Decoration

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This article is considered accurate for the current version of the game.

For decorations which can be applied to roads, see Roads

Decorations have both aesthetic and practical purposes for a city. The decorations menu is sub-divided into three sub-menus:

  • Parks & plazas provide entertainment for citizens and tourists, and help to increase nearby land value.
  • Landscaping includes are, practically, part of the transportation infrastructure of a city, providing routes for citizens to walk on foot, in addition to trees for aesthetics, although player-placed trees will support forestry industry as much as naturally occurring woodland. Pedestrian paths and trees, formerly found in the decoration menu, are, since Patch 1.4.0-f3​, found in the Landscaping menu.

The After Dark expansion adds another category Tourism & Leisure. Like other services, the decorations budget can be adjusted between 50 and 150%, which subsequently adjusts the entertainment impact of parks and plazas.

Parks & plazas[edit]

There are a variety of parks and plazas available to build. Citizens and tourists will travel to these and spend time enjoying the scenery. These will also have an effect on the "leisure" value of nearby buildings (viewable in the leisure info view), increasing their land value. The magnitude and spread of this effect depends upon the "entertainment accumulation" and "entertainment radius" parameters of the different structures.

All of the unique buildings offer some degree of entertainment, and can supplement a city's parks infrastructure.

Like other buildings, all of these must be placed roadside.

Decoration Category Cost
(₡)
Upkeep
(₡/week)
Water
(m3/week)
Electricity
(KW)
Size
(cells)
Entertainment
accumulation
Entertainment
radius
Small Park.png Small Park Parks & Plazas 1,000 8 0 32 9×8 100 400
Small Playground.png Small Playground Parks & Plazas 1,250 24 0 16 5×5 100 400
Plaza with Trees.png Plaza with Trees Parks & Plazas 2,500 32 0 32 5×5 75 400
Park with Trees.png Park with Trees Parks & Plazas 5,000 40 0 48 13×12 125 400
Large Playground.png Large Playground Parks & Plazas 7,500 160 0 32 9×6 125 400
Plaza with Picnic Tables.png Plaza with Picnic Tables Parks & Plazas 15,000 120 0 48 5×7 100 400
Paradox Plaza.png Paradox Plaza Parks & Plazas 1,000 16 160 160 5×5 100 400
Japanese Garden.png Japanese Garden Parks & Plazas 2,500 40 160 80 4x4 125 200
Basketball Court.png Basketball Court* Parks & Plazas 4,000 48 0 32 6x5 125 400
Botanical Garden.png Botanical Garden* Parks & Plazas 15,000 240 480 1600 11×8 150 500
Dog Park.png Dog Park* Parks & Plazas 5,000 40 0 48 5x5 125 400
Bouncy Castle Park.png Bouncy Castle Park* Parks & Plazas 4,000 48 0 32 5x5 125 400
Merry Go Round.png Carousel Park* Parks & Plazas 3,500 64 0 64 5x5 150 400
Tennis Court.png Tennis Court** Parks & Plazas 4,000 48 0 32 5x6 125 400
64px Snowman Park*** Parks & Plazas 4x4 125 200
64px Curling Park*** Parks & Plazas 2,500 40 0 80 6x7 100 250
64px Ice Sculpture Park*** Parks & Plazas 2,500 56 32 80 4x4 100 250
64px Firepit Park*** Parks & Plazas 4,000 48 160 80 7x7 90 200
64px Ski Lodge*** Parks & Plazas 3,000 32 160 160 4x3 100 300
64px Sledding Hill*** Parks & Plazas 4,000 48 0 32 5x5 100 300
64px Skating Rink*** Parks & Plazas 2,000 16 64 80 4x6 100 250
64px Cross-Country Skiing Park*** Parks & Plazas 35,000 240 160 400 9x15 90 300

*These items previously available only in the Preorder Pack were made available for all in Patch 1.5.0-f4.

**These items are only available in a European Map Theme.

***These items are only available with the Snowfall expansion.

Tourism & Leisure[edit]

Decoration Category Cost
(₡)
Upkeep
(₡/week)
Water
(m3/week)
Electricity
(KW)
Size
(cells)
Entertainment
accumulation
Entertainment
radius
Fishing Pier.png Fishing Pier Tourism & Leisure 12,000 160 80 240 150 200
Fishing Tours.png Fishing Tours Tourism & Leisure 9,000 160 80 240 100 400
Jet Ski Rental.png Jet Ski Rental Tourism & Leisure 12,000 150 200
Marina.png Marina Tourism & Leisure 15,000 240 80 320 125 300
Resturant Pier.png Restaurant Pier Tourism & Leisure 25,000 400 240 480 125 400
Beach Volleyball Court.png Beach Volleyball Court Tourism & Leisure 2,500 40 0 80 4x4 100 250
Riding Stable.png Riding Stable Tourism & Leisure 6,000 160 160 160 9x15 125 400
Skatepark.png Skatepark Tourism & Leisure 4,000 48 0 32 5x5 125 400
64px Snowmobile Track Tourism & Leisure 4,000 48 0 32 14x11 125 400
64px Ice Hockey Rink Tourism & Leisure 2,500 40 0 80 5x9 100 250

Landscaping[edit]

Landscaping is a tool available to Cities to allow changes in the physical design of the town. Soil is a resource which is accrued by reducing the amount of land used and is used to increase land height. This enables the construction of new coastlines or mountain ranges or perhaps the removal of an inconvenient mountain. The cost of shifting, levelling, softening or sloping terrain is ₡12.80 per cubic metre.

Paths[edit]

Pedestrian paths are thin (single-cell) tracks which citizens will use these in combination with roadside pavements and crosswalks to reach destinations on foot.

Paths, previously accessed in the decoration menu, are located after Patch 1.4.0-f3​ in the Landscape menu option and are maintained as part of the decorations budget, however they offer no entertainment value by themselves and are, practically, part of the transportation infrastructure. Paths are placed like roads, and can be straight or curved. Asphalt paths can be elevated (with much steeper gradients than permitted for roads), allowing mayors to construct footbridges over major roads as well as other, more elaborate pedestrian systems.

Citizens are prepared to walk surprisingly long distances to their destinations, an investment in a footpath infrastructure can relieve a considerable burden from a city's roads. Citizens will also walk parts of journeys that also involve other transport methods.

There are three types of paths in the game. Apart from the differences detailed below, they are functionally identical. Paths can be connected to the sidewalks beside roads. Additionally paths can connect to a few buildings (metro stations, train stations, cemetaries and some parks), allowing citizens to walk through these and enter/exit them without using the road.

Path Unlocked Cost
(₡)/cell
Upkeep
(₡/cell/week)
Notes
Beautification Pedestrian Pavement.png Pavement path Tiny Town 20 0.40 Can be elevated or made into a tunnel
64px Bicycle path* Tiny Town 20 0.40 Can be elevated or made into a tunnel, but only bicycles may use it
Beautification Pedestrian Gravel.png Gravel path Tiny Town 10 0.24 Ground level only

*These items are only available in After Dark expansion.

Props[edit]

Maps come pre-loaded with areas of natural woodland. If you wish to add to these, a variety of different types of trees can be added at ₡10 per tree. Trees have no upkeep cost. Player-placed trees will support forestry industry as much as naturally occurring woodland. Otherwise trees are entirely aesthetic. Trees do not increase land value or reduce pollution (tree-lined roads reduce noise pollution from these roads, however this is part of the roads menu).

Different trees are available in different map themes. Small Beech, Alder #2, Small Bush, Oak, Tree with Leaves and Tree with Leaves #2 are available in all themes. In addition these trees are available:

  • Boreal/European: Conifer #2, Pine, Conifer and Wild Conifer
  • Temperate/Tropical: Large Bush
  • Tropical: Palm Plant and Palm Tree

In addition to the trees it is possible to build rocks to give a newly created landscape some character. All rock formations have the same cost of ₡10. Both trees and rocks are found in the Landscape menu.

Canals and Quays[edit]

The canals and quays are the water based equivalent of the landscaping tools allowing cities to change how water moves.

Building Unlocked Cost
(₡)
Upkeep
(₡/week)
Description
Quay.png Quay 10/cell 0.01/cell Use quays to give waterfront a nice finish. Quays are concrete walls built on the shore to even out terrain differences and allow for zoning near the water.
Flood wall.pngFlood wall 10/cell 0.01/cell If your canals have spots that are prone to flooding, you can use flood walls to control the water.
Shallow canal.pngShallow canal 10/cell 0.01/cell Shallow canals accept only a small amount of water. They can also be used to regulate waterflow into deeper canals, by placing a stretch of shallow canal segments at the start of a longer canal.
Medium canal.pngMedium canal 10/cell 0.01/cell Medium canals can be used in areas where shallow canals are not deep enough to get water. Use a stretch of medium canal segments at the start of a longer canal to allow less water to get in.
Deep canal.pngDeep canal 10/cell 0.01/cell Deep canals are the deepest canal option and can handle large amounts of water. If your deep canal is prone to flooding, upgrade part of the canal at the start and end to medium or shallow canal to keep the amount of water lower.