Healthcare and safety
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.5.
Ensuring the health and safety of your citizens is important if you want your citizens to enjoy living in your city.
Healthcare services like Medical Clinics and Hospitals will keep your citizens more healthy and take care of the sick. Healthcare services have ambulances that will transport sick people to clinics and hospitals for treatment. If an ambulance is not available at the moment, the citizens will try to walk to the closest clinic or hospital.
In a city full of life, death will eventually face the sick and the old. Deceased citizens need to be transported to cemeteries and crematoriums where they will be taken care of. Cemeteries and Crematoriums provide your city with hearses that transport the dead to one of the aforementioned services. If a corpse is not picked up within a certain time period, the building will eventually be abandoned.
When a cemetery runs out of room, it can be emptied in the same logic as landfills. When set to emptying mode, the hearses will start moving the corpses to crematoriums or other cemeteries if a crematorium is not available. Crematoriums have an interesting characteristic in that they can burn far more corpses per week than their own 7 hearses can collect, normally a crematorium will burn 20-40 corpses per week, but if a cemetery set to 'empty' is delivering corpses a crematorium can burn 160-200 corpses per week. This makes it economical to empty and refill cemeteries as cemeteries are much cheaper per hearse than crematoriums, and one crematorium can service several cemeteries.
In the Cities:Skylines community, the term "deathwave" is used to describe a cyclical phenomenon where a large number of deaths occur within a city near-simultaneously, putting considerable strain on the deathcare services.
Citizens in the game have short and rather uniform lifespans of about 6 years. If cities are expanded rapidly very early in the game, this results in a large proportion of citizens of almost exactly the same age, resulting in a deathwave six years after the city's foundation. Cities will often develop such a cyclical pattern in their age profiles. This behaviour can cause a strain on the city, most notably during periods of high death rates where deathcare services are stretched.
Such deathwaves can be weathered, either by investing in a substantial deathcare infrastructure, or by demolishing buildings that are abandoned due to uncollected corpses. The best way to avoid deathwaves is to expand a city (especially its residential zones) gradually, producing a more even population pyramid.
Some Steam Workshop modifications randomize the ages of the citizens, thus reducing the likelihood of deathwaves.
Your city needs Fire Houses and Fire Stations to keep it safe from fires. Accidents may happen, and that is why firefighters are needed. Fire Houses and Fire Stations will decrease the Fire Hazard in your city as they always have a number of Fire Engines prepared for dispatch in case of emergency.
Police and crime
Police services are needed to maintain law and order in the city.
Police stations and headquarters will send out patrol cars, which patrol the city's roads and reduce crime (as viewed in the crime info view) in the buildings they pass. Each car will work a shift (viewable as a 0–100% progress bar in the vehicle's info window) before returning to base. These cars will also race to emergency calls in specific buildings when they occur.
Police services will increase the well-being of the citizens and reduce crime in the city. Unemployment and general unhappiness in the city will increase crime.
| This article covers a subject that is only available in the After Dark paid expansion.
The other free patches may not contain the content related below.
Prisons were added in the Cities: Skylines - After Dark DLC. They are part of the revised crime logic that increases the likelihood of criminal activity. The new logic has police chasing, arresting, and transporting criminals to Police Stations or Police Headquarters. The Police Stations have 20 holding cells and cannot hold criminals for very long. Police Headquarters have 60 holding cells.
There is no justice system in the new logic and those who are arrested are considered guilty. When the police stations become full the Prison dispatches vans and picks up the inmates to begin their sentences. Sentences are 15 game weeks long. Some are released earlier for "good conduct" while others stay for a longer time. Some will be rehabilitated and less likely to resume their criminal activities while others will return to their errant ways. Each Prison has 500 cells.
If a Prison is demolished, the prisoners are released. As they have not served their full term, they are not rehabilitated and are very likely to resume their criminal activity.
• Service buildings that don't require road access will never experience crime or fire. It will only complain when it is isn't connected to its grid, preventing servicing the city.
• Expensive buildings built by player have low chances of crime or fire.
• Oil, ore and generic industrial buildings are most vulnerable to fire. Sometimes, even with good coverage, you will see burnt down buildings in such areas.