Healthcare and safety
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.7.
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.
The "Sauna" is from the Snowfall DLC, and provides a small health boost over the area it covers.
The "Medical Laboratory" is from the Content Creator Pack: High-Tech Buildings DLC. It functions as a hospital with no ambulances.
The "Medical Helicopter Depot" is from the Natural Disasters DLC. Up to three medical helicopters can operate from each depot, picking up sick cims around the city and dropping them off at a hospital or clinic. Each one flies for a shift that can have up to five patient deliveries, and then returns to the depot. They will return to the depot before the end of their shift if there is no immediate call for them. Medical helicopters will land on helipads on top of buildings when available, otherwise they will land in the street in front of buildings. They do not block traffic, as vehicles simply pass through them.
|Medical Clinic||European Medical Clinic||Hospital||European Hospital||Medical Center||Sauna||Medical Laboratory||Medical Helicopter Depot|
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.
The Cryopreservatory is from the Content Creator Pack: High-Tech Buildings DLC. It is described as a facility for freezing the dead to preserve them until the technology to revive them becomes available. In-game it is functionally identical to a crematorium, but with more hearses.
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. Use of the "Smoke Detector Distribution" policy significantly reduces the risk of fire.
|Available only with the Natural Disasters DLC enabled.|
The "Fire Watch Tower", also from "Natural Disasters", requires no road access or water and electrical service. It monitors for forest fires, providing early warning of approaching flames. Hills and mountains affect its line of sight.
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 before returning to base. These cars will also race to emergency calls in specific buildings when they occur. Police cars can carry three criminals back to the station.
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.
The "Intelligence Agency" is from the Content Creator Pack: High-Tech Buildings DLC. It is described as being responsible for mass surveillance and covert operations. In-game it is functionally identical to a police station or headquarters, with a cell capacity of 15 criminals and 20 police cars.
The "Police Helicopter Depot" is from the Natural Disasters DLC. Up to three police helicopters can operate from each depot to patrol the city, reducing crime as they go. Each one patrols for a shift and then returns to the depot.
|Police Station||European Police Station||Police Headquarters||European Police Headquarters||Prison||Intelligence Agency||Police Helicopter Depot|
|Available only with the After Dark DLC enabled.|
Prisons 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 holding cells with a capacity to hold 20 criminals and cannot hold them for very long. Police Headquarters have holding cells with a capacity to hold 60 criminals.
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 enough cells to hold 500 prisoners. Prison vans can each transport 20 criminals between police stations and prison, and each prison can field five vans.
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.