The_Protectorate-CityPlanner icon

CityPlanner

Design your own city in a planner that sends it straight to the game. Paint districts and let the game fill in the rest, or choose every building, facing and street yourself. Also loads city packs like Margin City.

CHANGELOG

Changelog

1.7.1

  • Fixed the purple laser screen still showing at the entrance to the old Echelon floors in cities built with Echelon floors off. The screen switches itself on by floor number, not by whether the floor is an Echelon floor; it now stays off on ordinary floors. This part needs City Planner installed while you play. Reported by Tayelikel.

1.7.0

  • No Echelons, if you like: untick Echelon floors in the planner and the towers' top floors are built as ordinary floors, with normal apartments and decor and no trespassing rules. It's baked into the city, so it holds without City Planner. In the plan it's Echelons = off under [City]. If a city ever stops partway through generating with Echelons off, generate it again (another seed, or with Echelons on), and send me your LogOutput.log.

1.6.0

  • Dead ends: a new Dead end brush in Streets paints an alley with a wall across its middle, so each half is a dead end, like the game's own walled-off alleys. One strip is enough. In the plan it's = deadend. Suggested by Tayelikel.

1.5.0

  • Paint your own colours: under the floor, walls and ceiling you've chosen in Decor, a colour picker for each part you can paint (marble walls get base and veins, carpets two or three colours). Unpainted parts keep the scheme's colours. Painted colours are saved in the city itself, so they stay even without City Planner.
  • Grime: tick Override grime in Decor and pick spotless to filthy for a building or a whole district. It covers every interior surface: shared spaces, apartments and businesses.
  • Rich lobbies are clean now. The game set lobby grime from the district's value the wrong way round, so the richer the district, the grimier its lobbies and stairwells. In planned cities it now goes the right way: very rich is spotless, very poor is filthy.
  • No more flooded basements, if you like: set Basements / Flooded to false and the water in the lowest basements is gone in every city while you play (needs City Planner installed).
  • Paint, grime and dry basements were all suggested by Tayelikel.

1.4.1

  • Wood tone: choose how light or dark the wood is in a building's shared spaces. Wood floors, marble floors and wooden trim take the wood tone, not the colour scheme, so until now they came out light or dark by chance.
  • See what the colours do: under each floor, wall and ceiling, dots in your scheme's colours show which of its five colours it takes, so you can see "white marble" before you pick it. Ones that keep their own colours say so.

1.4.0

  • Decor: a new Decor step in the planner sets the colours, floor, walls, ceiling and era of a building's shared spaces (lobby, stairwells, building bathrooms), for one building or as a default for a whole district. Pictures of each floor and wall come from the game itself. Lobbies keep what you chose instead of swapping to lino or marble on the ground floor and in stairwells. In the plan this is a [Decor] section. Suggested by Tayelikel.

1.3.0

  • Choose your apartment: pick a building and an apartment number under Your apartment in the planner (a [Home] section in the plan). With Home / Mode on Own it's your starting apartment; on Buy nobody moves in and it's listed for sale. Idea and first version by Tayelikel.
  • Added a Thanks section to the README.

1.2.2

  • Corrected the README's Safe to remove? section: cities and saves load without City Planner (tested with Margin City). You only need it to generate a planned city. No changes to the mod itself.

1.2.1

  • Towers get the layout your businesses need. One Fifth and Netherland towers have two street-level layouts, and the game used to pick one at random, so a Netherland asked for Fast Food and a Launderette could roll the layout with two shops and no eatery. City Planner now picks the layout that fits, and the planner warns about a mix neither layout holds.
  • Fixed loading a second save in one session in custom-size cities (planned cities, Margin City): it froze on Creating Blueprints. Going back to the main menu rebuilt the game's list of city sizes without the extra ones, so the game looked for the city at 5 × 5. The extra sizes are now added back every time.
  • Tighter planner link: only the planner page the game opens can send plans to it now. Each game session makes a new secret code that's written into that page, and requests without it are refused. Before, a page opened from disk was also accepted, and a website could pretend to be one. A planner tab left open from an earlier session asks you to reopen it from the City Planner button; your plan is kept.
  • New setting Planner / Link: turn it off and the game opens no connection at all. The City Planner button then opens the page from disk, and you save plans with Copy cityplan.txt.

1.2.0

  • Choose the businesses in a building: click a tile to pick what goes in each of its shop units, such as a bar, pharmacy, launderette, pawn shop or sync clinic at street level, or a gambling den, loan shark or weapons dealer in the back rooms. Units you leave alone are filled by the game as before. In the plan file this is a [Businesses] section.
  • The planner warns when a plan asks for more of a business than the game allows, or fills every unit without one the city needs, such as a sync clinic.

1.1.1

  • Fixed saves that wouldn't load (stuck on "Creating interiors" or "Loading game state") in cities planned with some tiles left on game decides. Placed buildings were numbered ahead of the rest, so on load an address could lose its number and every citizen who liked that place broke the load. Cities you already generated load again with this update; new cities are numbered the way the game expects.
  • Planned city sizes are set up as soon as the game starts, not only after opening New Game.

1.1.0

  • City Planner is now its own mod. It used to ship inside Margin City; Margin City is now a city pack that uses it.
  • City packs: any installed mod that ships city files gets them added to your city list, not just Margin City.
  • Planner in the game: a City Planner button on the New Game screen opens the planner in your browser, and Send to game hands your plan straight to the game. No files to copy, no restart. The planner also comes with the mod as city-planner.html.
  • Plan as much or as little as you like: any tile can be left on game decides (? in the plan), so you can just paint districts and let the game choose the buildings.
  • New planner buttons: Start blank, Clear districts, Clear streets, and Undo for the last clear.
  • Hand-edited cityplan.txt changes are picked up when you open New Game, and every planned city size is remembered automatically.
  • Painted streets: choose which gaps between tiles are main roads, back streets or alleys (Paint streets on the planner page, or a [Streets] section in the plan). Buildings face the busiest street beside them, so main roads get the frontages and shops. Touching alleys join up with no dead-end walls.

1.0.0 – 1.0.4

Released as part of Margin City; see its changelog.