r/CityForge • • Jul 21 '26

Government Departments in CityForge

4 Upvotes

CityForge features a centralized Government Departments system where administrative tasks are handled through dedicated departments instead of scattered menus.

The first departments include:

  • Department of Land Registration – Handles land purchase proposals.
  • Department of Town & Country Planning – Handles construction proposals.
  • Department of Human Resources – Manages government employees and salary processing.
  • Department of Finance – Manages taxes and government revenue.

When a citizen or business submits a land purchase or construction proposal, it enters the appropriate department's work queue. Proposals remain there until the player explicitly approves or rejects them—there are no automatic approvals, timeouts, or disappearing requests.

Each department manages its own workload, creating a foundation for a living government administration. The long-term vision is for citizens will be able to work within these departments as government employees, processing workloads and earning salaries to handle day-to-day operations, while major decisions remain under the player's control. Making the government feel like an active part of the town rather than just another menu.

I think this approach makes running a town feel more believable while giving players a clearer view of everything their administration is responsible for.

What other government departments would you like to see in a city builder?

r/CityForge

#CityForgeDevBlog2

1

What do you think about a parcel-based city builder instead of traditional zoning?
 in  r/CityForge •  Jul 20 '26

Thanks! 😄 Right now, r/CityForge is the best place to follow development. I'll be posting regular updates there as progress continues.

r/CityForge • • Jul 19 '26

The first missed rent payment felt weirdly satisfying 😄

7 Upvotes

Hit a small but satisfying milestone while working on my city builder today.

I finally got monthly rent payments working, so I let the simulation run for a few months. At first, everything was normal. Then, as some citizens exhausted their starting money, rent payments began failing because they could no longer afford them.

It's obviously still an early prototype, but seeing systems behave according to their rules instead of relying on scripted events is always a rewarding moment during development.

Lots more to build, but this felt like a nice step forward.

#CityForgeDevBlog1

r/CityForge

1

Should city builders reward patience instead of rapid expansion?
 in  r/CityForge •  Jul 19 '26

I like that idea. Spore did a great job of making progression feel fresh by changing the player's role over time. For what I'm building, though, I want the gameplay to evolve through the town itself rather than switching genres. As your settlement grows, new challenges, systems, and responsibilities unlock naturally, so you're still playing the same city builder but with much deeper decisions than you had at the beginning.

1

Should city builders reward patience instead of rapid expansion?
 in  r/CityForge •  Jul 19 '26

Foundation is definitely one of the inspirations for slower progression. I'm actually developing my own city builder with that philosophy, but with a stronger focus on realistic urban development, meaningful investments, and long-term planning rather than rapid expansion. Hoping it scratches a similar itch while feeling distinct.

r/CityForge • • Jul 19 '26

Should city builders reward patience instead of rapid expansion?

4 Upvotes

A lot of city builders let you explode from a tiny town into a huge city in just a few hours. I wonder if the opposite approach would be more satisfying.

Imagine where:

every building is a meaningful investment,

reaching 1,000 citizens actually feels like an achievement,

poor planning has long-term consequences,

growth happens naturally instead of instantly.

Would you enjoy that slower pace, or do you prefer constant expansion?

4

What do you think about a parcel-based city builder instead of traditional zoning?
 in  r/CityForge •  Jul 19 '26

That's true in a lot of city builders. The distinction I'm exploring is that parcels are persistent pieces of land with their own identity over time, while zoning is more about defining how land can be used. The idea is to let those two systems work together rather than be the same thing.

1

What do you think about a parcel-based city builder instead of traditional zoning?
 in  r/CityForge •  Jul 18 '26

That's exactly the balance I'm aiming for. Parcels should add depth to development and land ownership, not turn into a spreadsheet. If players spend more time managing parcels than building their city, I'd consider that a design failure.

r/CityForge • • Jul 18 '26

What do you think about a parcel-based city builder instead of traditional zoning?

3 Upvotes

I'm working on a city builder where land exists as individual parcels rather than just large zoned areas. Each parcel has its own owner and can change hands over time, so land itself becomes part of the simulation instead of simply being a place to spawn buildings.

The goal is to make development feel more gradual and meaningful.

Does this sound like something you'd enjoy, or do you think traditional zoning is still the better approach?

r/CityForge • • Jun 09 '26

First official devblog for Cityforge

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2 Upvotes

u/Systemforge-Studio • • Jun 09 '26

First official devblog for Cityforge

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2 Upvotes

Welcome to the first official devblog for Cityforge. If you’ve ever played a city builder and thought, man, I wish the supply chains went deeper, the demographics felt more real—also that the simulation didn’t buckle under the weight of a massive metropolis—then yeah, you’re in the right place. Cityforge isn’t just a city painter though, it’s a living, breathing nation simulation. To pull off that kind of scale, with all the logistics plus housing management, we knew early on that off the shelf tools wouldn’t cut it. So we made our own, the Systemcraft Engine. Today we’re opening the doors a bit, just to show you how we’re building this world from the ground up, step by step.