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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
For Parks and Plazas, see Parks and Plazas

Decorations have both aesthetic and practical purposes for a city.

  • 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.


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.


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
Beautification Pedestrian Pavement.png Pavement path Tiny Town 20 0.40 Can be elevated or made into a tunnel
Bicycle path.png 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
"Mass Transit" to allow covered bridges from gravel path.

*These items are only available in After Dark expansion.


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
Quay.png Quay Tiny Town 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 Tiny Town 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 Tiny Town 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 Tiny Town 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 Tiny Town 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.