City Constructor

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City Constructor
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City Constructor

Mayor, your job isn’t to place everything. Your job is to place the next right thing so the city stays calm while it grows. City Constructor is a friendly city-building puzzle where roads, utilities, and zoning choices create real results. If your roads are messy, your commuters get stuck. If your utilities are stretched too far, the edge of town struggles. The best part is that the game tells you what’s wrong with clear overlays and icons—so every fix feels learnable. What you do in the game Your loop looks like this: Lay roads and create blocks. Zone homes, shops, parks, and services. Connect water and power using overlays. Manage a budget that ticks by days and weeks. Add transport (like buses) to reduce car trips. Solve small problems (noise, commute times, pressure loss) before they become big ones. Controls Desktop Click to place roads and buildings Drag to draw longer road segments Tap overlays (traffic, power, water, happiness, walkability) Use search bar to find buildings fast Mobile Tap to place, drag to draw roads Pinch to zoom, two-finger drag to move camera Tap overlays and menus How you win / progress City Constructor doesn’t end quickly. You “win” by building a stable city: steady budget (income > costs) happy citizens short commutes manageable traffic utilities that reach every block cleanly Late-game wonders (promenade, conservatory, etc.) act like capstones. Roads: the secret that fixes everything Good cities use road hierarchy: Local streets in neighborhoods (quiet grid) Collectors that gather traffic from locals Arterials (a few big roads) that carry traffic across town If you connect every street to one huge intersection, it jams. If you funnel everything to two or three planned arterials, it stays smooth. Quick road rules Fewer big intersections = fewer jams T-intersections are often calmer than 4-ways Roundabouts work best when two busy roads meet Utilities and zoning strategy Utilities are easiest when you build in phases: Zone a small area (don’t overbuild). Let it fill and earn money. Add a park/clinic to stabilize happiness. Expand with a new branch road, not a messy sprawl. Use overlays: Water drops show pressure loss at the edge. Power lines show where the grid is strained. Walkability heatmap helps you spot where mixed-use blocks should go. Tips to play better (10–12 specific city tips) Start with a simple neighborhood grid near the river bend. Build 2–3 arterials early and connect collectors to them. Space T-intersections every 3–4 blocks to keep turns readable. Keep heavy intersections rare. One good junction beats four bad ones. Put shops near homes so citizens can walk instead of drive. Add parks before complaints spike. A small park can rescue a whole block. Trees along busy roads reduce noise complaints. Make a bus loop that touches school + market + transfer stop. Use service alleys behind shops (one-way) to keep deliveries off main roads. Place industry downwind/across the river and give it its own route. Tip: Fix traffic first. Then grow. If commute icons start rippling, don’t add more houses—add a shortcut road or transit. Real moment: you’ll think you need more roads, but the real fix is often one smarter junction. Disasters and policies (gentle, not destructive) Events usually nudge, not ruin: heat waves stress power fog mornings reduce capacity staggered school hours can help The game signals needs kindly with icons, overlays, and metric labels. Common problems & quick fixes Traffic jam at one intersection: convert it to a roundabout or split it into two offset T-junctions. Utilities failing at the edge: add a booster line, shorten the branch, or build a closer plant. Citizens unhappy: add parks, reduce noise, shorten commutes. Budget dropping: pause expansion, let zones fill, then add services. Lag: zoom in, lower effects if available, close other tabs. Full screen issues: exit, refresh, re-enter. Parent tip City Constructor teaches planning, cause-and-effect, and problem solving. Great to play together: kids build, parents ask, “Where will the traffic go?” Quick info Platform: Browser (HTML5) Genre: City builder / simulation / strategy Age fit: 8–13 Session length: 15–60 minutes Controls: Tap/place roads and buildings, overlays for data FAQ Q1: Why is my traffic suddenly terrible? A: Too many streets feed one intersection. Add hierarchy: locals → collectors → arterials. Q2: Are roundabouts always better? A: Not always, but they’re great for two busy roads meeting. Q3: When should I add buses? A: Early—before traffic becomes a habit. One loop can reduce car trips a lot. Q4: Why won’t my zones fill? A: Commute may be too long or utilities aren’t reaching. Check overlays. Q5: How do I fix noise complaints? A: Trees, buffers (parks), and moving heavy roads away from homes.

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