workers available for it. * Seaports make for a good reserve of spare workers if you are not selling/buying much resources, use the worker slider when needed to manage employment demand. |