Like Cities: Skylines II, demand is the sum of these factors. Empty homes lower building demand but not households moving in.
Budget
Income / day
Residential tax
Commercial tax
Industrial tax
Electricity fees
Water fees
Sewage fees
Metro fares
Expenses / day
Service upkeep
Roads & parking upkeep
Parks upkeep
Metro upkeep
Loan interest
Loan repayment
Net per day
Tax rates
Service fees
Loan
Outstanding
Installment
Still to pay
Loans charge 1% interest per day and are paid back automatically in equal daily installments over 20 days. Borrowing again restarts the schedule; repaying early saves the remaining interest.
Next milestone
Taxes and fees above default earn more but make citizens unhappy and lower demand. Settings are shared by all mayors.
Building
-- fps
Info views
Controls
WASD / middle-drag pan
QE / right-drag rotate
RF / wheel zoom
1-9, 0, - categories (press again to cycle) · Esc cancel · H hide interface
Panels fold: click a panel title, the ⇔ button (compact top bar) or the chat buttons.
Click a building with no tool selected to inspect it.
Power and water travel along connected roads — plants and pumps must touch a road. Zone in squares (2×2 to 4×4) for bigger buildings.
Police, fire and health buildings cover the area along roads around them (shown while placing). Without police crime rises; without firefighters fires burn buildings down.
Roads: street, divided road (median) and avenue (4 lanes, 2 tiles wide) — build a different kind over an existing road to upgrade it. Parking lots (Roads menu) are dragged like parks; cars drive in and park, and shops nearby benefit.
Metro: in the underground view draw tunnels, place station entrances on top, and close a loop through 2+ stations to run a line. People near stations leave their cars at home.
Industry pollutes the air (drifts with the wind) and ground; sewage outlets pollute the river downstream — keep water pumps upstream. Pollution makes people sick and fills your clinics. Use 🗺 Views to see it.