This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.7.
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.
The game has a built-in mod "Unlimited Soil - Landscaping without limits", which enables the player to add or remove as much soil as desired with the landscaping tools. The cost of moving soil is still in effect. Note that activating this built-in mod will disable Achievements, unless they are re-enabled by a mod from the workshop.
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, cemeteries and some parks), allowing citizens to walk through these and enter/exit them without using the road.
*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
|Quay||Tiny Town||10||0.11||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||Tiny Town||10||0.11||If your canals have spots that are prone to flooding, you can use flood walls to control the water.|
|Shallow canal||Tiny Town||10||0.11||Shallow canals accept only a small amount of water. They can also be used to regulate water flow into deeper canals, by placing a stretch of shallow canal segments at the start of a longer canal. Canals automatically create Pathways that Ferries can use.|
|Medium canal||Tiny Town||10||0.11||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. Canals automatically create Pathways that Ferries can use.|
|Deep canal||Tiny Town||10||0.11||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. Canals automatically create Pathways that Ferries can use.|
|Wide Shallow Canal||Tiny Town||12||0.14||Requires Mass Transit DLC. A shallow wide type canal. Use shallow canals to adjust how much water flows into a canal. Canals automatically create Pathways that Ferries can use.|
|Wide Medium Canal||Tiny Town||12||0.14||Requires Mass Transit DLC. A medium depth wide type canal. Use different canal depths to adjust how much water flows into a canal. Canals automatically create Pathways that Ferries can use.|
|Wide Deep Canal||Tiny Town||12||0.14||Requires Mass Transit DLC. A deep wide type canal. Use shallow canals to adjust how much water flows into a canal. Canals automatically create Pathways that Ferries can use.|