Service buildings

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This article may contain outdated information that is inaccurate for the current version of the game.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 1.7.

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.

Relocation[edit]

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 buildings[edit]

This list does not include the numerous Parks and Plazas, unique buildings and monuments. For details of these, please see the appropriate article.

Electricity[edit]

Main article: Power
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(KW)
Size
(cells)
DLC Notes
Advanced Wind Turbine.png
Advanced Wind Turbine
Boom Town 12,000 200 0 75 0 0 n/a Power Output: 0 - 20 MW
Must be built in water. Output is based on wind speed in area.
Coal Power Plant.png
Coal Power Plant
Start 19,000 560 50 50 0 0 6×5 Power Output: 40 MW
Hydro Power Plant.png
Hydro Power Plant
Small City varies varies 0 0 0 0 n/a Power Output: varies
Nuclear Power Plant.png
Nuclear Power Plant
Colossal City 200,000 8,000 0 50 0 0 15×9 Power Output: 640 MW
Oil Power Plant.png
Oil Power Plant
Busy Town 50,000 1,920 35 50 0 0 8×5 Power Output: 120 MW
Solar Power Plant.png
Solar Power Plant
Grand City 80,000 1,200 0 25 0 0 12×12 Power Output: 160 MW
Night time output is 70% of daytime output.
Wave power plant.png
Wave Power Plant
Boom Town 14,000 160 0 40 0 0 3×5 DLC icon ccp high-tech buildings.png Power output: 0-20 MW
Must be built in water. Output is based on wind speed in area.
Wind Turbine.png
Wind Turbine
Start 6,000 80 0 75 0 0 n/a Power Output: 0 - 8 MW
Doesn't require road access. Output is based on wind speed in area.

Transport[edit]

Main article: Transportation
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(KW)
Size
(cells)
DLC Notes
Airport.png
Airport
Metropolis 150,000 4,800 0 150 960 1,600 16×8 Provides tourist access to city.
Requires additional 60×14 cells for the runway.
Bus Depot.png
Bus Depot
Boom Town 30,000 720 0 50 320 800 6×6 Source of buses.
Bus station.png
Bus Station
Busy Town 65,000 1,200 0 75 320 800 16×8 DLC icon after dark.png Not a source of buses. Allows multiple bus routes to have a stop in one location without blocking the road.
Cable car stop.png
Cable Car Stop
Small City 15,000 272 0 50 80 160 3×6 DLC icon mass transit.png Cable car lines can end at or pass through this stop.
Cable car stop end of line.png
Cable Car Stop, End-of-Line
Small City 15,000 272 0 50 80 160 3×4 DLC icon mass transit.png Cable car lines end at this stop.
Cargo Harbor.png
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.png
Cargo Hub
Colossal City 90,000 2,40 0 120 11,020 19,200 24×8 DLC icon after dark.png 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.png
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.png
Ferry Depot
Boom Town 33,000 752 0 75 320 800 × DLC icon mass transit.png Spawns Ferries and must be connected to ferry pathways. Does not act as a stop.
Ferry stop.png
Ferry Stop
Boom Town 5,000 96 0 50 80 160 × DLC icon mass transit.png A small ferry stop that fits in a canal easily.
Ferry pier.png
Ferry Pier
Boom Town 7,000 112 0 70 80 240 × DLC icon mass transit.png A large ferry stop with room for two ferries at once.
Ferry and bus exchange stop.png
Ferry and Bus Exchange Stop
Busy Town 75,000 1,040 0 75 80 160 × DLC icon mass transit.png Connect ferry and bus networks with this combined stop.
Harbor.png
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).
International airport.png
International Airport
Megalopolis 2,500,000 8,000 0 175 1,280 4,800 64×64 DLC icon after dark.png Provides tourist access to city. Metro station built in.
Requires additional 60×14 cells for the runway.
Metro Station.png
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.png
Metro-Monorail-Train Hub
Small City 70,000 1,040 0 135 400 1,200 20×8 DLC icon mass transit.png 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.png
Monorail Station
Small City 15,000 240 0 115 160 480 10×3 DLC icon mass transit.png Monorail station built beside a road.
Monorail station with road.png
Monorail Station With Road
Small City 20,000 320 0 115 160 480 8×4 DLC icon mass transit.png Same as "Monorail Station", but build on top of a road.
Road is a 'medium' "Four-lane Road".
Monorail-bus hub.png
Monorail-Bus Hub
Small City 32,000 512 0 125 400 800 16×10 DLC icon mass transit.png 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".
Taxi depot.png
Taxi depot
Boom Town 15,000 160 0 100 160 160 6×3 DLC icon after dark.png Source of taxi cabs. Taxis are dispatched as required, and return here at the end of their shift.
Capacity: 25 taxis
Taxi stand.png
Taxi stand
Boom Town 1,000 16 0 10 32 80 4×1 DLC icon after dark.png 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.png
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.
Multiplatform train station.png
Train Station, Multi-platform
Small City 60,000 960 0 125 400 1,200 20×16 DLC icon mass transit.png 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.
Multiplatform train station end.png
Train Station, Multi-platform End Station
Small City 60,000 960 0 125 400 1,200 16×25 DLC icon mass transit.png 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.
Tram depot.png
Tram depot
Boom Town 40,000 768 0 75 80 240 10×12 DLC icon snowfall.png Source of trams and must be connected to tram tracks.

Healthcare[edit]

Main article: Healthcare and safety
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(KW)
Size
(cells)
DLC Notes
Cemetary.png
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.
Crematorium.png
Crematorium
Big City 25,000 720 0 0 160 480 3×3 Patient capacity: 105
Hearses: 7
Cryopreservatory.png
Cryopreservatory
Big City 32,000 800 0 0 320 640 4×4 DLC icon ccp high-tech buildings.png Effectively equivalent to a larger Crematorium.
Patient Capacity:120
Hearses: 10
Hospital.png
Hospital
Hospital EU.png
European Hospital
Busy Town 65,000 2,400 0 0 400 960 10×8
8×5
Patient capacity: 500
Ambulances: 30
Medical Clinic.png
Medical Clinic
Medical Clinic EU.png
European Medical Clinic
Little Hamlet 10,000 400 0 0 320 640 4×4
5×4
Patient capacity: 100
Ambulances: 8
Medical helicopter depot.png
Medical Helicopter Depot
Boom Town 80,000 1,920 0 0 128 720 13×9 DLC icon natural disasters.png Picks up patients and delivers them to a hospital, clinic or Medical Laboratory.
Medical helicopter capacity: 3
Medical laboratory.png
Medical Laboratory
Busy Town 42,000 1,280 0 0 640 960 10×6 DLC icon ccp high-tech buildings.png Clinic without ambulances. Patients can walk in, or be delivered by helicopter.
Patient Capacity: 20
Sauna.png
Sauna
Big Town 25,000 400 0 0 240 240 3×4 DLC icon snowfall.png Saunas create a health bonus to the neighborhood around them and increase happiness.
Visitor capacity: 60

Disaster services[edit]

Main article: Disaster Services
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(KW)
Size
(cells)
DLC Notes
Deep space radar.png
Deep Space Radar
Big Town 25,000 720 0 0 160 480 10x10 DLC icon natural disasters.png
  • 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.png
Disaster Response Unit
Boom Town 15,000 640 0 0 160 480 14x21 DLC icon natural disasters.png
  • Dispatches emergency teams to search for cims in destroyed buildings.
  • Rescue Trucks: 10
    Rescue Helicopters: 3
Earthquake sensor.png
Earthquake Sensor
Big Town 3,500 43 0 0 0 0 1x1 DLC icon natural disasters.png
  • 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.
Small emergency shelter.png
Emergency Shelter, Small
Boom Town 24,000 480 0 0 400 1,040 2x3 DLC icon natural disasters.png
  • A shelter to allow cims to be safe from disasters.
  • Shelter Capacity: 1,000
    Evacuation buses: 5
Large emergency shelter.png
Emergency Shelter, Large
Big Town 74,000 1,600 0 0 960 1,760 4x10 DLC icon natural disasters.png
  • A shelter to allow cims to be safe from disasters.
  • Shelter Capacity: 10,000
    Evacuation buses: 10
64px
Radio Mast, Short
Boom Town 10,000 208 0 0 0 240 1x2 DLC icon natural disasters.png
  • 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
64px
Radio Mast, Tall
Big Town 25,000 432 0 0 0 480 23x20 DLC icon natural disasters.png
  • 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.png
Tsunami Warning Buoy
Busy Town 4,000 48 0 0 0 0 1x1 DLC icon natural disasters.png
  • 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.png
Weather Radar
Busy Town 25,000 720 0 0 160 480 3x2 DLC icon natural disasters.png
  • 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.

Education[edit]

Main article: Education
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(KW)
Size
(cells)
DLC Notes
Elementary School.png
Elementary School
Elementary School EU.png
European Elementary School
Little Hamlet 10,000 160 0 0 240 480 6×4
4x3
Student capacity: 300
Faculty.png
Faculty
Big Town 24,000 640 0 0 320 320 3×5 DLC icon ccp high-tech buildings.png A small University.
Student Capacity: 800
High School.png
High School
High School EU.png
European High School
Tiny Town 24,000 560 0 0 640 1,440 6×5
9×10
Student capacity: 1,000
University.png
University
University EU.png
European University
Big Town 75,000 1,920 0 0 640 1,440 14×8
11×9
Student capacity: 4,500

Fire[edit]

Main article: Healthcare_and_safety#Fire_safety
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(KW)
Size
(cells)
DLC Notes
Fire helicopter depot.png
Fire Helicopter Depot
Busy Town 90,000 2,400 0 0 128 480 10×14 DLC icon natural disasters.png Fire helicopters must pick up water from a water source (ocean/lake/river) before proceeding to the fire.
Fire helicopter capacity: 3
Fire House.png
Fire House
Fire House EU.png
European Fire House
Worthy Village 12,000 560 0 0 480 720 4×3
3×2
Fire engine capacity: 6
Fire Station.png
Fire Station
Fire Station EU.png
European Fire Station
Busy Town 16,000 1,440 0 0 960 1,440 6×4
4×3
Fire engine capacity: 25
Fire watch tower.png
Fire Watch Tower
Big Town 9,000 96 0 0 0 0 2×2 DLC icon natural disasters.png Fire Watch Towers can spot forest fires early.
Doesn't require road access.
Tower height: 36m

Heating[edit]

Main article: Water_and_sewage#Heating_systems
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
Boiler station.png
Boiler station
Boom Town 60,000 640 35 75 80 320 6×4 DLC icon snowfall.png Heating Output: 120 MW

Garbage[edit]

Main article: Garbage disposal
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(KW)
Size
(cells)
DLC Notes
Incineration Plant.png
Incineration Plant
Big Town 30,000 1,440 100 50 192 0 5×4 Capacity: 400,000
Garbage truck capacity: 27
Processing rate: 48,000/week
Power Output: 12 MW
Landfill Site.png
Landfill Site
Little Hamlet 4,000 160 100 0 0 0 8×10 Capacity: 8,000,000
Garbage truck capacity: 15
Can only be moved or demolished when empty.

Police[edit]

Main article: Healthcare_and_safety#Police_and_crime
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(KW)
Size
(cells)
DLC Notes
Intelligence agency.png
Intelligence Agency
Busy Town 60,000 1,600 0 25 800 1,280 10×8 DLC icon ccp high-tech buildings.png Effectively a Police Station.
Prisoner capacity: 15
Patrol Car Capacity: 20
Police Headquarters.png
Police Headquarters
Police Headquarters EU.png
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.png
Police Helicopter Depot
Big Town 95,000 2,480 0 0 160 1600 14×8 DLC icon natural disasters.png Helicopters patrol city reducing crime.
Police helicopter capacity: 3
Police Station.png
Police Station
Police Station EU.png
European Police Station
Worthy Village 12,000 480 0 0 240 640 4×3
4×3
Prisoner Capacity: 20
Patrol car capacity: 10
Prison.png
Prison
Big Town 120,000 2,400 0 100 1,120 1,920 15×9 DLC icon after dark.png Prison vans pick up prisoners from police stations and transfer them to the prison.
Prisoner Capacity: 500
Prison van capacity: 5

Road maintenance[edit]

Main article: Roads#Maintenance
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(KW)
Size
(cells)
DLC Notes
Road maintenance depot.png
Road maintenance depot
Busy Town 40,000 480 0 0 160 160 8×4 DLC icon snowfall.png Maintenance Trucks boost speeds on roads for a short while.
Maintenance truck capacity: 10
Snow dump.png
Snow dump
Little Hamlet 5,000 32 0 100 160 160 10×8 DLC icon snowfall.png 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 & Sewage[edit]

Main article: Water and sewage
Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW)
Size
(cells)
DLC Notes
Water Drain Pipe.png
Water Drain Pipe
Start 2,500 320 0 10 0 240 2×10 - 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 10×10 - Drain capacity: 120,000 m3/week
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