The year's books
Hover your balance and you get the year so far against the same point last year: what you earned, what the estate costs to keep, what tax took, and what you put into building.
EconoCity is a city where the other players are the economy. Buy land, pave the road that makes it worth something, run power and water out to it, then set your prices. One map, one grid, one stream of residents looking for somewhere better.
No download, no install. The world keeps running when you close the tab.
7,410
residents living in buildings players put up
611
rooms standing empty, waiting on a better price
0
roads and pipes in a fresh world. All of it is player-built
1
world — everyone on the same map, grid and market
How it plays
Five things, in this order. Nothing is locked behind a tutorial, and all of it can be undone by somebody putting a road somewhere clever.
Drag out a lot and the city quotes you a price off what the neighbourhood is worth. Frontier land is almost free. Land beside a busy district costs years of rent.
Nothing can be built until it touches a road network, and no world ships with any. Lay a spine through land you already hold and your own acres become buildable.
Pick from the catalogue, drop a footprint, pay, wait for the build. Then grow it block by block — outward for ground, upward for storeys, as far as your land allows.
A house with no power and no water never gets a resident. Trench a line out from a plant, pay the landowners you cross, and set what you charge per unit and per tile crossed.
Rent, sale price, and the most you'll pay for supply. Residents arrive where the deal is best. Come back later and the district has an opinion about your numbers.
Who you can be
All three make money, and all three need the other two. Most players drift into one and hire the map for the rest.
Buy, build, set rent, and fight over a finite stream of people arriving. Push the ask too far and they start packing — rent is only ever collected on what a tenant can actually bear.
Generation and cable are two businesses. Sell units, charge a fee on anything crossing your tiles, and win districts on delivered price until the wires you own are full.
Get there before anyone else. Pave the arterial that opens a whole quarter, then sell frontage, rent easements under it, and let somebody else do the building.
The economy closes
Rent from residents is the only thing that creates money in the world. Upkeep, maintenance and land tax take it back out. Every coin that moves is written down, and the whole world's books balance to zero.
Land tax is assessed on the ground alone, so sitting on prime land empty is expensive and building on it isn't punished.
Devlog
Hover your balance and you get the year so far against the same point last year: what you earned, what the estate costs to keep, what tax took, and what you put into building.
A footprint is a set of tiles now, not a rectangle, so buildings can have holes, wrap corners and straddle two lots you own. Capacity, jobs and upkeep are counted per block.
Every building sets the most it will pay for supply. Above that it buys nothing and goes short — so the only operator reaching a district can't name any number they like.
Improvements aren't taxed, so building on prime land isn't punished and sitting on it empty is expensive. Revalued once a game year.
Easements get negotiated, districts get planned, and somebody is always posting a grid they've just cornered. Come in and ask for a road.
We are guests in the #gamers-lounge channel of the PrimeGrid Discord for now. EconoCity gets a server of its own once there are enough of us to fill one.
Pick a spot, pave the first road, and see who builds next to you.