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  3. Cities: Skylines II>
  4. Service Buildings

All 55 Service Buildings and How to Unlock Them in Cities: Skylines II

Updated on November 10, 2026 (about 6 hours ago)

In Cities: Skylines II, homes and shops are only part of the job. Service Buildings are the public facilities that keep a city running, from power plants and water pumps to clinics, schools, fire stations, police and post offices. Citizens will move away if they go without power or clean water for long, and businesses slow down or shut down when they lose their supplies. Knowing what each Service Building does, and what your residents need in return, is what makes a city people want to live in.

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Service category

Electricity

10 items

Transformer Station

A Transformer Station turns high-voltage power into the lower-voltage electricity used around the city.
Unlock requirement
Basic Electricity Services
Build cost
₡30,000
Monthly upkeep
₡3,000
Capacity or output
80 MW
Main effect
Converts high-voltage power into low-voltage electricity for the city grid.
Upgrades
-

Wind Turbine

A wind turbine makes clean power, with output that changes with wind conditions.
Unlock requirement
Basic Electricity Services
Build cost
₡25,000
Monthly upkeep
₡7,500
Capacity or output
Up to 5 MW
Main effect
Generates power from wind without fuel; output varies with wind conditions.
Upgrades
Battery extension; solar assist; advanced rotor system.

Small Coal Power Plant

A small coal plant supplies early power but needs coal and creates heavy pollution.
Unlock requirement
Basic Electricity Services
Build cost
₡100,000
Monthly upkeep
₡5,000
Capacity or output
20 MW; 20 t fuel storage
Main effect
Burns coal for a modest power supply and creates air pollution.
Upgrades
-

Gas Power Plant

A gas plant produces a large amount of electricity by burning natural gas.
Unlock requirement
Gas Power Plant development node
Build cost
₡650,000
Monthly upkeep
₡300,000
Capacity or output
250 MW; 5 t fuel storage
Main effect
Burns natural gas to produce electricity.
Upgrades
Storage extension; advanced furnace; exhaust filter; additional turbine.

Emergency Battery Station

A battery station stores surplus electricity for periods of high demand.
Unlock requirement
Emergency Battery Station development node
Build cost
₡150,000
Monthly upkeep
₡25,000
Capacity or output
500 MW storage; 200 MW output
Main effect
Stores surplus electricity for demand spikes and outages.
Upgrades
Additional battery bank; diesel generator.

Coal Power Plant

A coal plant supplies high-voltage power but uses a large amount of coal and pollutes heavily.
Unlock requirement
Coal Power Plant development node
Build cost
₡1,000,000
Monthly upkeep
₡75,000
Capacity or output
300 MW; 0.5 kt fuel storage
Main effect
Burns coal to produce high-voltage electricity and creates heavy pollution.
Upgrades
Coal storage yard; additional turbine; advanced furnace; exhaust filter.

Geothermal Power Plant

A geothermal plant uses underground heat to generate power without a fuel supply.
Unlock requirement
Geothermal Power Plant development node
Build cost
₡750,000
Monthly upkeep
₡150,000
Capacity or output
Up to 150 MW
Main effect
Uses underground heat to generate electricity without fuel.
Upgrades
Additional turbine; binary-cycle power plant; high-voltage substation.

Solar Power Plant

A solar plant generates electricity in daylight and stores some power for later.
Unlock requirement
Solar Power Plant development node
Build cost
₡1,500,000
Monthly upkeep
₡150,000
Capacity or output
Up to 200 MW, including battery output
Main effect
Generates power from sunlight and stores some electricity for later use.
Upgrades
Battery backup; advanced tracking system; high-voltage substation.

Nuclear Power Plant

A nuclear plant produces high-output electricity and needs a large water supply for cooling.
Unlock requirement
Nuclear Power Plant development node
Build cost
₡5,000,000
Monthly upkeep
₡500,000
Capacity or output
750 MW
Main effect
Produces a very large amount of electricity without burning fuel or polluting the air and ground, and needs a large supply of cooling water.
Upgrades
-

Hydroelectric Power Plant

A hydroelectric dam generates power from river flow, so output depends on the site.
Build cost
₡1,575,000
Monthly upkeep
₡50,000
Capacity or output
Up to 20 MW
Main effect
Uses flowing water to generate electricity; output depends on river conditions.

Service category

Water & Sewage

6 items

Water Pumping Station

A pumping station draws surface water from a lake or river for the city.
Unlock requirement
Basic Water & Sewage Services
Build cost
₡25,000
Monthly upkeep
₡5,000
Capacity or output
100,000 water/month
Main effect
Pumps surface water into the city network.
Upgrades
Extra pump.

Water Tower

A water tower supplies water where a shoreline pumping station cannot be placed.
Unlock requirement
Basic Water & Sewage Services
Build cost
₡60,000
Monthly upkeep
₡15,000
Capacity or output
30,000 water/month
Main effect
Supplies water to the network from a storage tower that can be placed away from a shoreline.
Upgrades
Viewing deck.

Groundwater Pumping Station

A groundwater station draws water from an underground deposit.
Unlock requirement
Basic Water & Sewage Services
Build cost
₡40,000
Monthly upkeep
₡10,000
Capacity or output
75,000 water/month
Main effect
Pumps water from underground deposits; filtering can reduce contamination.
Upgrades
Extra pump; advanced filtering system.

Advanced Water Pumping Station

An advanced pumping station can supply a large city from surface water.
Unlock requirement
Advanced Water Pumping Station development node
Build cost
₡240,000
Monthly upkeep
₡47,500
Capacity or output
1,000,000 water/month
Main effect
Pumps a high volume of surface water into the city network.
Upgrades
-

Sewage Outlet

A sewage outlet removes wastewater from the network but pollutes the water it discharges into.
Unlock requirement
Basic Water & Sewage Services
Build cost
₡25,000
Monthly upkeep
₡10,000
Capacity or output
100,000 sewage/month
Main effect
Discharges wastewater into open water, creating water pollution.
Upgrades
Chemical purification; extra settling tank.

Wastewater Treatment Plant

A wastewater plant treats sewage and returns some of it to the water network.
Unlock requirement
Water Treatment Plant development node
Build cost
₡400,000
Monthly upkeep
₡60,000
Capacity or output
400,000 sewage/month; 50% purification
Main effect
Treats sewage and returns purified water to the network; removed pollutants become garbage.
Upgrades
Advanced filtering system; extra processing unit.

Service category

Healthcare

4 items

Medical Clinic

A medical clinic treats local patients and sends ambulances to calls.
Unlock requirement
Basic Healthcare Services
Build cost
₡60,000
Monthly upkeep
₡20,000
Capacity or output
100 patients; 5 ambulances
Main effect
Treats sick and injured residents and provides a local health benefit.
Upgrades
Ambulance depot; extension wing.

Hospital

A hospital treats a large patient load and can add helicopter and specialist care.
Unlock requirement
Hospital development node
Build cost
₡1,880,000
Monthly upkeep
₡225,000
Capacity or output
500 patients; 30 ambulances
Main effect
Provides high-capacity healthcare and can respond to accidents across the city.
Upgrades
Helipad; trauma center; specialized treatment ward.

Disease Control Center

The disease control center treats severe illnesses and reduces disease and pollution health effects city-wide.
Unlock requirement
Disease Control Center development node
Build cost
₡2,000,000
Monthly upkeep
₡175,000
Capacity or output
250 patients; 15 ambulances; 2 medical helicopters
Main effect
Reduces city-wide disease infection risk by 25% and health effects from pollution by 25%; treats patients and can dispatch 15 ambulances and 2 medical helicopters.
Upgrades
-

Health Research Institute

The health research institute studies public health and adds city-wide health and recreation effects.
Unlock requirement
Health Research Institute development node
Build cost
₡1,000,000
Monthly upkeep
₡80,000
Main effect
Researches health and reduces disease risk while improving park entertainment city-wide.

Service category

Deathcare

2 items

Cemetery

A cemetery stores deceased residents and sends hearses to collect them.
Unlock requirement
Basic Healthcare Services
Build cost
₡114,000
Monthly upkeep
₡27,500
Capacity or output
5,000 deceased in storage; 15 hearses
Main effect
Stores deceased residents and sends hearses; adds a nearby well-being benefit.
Upgrades
Temple; mausoleum; columbarium.

Crematorium

A crematorium processes remains and can expand its hearse and storage capacity.
Unlock requirement
Crematorium development node
Build cost
₡240,000
Monthly upkeep
₡22,500
Capacity or output
20 storage; 100 processing capacity
Main effect
Cremates deceased residents so remains do not occupy burial storage.
Upgrades
Hearse garage; additional incinerator; refrigerator expansion.

Service category

Garbage Management

4 items

Landfill

A landfill collects garbage and stores it on site while slowly processing it.
Unlock requirement
Basic Garbage Management Services
Build cost
₡70,000
Monthly upkeep
₡15,000
Capacity or output
20 t storage; 100 t/month processing; 20 trucks
Main effect
Collects and stores waste while slowly processing it.
Upgrades
Garbage truck depot; hazardous waste collection point; waste recycling unit.

Incineration Plant

An incineration plant burns garbage for electricity but adds air pollution.
Unlock requirement
Incinerator Plant development node
Build cost
₡1,000,000
Monthly upkeep
₡105,000
Capacity or output
3,000 t/month processing; 40 MW; 3 kt storage
Main effect
Burns garbage to generate electricity and produces air pollution.
Upgrades
Garbage truck depot; extra incinerator furnace; storage extension.

Recycling Center

A recycling center sorts garbage into reusable materials for manufacturing.
Unlock requirement
Recycling Center development node
Build cost
₡880,000
Monthly upkeep
₡80,000
Capacity or output
1.5 kt storage; 1,500 t/month processing; 15 trucks
Main effect
Sorts waste into reusable materials that can be sold to manufacturing companies.
Upgrades
Garbage truck depot; hazardous waste collection point; storage extension.

Industrial Waste Processing Site

The industrial waste site handles hazardous factory waste and lowers industrial ground pollution.
Unlock requirement
Industrial Waste Processing development node
Build cost
₡6,360,000
Monthly upkeep
₡225,000
Capacity or output
50 kt storage; 50,000 t/month industrial waste
Main effect
Collects hazardous industrial waste and reduces industrial ground pollution city-wide.

Service category

Education

6 items

Elementary School

An elementary school teaches children and gives nearby families a well-being benefit.
Unlock requirement
Basic Education Services
Build cost
₡100,000
Monthly upkeep
₡12,500
Capacity or output
1,000 students
Main effect
Provides the first education level for children and improves nearby family well-being.
Upgrades
Extension wing; children’s clinic; playground.

High School

A high school gives teenagers access to secondary education.
Unlock requirement
Basic Education Services
Build cost
₡300,000
Monthly upkeep
₡22,500
Capacity or output
800 students
Main effect
Provides secondary education for teenagers.
Upgrades
Extension wing; library; sports field.

College

A college provides higher education for teens and adults.
Unlock requirement
College development node
Build cost
₡750,000
Monthly upkeep
₡75,000
Capacity or output
1,000 students
Main effect
Provides the third level of education for teens and adults.
Upgrades
Extension wing; library.

University

A university provides advanced education and improves industrial and office efficiency.
Unlock requirement
University development node
Build cost
₡1,500,000
Monthly upkeep
₡100,000
Capacity or output
2,000 students
Main effect
Provides advanced education and increases industrial and office efficiency city-wide.
Upgrades
Extension wing; library; university park.

Technical University

A technical university trains higher-education students and improves industrial and office efficiency.
Unlock requirement
Technical University development node
Build cost
₡1,600,000
Monthly upkeep
₡80,000
Capacity or output
1,500 students
Main effect
Provides technical higher education and increases industrial and office efficiency city-wide.
Upgrades
Extension wing; workshop upgrade.

Medical University

A medical university trains healthcare workers and improves hospitals city-wide.
Unlock requirement
Medical University development node
Build cost
₡2,400,000
Monthly upkeep
₡120,000
Capacity or output
1,500 students
Main effect
Provides medical higher education, improves hospital efficiency, and reduces treatment failures city-wide.
Upgrades
Extension wing; research facilities; practice clinic.

Service category

Research

3 items

Radio Telescope

A radio telescope boosts the chance that university students graduate.
Unlock requirement
Radio Telescope development node (4 development points)
Build cost
₡3,200,000
Monthly upkeep
₡160,000
Main effect
Raises university graduation chance and interest in university education city-wide.

Geological Research Center

A geological research center improves ore and oil deposits and college graduation chances.
Unlock requirement
Geological Research Center development node (4 development points)
Build cost
₡2,500,000
Monthly upkeep
₡115,000
Main effect
Increases ore and oil deposits and college graduation chance city-wide.

Large Hadron Collider

The large collider increases university interest and supports software and electronics industries.
Unlock requirement
Large Hadron Collider development node (8 development points)
Build cost
₡4,000,000
Monthly upkeep
₡200,000
Main effect
Raises university interest and software and electronics demand and production efficiency city-wide.

Service category

Fire & Rescue

4 items

Fire House

A fire house lowers nearby fire risk and dispatches fire engines.
Unlock requirement
Basic Fire & Rescue Services
Build cost
₡120,000
Monthly upkeep
₡10,000
Capacity or output
4 fire engines
Main effect
Reduces nearby fire risk and sends fire engines to fires.
Upgrades
Garage extension.

Fire Station

A fire station provides city-scale fire response and can add rescue teams and helicopters.
Unlock requirement
Fire Station development node
Build cost
₡2,150,000
Monthly upkeep
₡117,500
Capacity or output
10 fire engines
Main effect
Provides large-area fire coverage and can send rescue teams to collapsed buildings.
Upgrades
Garage extension; training facilities; disaster response unit; helipad.

Firewatch Tower

A firewatch tower monitors wilderness and lowers nearby forest-fire risk.
Unlock requirement
Firewatch Tower development node
Build cost
₡46,000
Monthly upkeep
₡12,500
Capacity or output
1 tower; local forest-fire coverage
Main effect
Watches wilderness areas, reduces forest-fire risk, and alerts firefighters.
Upgrades
-

Firefighting Helicopter Depot

A helicopter depot sends aircraft to fires across the city and surrounding wilderness.
Unlock requirement
Firefighting Helicopter Depot development node (2 development points)
Build cost
₡1,224,000
Monthly upkeep
₡72,500
Capacity or output
5 firefighting helicopters
Main effect
Dispatches helicopters to fight forest and building fires.

Service category

Disaster Control

3 items

Small Emergency Shelter

A small shelter gives residents a place to wait during a disaster.
Unlock requirement
Small Emergency Shelter development node (1 development point)
Build cost
₡35,000
Monthly upkeep
₡7,500
Capacity or output
1,000 sheltered residents; 40 t storage
Main effect
Provides a place for residents to wait out disasters.
Upgrades
Advanced air recycling; extra consumables.

Large Emergency Shelter

A large shelter houses evacuees and sends buses to collect them.
Unlock requirement
Large Emergency Shelter development node (4 development points)
Build cost
₡315,000
Monthly upkeep
₡30,000
Capacity or output
25,000 sheltered residents; 20 evacuation buses
Main effect
Houses many residents during long emergencies and sends buses during evacuations.
Upgrades
-

Early Disaster Warning System

The warning system gives residents advance notice and reduces disaster damage.
Unlock requirement
Early Disaster Warning System development node (8 development points)
Build cost
₡2,400,000
Monthly upkeep
₡120,000
Capacity or output
-
Main effect
Warns residents before natural disasters and reduces city-wide disaster damage.
Upgrades
-

Service category

Police

4 items

Police Station

A police station sends patrols and holds people arrested nearby.
Unlock requirement
Basic Police & Administration Services
Build cost
₡160,000
Monthly upkeep
₡19,000
Capacity or output
6 patrol cars; 25 jail cells
Main effect
Patrols neighborhoods, responds to crime, and holds arrested criminals.
Upgrades
Garage extension.

Police Headquarters

Police headquarters supports city-wide patrols and a larger jail.
Unlock requirement
Police Headquarters development node
Build cost
₡2,100,000
Monthly upkeep
₡155,000
Capacity or output
20 patrol cars; 100 jail cells
Main effect
Provides broad police coverage and can add helicopter patrols and jail capacity.
Upgrades
Garage extension; extra jail cells; helipad.

Prison

A prison holds convicted criminals and can lower crime in its surrounding area.
Unlock requirement
Prison development node (4 development points)
Build cost
₡650,000
Monthly upkeep
₡100,000
Capacity or output
500 prisoners
Main effect
Houses convicted criminals and reduces nearby crime.
Upgrades
Prison wings; library and recreation center.

Central Intelligence Bureau

The intelligence bureau investigates serious crime and improves city-wide police response.
Unlock requirement
Central Intelligence Bureau development node (8 development points)
Build cost
₡3,200,000
Monthly upkeep
₡160,000
Capacity or output
25 police cars; 100 jail cells
Main effect
Investigates serious crime and reduces crime while improving response city-wide.

Service category

Administration

3 items

Welfare Office

A welfare office supports residents in hardship and improves nearby well-being.
Unlock requirement
Welfare Office development node (1 development point)
Build cost
₡110,000
Monthly upkeep
₡22,500
Capacity or output
20,000 service capacity
Main effect
Supports residents in hardship and improves nearby well-being.
Upgrades
-

City Hall

City Hall lowers loan interest and import costs across the city.
Unlock requirement
City Hall development node (4 development points)
Build cost
₡1,600,000
Monthly upkeep
₡80,000
Capacity or output
-
Main effect
Lowers loan interest and import costs city-wide.
Upgrades
City planning offices; city court.

Central Bank

The central bank lowers loan and import costs while raising export profits.
Unlock requirement
Central Bank development node (8 development points)
Build cost
₡2,400,000
Monthly upkeep
₡120,000
Capacity or output
-
Main effect
Lowers loan interest and import costs and increases export profits city-wide.
Upgrades
-

Service category

Communications

6 items

Small Post Office

A small post office collects and distributes mail for a local area.
Unlock requirement
Basic Communications Services
Build cost
₡75,000
Monthly upkeep
₡7,500
Capacity or output
25,000 kg mail storage; 4 post vans; 200 mailbox capacity
Main effect
Collects and distributes local mail with a small vehicle fleet.
Upgrades
Mail storage extension.

Post Office

A post office collects and distributes mail using a larger van fleet.
Unlock requirement
Basic Communications Services
Build cost
₡250,000
Monthly upkeep
₡22,500
Capacity or output
100,000 kg mail storage; 20 post vans; 500 mailbox capacity
Main effect
Collects and distributes mail and can store it before sorting or export.
Upgrades
Mail storage extension; post van garage.

Post Sorting Facility

A sorting facility separates local mail from mail that must leave the city.
Unlock requirement
Post Sorting Facility development node (2 development points)
Build cost
₡650,000
Monthly upkeep
₡40,000
Capacity or output
500,000 kg storage; 50,000 kg/month sorting; 5 post trucks
Main effect
Sorts mail into local and long-distance mail before delivery or export.
Upgrades
Automated sorting; extra loading ramps; mail storage extension.

Radio Mast

A radio mast provides wireless internet over a short range.
Unlock requirement
Basic Communications Services
Build cost
₡25,000
Monthly upkeep
₡5,000
Capacity or output
3,000 Gbit/s; 1 km range
Main effect
Provides wireless internet coverage to nearby residents and businesses.
Upgrades
Bandwidth increase; wireless network antenna.

Server Farm

A server farm adds substantial network capacity to nearby areas.
Unlock requirement
Server Farm development node (4 development points)
Build cost
₡200,000
Monthly upkeep
₡20,000
Capacity or output
30,000 Gbit/s; 2 km range
Main effect
Provides network bandwidth and coverage; can be expanded with fiber and server capacity.
Upgrades
Fiber-optic cable; server upgrade.

Telecom Tower

A telecom tower covers a wide area with a high-capacity network.
Unlock requirement
Telecom Tower development node (4 development points)
Build cost
₡125,000
Monthly upkeep
₡12,500
Capacity or output
20,000 Gbit/s; 5 km range
Main effect
Provides long-range wireless coverage and high network capacity.
Upgrades
-

What Service Buildings Do for Your City

Service Buildings meet the everyday needs of the people who live and work in your city. Most homes and businesses rely on them for power, clean water, healthcare, schools, and protection from crime and fire. Together they keep residents content and safe, which is what lets the rest of the city grow.

It can be tempting to place a little of everything everywhere, but that gets costly and adds only small benefits. Services also don't raise land value directly, the way they did in the original Cities: Skylines. Instead, they meet the needs of residents and companies, who are then willing to pay higher rent in the area, and that is what lifts land value.

Those needs differ from group to group. Senior citizens want places to spend their free time, families with children look for schools nearby, and working-age residents want quick trips to work. Companies care about efficiency and profit, so services that keep them running well matter to them.

How Service Buildings Cover Your Neighborhood

Most Service Buildings have a passive effect, which means they help the streets around them just by being there. A police station lowers crime in its own neighborhood, and a healthcare building gives nearby residents a health boost. That effect spreads along the roads, so it follows the street network rather than stopping at the building's edge.

The wider reach comes from moving parts. Patrol cars, ambulances and fire engines leave the building to cover the city, and citizens visit some buildings in person. That's why a single police station covers its own streets passively, while its patrol cars can reach across the whole city.

Three things decide how strong a passive effect is. Range is how far along the roads it travels, capacity is a rough measure of how many people it reaches, and strength is how powerful it is at its peak. Capacity runs out quickly in dense apartment districts but stretches far where homes are spread out. The effect is at full strength across most of its range and fades near the edge, so overlapping coverage is worth it if you want the best results.

You can also assign a Service Building to one or more districts, which limits its vehicles and visits to those areas. Services with no district assignment cover the whole city. Even when a building serves several districts, its passive effect still reaches only its own neighborhood.

What Keeps Service Buildings Working Well

Every Service Building has an efficiency level, which shows how well it's performing. Efficiency sets how many people or vehicles a building can handle, how fast it works, and how much it puts out. Staff matter too. Workers who are healthy, happy and suitably educated keep efficiency up, while sick workers or people with the wrong education pull it down.

Water and electricity are the basics. A building that lacks one of them loses a large share of its efficiency, and a building that lacks both stops working altogether. Fuel and other supplies count as well, so a power plant that runs out of fuel loses much of its efficiency.

Each service category has a budget slider in the Economy panel, and it applies equally to every building in that category. Raising it boosts efficiency across the board, so buildings can serve more people, but it costs more to run. Lowering it saves money and trims efficiency and vehicle use, which suits a small town that doesn't need the full force of a service yet.

Power Plants and Electricity in Cities: Skylines II

Electricity is one of the most important services, and demand climbs as your city grows. It also rises on very hot and very cold days, because air conditioning and heating both use power. Power moves through the city in two forms. Low-voltage cables serve the buildings, and most road types have them built in, while high-voltage power lines carry large amounts from big plants and can link you to neighboring cities.

A Transformer Station joins the two networks. It converts high-voltage power into the low-voltage electricity your buildings use, and it can run the other way for export. Each station has a total limit on how much power it can convert.

When one part of the city has only a few links to the grid, power can run short there. That's called a bottleneck. The fix is to add more connections, such as extra cables or roads, or to place a Transformer Station beyond the bottleneck and connect it straight to the plant with a power line.

Plants come in a few groups. Wind, solar, geothermal and hydroelectric plants use natural sources and make little pollution, but their output depends on conditions. Wind needs wind, solar output drops at night, geothermal needs a groundwater deposit, and hydro needs fast-moving river water. Coal and gas plants burn fuel and create pollution, though gas burns cleaner than coal. Nuclear plants produce huge amounts of power without fuel, but they are expensive and need plenty of water for cooling.

Early on, a Small Coal Power Plant suits a young town. As demand grows, a full-size Coal Power Plant takes over, and one large plant costs less to build and run than the many small ones it would replace.

Plants that burn coal or gas need fuel brought in by truck, either from local Specialized Industry areas or from outside connections. Local production means less truck traffic but more pollution and land use, while imports keep that pollution out of town but cost more over time. Trucks must reach the plants before the fuel runs out, so the roads matter. Emergency Battery Stations store extra power when production runs ahead of demand and release it during spikes, which helps prevent blackouts.

Water, Sewage and Garbage Management

Water comes from two places. Surface water in rivers, lakes and oceans can be pumped from the shoreline by a Water Pumping Station, which keeps a steady output unless the water level drops a lot. For a large city, the Advanced Water Pumping Station pumps about ten times as much as the regular station.

Groundwater sits in underground deposits that exist on every map. A Groundwater Pumping Station has to sit on top of one to draw from it. Deposits refill over time, but they can run dry temporarily if you pump faster than they refill, and ground pollution spreads through a whole deposit once it touches one.

A Water Tower is the fallback. It can supply a limited amount of water from anywhere on the map and ignores pollution, but it is costly to maintain compared with other water facilities.

Every city produces roughly as much sewage as the water it uses, and that sewage needs a way out. If it backs up, it floods apartments, makes citizens sick and drags down the efficiency of nearby businesses. A Sewage Outlet is the cheap option, but it sends untreated water into open water, so keep it well away from your clean water intake. A Wastewater Treatment Plant is the cleaner route, since it purifies the sewage and returns the water to the network.

Garbage comes from every building, and the amount depends on the building's type, size and level, along with how educated its residents are. Garbage trucks carry it to garbage facilities. Landfills store waste and process it slowly but take up valuable land, while Recycling Centers process it faster and turn it into materials that factories can reuse.

Incineration Plants burn garbage to make electricity, but they release a lot of air pollution. Place landfills and incinerators far from homes and, where you can, downwind, so pollution doesn't drift into residential areas. The pollutants removed at Wastewater Treatment Plants also end up at these sites as solid waste.

Healthcare and Deathcare Services

Clinics and hospitals treat sick and injured residents, and they give homes nearby a health boost. Patients who can't travel on their own are carried in by ambulance, and ambulances also respond to traffic accidents. Bigger facilities treat more patients, and specialist buildings such as the Health Research Institute and the Disease Control Center lower disease risk across the whole city.

Healthcare runs on supplies as well. Medical facilities use pharmaceuticals while they treat patients, and when those run out, the treatment bonus shrinks. Citizens' health is also shaped by pollution, past illnesses and injuries, and garbage that is left uncollected. A sick resident can't work, which lowers the efficiency of the business that employs them.

Deathcare handles what comes next. Citizens can die of old age, from poor health, in traffic accidents, or when a building collapses, and hearses carry the deceased to a cemetery or crematorium. A cemetery gives residents a final resting place and a nearby well-being boost, while a crematorium cremates the dead so remains don't take up burial space.

Education and Research Buildings

Schooling is matched to age. Children go to an Elementary School whenever one is available, teens can attend a High School, and adults can choose a College or University or go straight to work. Many people weigh the money they would earn now against the higher pay a degree could bring, while others simply follow their interests.

Education levels matter because jobs need them. There are five levels, from uneducated up to highly educated, and each graduation moves a citizen up one. Companies and services fill jobs that need certain levels, and when there aren't enough qualified people, their efficiency and output drop. A highly educated worker can fill a lower job, but a less educated one can't fill a higher one.

Schools also help the neighborhood. An Elementary School gives nearby families with children a well-being boost, which encourages them to settle in the area. Universities and technical universities raise the efficiency of industry and offices across the city, and a medical university improves hospitals and reduces treatment failures.

Research buildings add further boosts. A Radio Telescope helps university students graduate, and the Large Hadron Collider raises interest in university while supporting software and electronics industries. If your city has no college or university nearby, residents may travel out of town to study, and some may move away for good.

Fire, Rescue and Disaster Response

A Fire House or Fire Station lowers fire risk in its area and sends engines to put out building fires. Fires spread quickly, so keep traffic moving. A fire engine stuck in a jam can't reach the blaze in time.

Forest fires need their own answer. Firewatch Towers keep watch over wilderness areas and lower forest fire risk nearby, and a Firefighting Helicopter Depot sends aircraft to fight both forest fires and building fires. That matters because forest fires can spread into nearby buildings and set them alight.

A Fire Station can also rescue people. With a Disaster Response Unit added, it can send crews to search collapsed buildings for trapped citizens.

Disaster Control adds warnings and shelter. The Early Disaster Warning System alerts residents before a natural disaster hits and reduces the damage across the city. Emergency Shelters give residents a safe place to wait out the danger, and large shelters can house many people and send buses to collect evacuees.

Police and City Administration

Police Stations and Police Headquarters respond to crimes in progress and try to catch the criminal at the scene. Bigger operations, such as the Central Intelligence Bureau, investigate serious crime across the city. Arrested criminals are held in jail, and some are sentenced to prison time.

A local Prison houses convicted criminals and reduces crime nearby, and its prisoners produce resources that manufacturers use. Without a local prison, convicts are sent to an outside connection to serve their time. Once they finish their sentence, they return to the city with their criminal status reset.

Crime also touches well-being. Every building creates a crime risk, and that risk affects the well-being of nearby residents, which in turn affects how likely some of them are to turn to crime. Power, water, sewage, pollution, garbage and a lack of leisure also shape well-being.

Administration buildings work on a city-wide scale. The Welfare Office helps residents who are struggling, boosting well-being for those whose happiness is below half. City Hall lowers loan interest and import costs across the city, and it can also cut crime and the cost of leveling up buildings. The Central Bank lowers loan and import costs while raising export profits.

Post Offices and Internet Towers

Post and internet services meet two different needs. Post Offices collect and deliver mail from mailboxes, homes and businesses, and residents feel better when they can send and receive letters. Businesses and city services also run more efficiently when their mail is collected and delivered.

Mail moves through the Post Office, which stores it until it can leave the city or go to a Post Sorting Facility. The sorting facility separates local mail from long-distance mail. Without one, everything sent from your city goes out as long-distance mail, and only mail arriving from outside can be delivered locally.

Telecom buildings bring internet access. Each resident uses a small share of network bandwidth, and every tower has its own capacity and range. Signal is strongest near the tower and fades with distance, and good coverage gives residents a recreation boost. Smaller masts reach only a short distance, while telecom towers and server farms reach further, and server farms add a lot of capacity.

Internet access also helps the economy. Shops make more sales when customers can shop online, and industrial companies get better deals from suppliers, which lowers their material costs.

Upkeep, Fees and Upgrades for Service Buildings

Every Service Building has an upkeep cost that you pay as it runs, and upgrades usually add to it. Upgrades also cost money to build, so it's worth asking what your city needs before adding one. A power plant far downwind from homes may not need an exhaust filter, while one close to the city center might.

Upgrades come in three kinds. Operational upgrades change how a building works without changing how it looks, such as an exhaust filter. Extensions are visible additions attached to the building that fit inside its lot and add capacity. Sub-buildings are separate structures on the lot, so they need extra space, and it's worth leaving room for them when you place the building.

Several services collect fees, including roads, electricity, water and sewage, healthcare, garbage, education and transportation. Electricity and water fees apply to citizens and companies alike, and you adjust them in the Economy panel. Lower fees make people happier and companies more profitable, but they also raise how much power and water get used, while higher fees do the opposite and can encourage saving. Healthcare visits, garbage pickup and schooling also cost residents money, with the Elementary School the cheapest and the University the most expensive.

Utilities don't have to be built locally. Electricity, water and sewage can be imported from neighboring cities through outside connections, and any surplus can be sold back. Imports cost money and take time for the service vehicles to arrive.

How to Unlock Service Buildings and Where to Start

Many starter buildings come from basic service unlocks, such as Basic Electricity Services, Basic Water & Sewage Services and Basic Healthcare Services. More advanced buildings unlock through development nodes in the development tree, and many of those nodes cost development points. The Welfare Office needs 1 point, while the Large Hadron Collider needs 8, so the costs vary a lot.

Start with power and water, because almost everything else depends on them. Build sewage alongside your water so waste doesn't back up into homes. From there, look at what your residents are asking for and add services to match, since families, workers and companies all have different needs.

Healthcare, schools, fire protection and police become more important as the city grows, and the most advanced buildings usually come last, once the basics are stable.

FAQ

Q.

How do I see what my citizens and companies need from services?

Hover over a household's Happiness icon in its Selected Info Panel to see what it needs, and hover over a company's Efficiency value to see what it's missing. You can also hover over a district's Happiness to see its benefits and drawbacks, which shows you where a service might help most.

Q.

Why does a building still have no power after I built a plant?

Open the Electricity info view and check its meters. The Electricity Availability meter compares what the city uses with what it makes, the Electricity Trade meter shows any power bought from or sold to neighboring cities, and the Battery Charge meter shows how much is stored. Hover over a power line or cable to see how much power is moving through it and its maximum capacity, which quickly reveals a bottleneck. Buildings are shaded in tones of yellow and orange based on how much power they use.

Q.

Can every Service Building be upgraded?

Almost every one can, but the Small Coal Power Plant can't be upgraded at all. If you expect demand to grow, a full-size Coal Power Plant can be expanded later with extra turbines, advanced furnaces and extra fuel storage, while the small plant stays as it is.

Q.

Do I have to build every Service Building myself?

No. Police and fire services can be imported, but those units travel in from outside the city, so they respond slowly and don't give the passive coverage a local station provides. If your city has no medical facility, citizens travel to an outside connection for treatment, and an ambulance comes from there for anyone too sick to travel. Hearses work the same way when there's no deathcare in the city.

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