district_01

All five districts

module: district_01.growth building
fig. 02 year 1860 · zoning

Industrial District

Steel first, skyline later

Zone an ore field and a rail spur, and the district takes it from there. Smelters raise their stacks, yards and warehouses fill the gaps between them, and the freight line keeps stretching until it reaches the port on the far side of the map.

Everything else in the city is downstream of this one district. Power, parts and building material all start here — and so does the smoke that decides which streets nobody wants to live on.

Supply chains
Ore, power and water run as separate lines, and any one of them can stall the rest.
Freight network
Spurs, marshalling yards and scheduled routes you re-time as the city grows.
Pollution model
Smoke, noise and soil load push housing demand to the other side of town.
Era upgrades
Steam works turn into automated plants as the tech tree opens up.
how it plays

Inside the district

The first hour

A run usually opens here. You pick a seam, drop a smelter beside it and run a spur to the nearest line, and the district starts paying for itself before the first residential block is zoned. Output is deliberately lumpy at this stage: one stalled furnace is enough to stop a build queue three districts away.

Keeping the line moving

Freight is scheduled, not automatic. Yards hold a limited number of wagons, routes can be re-timed between shifts, and a route left on its default timetable will quietly strangle the port once the city doubles in size. Most of the mid-game tuning in this district happens on that timetable rather than on the factory floor.

The cost of running it

Smoke drifts with the weather, soil load accumulates under the plants, and both show up as falling land value around the district. Filters, electrification and relocating the dirtiest processes are all available — each of them trading immediate output for somewhere people are willing to live.