City and seeds
Read the city as a delivery network: depot, road connections and destination areas determine which tour is worthwhile. A seed makes the starting position repeatable.
In this article
Reading the card
Your fleet works on the road network, so the direct distance between two markers only explains part of the journey.
The depot is the common starting point of the tours. The route connects the assigned orders in their planned order and takes into account the way back.
Look at road corridors and accessible connections. Two visually close buildings may require a longer roadway. Temporary traffic jams or a blocking also changes the usable path. Route forecasting is therefore a better planning basis than an imagined crow.
- First, identify urgent targets and great distances.
- Bundle orders along connected roads into tours.
- After adding a stop, recheck the entire tour and its delivery times.
- In the event of faults, consider the affected connection and the other stops together.
Areas and target distribution
Demand uses different areas of buildings; the names of the areas describe the distribution of targets, not an additional construction task.
| Area | Orientation for planning |
|---|---|
| Residential · residential area | Many residential destinations. Short, bundled tours can be efficient. |
| Commercial · Commercial | Day-to-day demand can concentrate supplies in this area. |
| Industrial · Industry | Industry targets. Pay attention to parcel volumes and suitable vehicles. |
| Rural · Exterior | Travel time and return especially carefully. |
| Farm · Agriculture | Agricultural targets. Bundling with neighboring orders instead of planning a long single route for each destination. |
| Park · Green area | Part of the urban design; no regular delivery destination in the active demand catalogue. |
Do I have to build buildings or roads?
The current gameplay focuses on the scheduling in a generated city. You plan deliveries and develop your fleet; there is no urban menu in this process.
What a Seed Means
The seed is the identifier of the starting position of a run.
The city and run content are created from fixed baselines, the city is made up of depot, road network, buildings and their distribution, and the demand and offerings also follow the run baseline, allowing the same run to be targeted again.
A repeated seed doesn't automatically make your choices the same: different starter choices, playing cards, vehicles, stop sequences and reactions can lead to a different outcome, so compare strategy and outcome and not just the identifier.
- Select the same starting position for a second attempt and specifically change a decision.
- For a change start a new run with a new starting position, as far as the game mode offers this.
- For questions about the run also name day, start set and selected playing cards. The seed alone does not explain any concrete decision.
Is a seed a memory?
No. It describes the starting point. It does not restore already planned tours, purchased playing cards or made decisions of a running run.
Current map size
The wiki describes the playable configuration of October 6, 2026.
The currently configured city is 500 × 500 yards in size. The landscape and road guidance can change with the starting position. The project's prepared expansion with villages and regional country roads is turned off in the current game scene; the river generation is also turned off there.
Game version: October 6, 2026. Content and balance may change during development.