# City plan for City Planner (Margin City's own layout, as an example).
# Put your plan in BepInEx/config/cityplan.txt, then pick "Planned city" as the size when starting a new game.
# Lines starting with # are notes and are ignored.

# Size = width x height in tiles, including the waterfront ring the game builds around the city (at least 5x5).
# The map below is the blocks you plan: two smaller each way (this 9x10 city has 7 x 8 blocks). Population scales the number of residents (1 = the game's normal amount).
[City]
Size = 9x10
Population = 0.75
# Echelons = off   (build the towers' top floors as ordinary floors)

# Districts: letter = name | district type | land value | density
[Districts]
H = The Heights  | Residential | high     | medium
T = Park Terrace | Residential | high     | medium
D = Downtown     | CBD         | veryHigh | veryHigh
C = Chinatown    | Chinatown   | medium   | high
R = Red Light    | RedLight    | low      | high
B = The Bricks   | Residential | veryLow  | veryHigh
S = West Stacks  | Industrial  | veryLow  | medium
A = East Stacks  | Industrial  | veryLow  | medium

# Buildings: a short code of your choice = the game's building name. Every map cell needs a building.
[Buildings]
CH = CityHall
HO = Hotel
ET = EdenTower
OF = OneFIfthAve
BN = BrandyNetherland
TH = Townhouse
TS = TownhouseShops
SH = ShantyTown
DI = AmericanDiner
MI = MixedIndustrial
CP = ChemicalPlant
PK = Park

# North at the top. Cell = District:Building, optional front /N /E /S /W. Use ? as the building (e.g. H:?) to let
# the game pick one that suits the district.
[Map]
H:TH H:OF H:TH/E T:PK T:TH/W T:OF T:TH
H:TH H:TH H:TH/E H:PK T:TH/W T:TH T:TH
D:BN/S D:OF/S D:ET/S D:CH/S D:ET/S D:OF/S D:BN/S
D:PK D:PK D:PK D:PK D:PK D:PK D:PK
C:TS/N C:TS/N C:TS/N D:PK B:TS/N B:TS/N B:TS/N
C:SH C:BN/N C:TS/E R:DI/N B:SH/W B:MI B:SH
C:SH C:SH C:TS/E R:MI B:SH/W B:MI B:SH
S:CP S:MI S:CP R:HO/N A:DI/N A:MI A:CP

# Optional: paint the streets between tiles (remove the # to use). Rows and columns count from the top left, like
# the map; the side is N, E, S or W of those cells, or edge / inside for a block. Types: main, back, alley.
# Gaps not listed are decided by the game. Margin City itself was generated without painted streets.
# [Streets]
# R3 C1-C7 S = main
# R5-R7 C1-C3 edge = main
# R5-R7 C1-C3 inside = back
# R6 C1 E = deadend          (an alley with a wall across its middle)

# Optional: the businesses in a tile's building, each in a free unit of its kind. Units not listed: the game decides.
# Eatery units: Bar, Fast Food, Chinese Eatery. Shop units: Pharmacy, Launderette, Hardware Store, Pawn Shop,
# Supermarket, Sync Clinic. Dens: Gambling Den, Loan Shark, Black Market, Blackmarket Sync Clinic, Weapons Dealer,
# Squat, Empty. Margin City itself was generated without planned businesses.
# [Businesses]
# R5 C1 = Bar, Pharmacy, Gambling Den

# Optional: the look of shared spaces (lobby, stairwells, building bathrooms). A district letter sets its default, a tile
# its own: scheme <colour scheme>, floor <floor>, walls <walls>, ceiling <ceiling>, style <era>, wood <colour like #5E3924>.
# Names are the game's. grime 0 (spotless) to 10 (filthy) covers every interior surface of the building. Paint exact colours with floor-c1 #RRGGBB style parts (surface floor/walls/ceiling, part
# main/c1/c2/c3); the planner shows which parts each material has.
# [Decor]
# D = scheme RedsGradient, floor MarbleFloor, walls DecoPanelled
# R3 C1 = floor CarpetKubrick01, style EarlyCentury

# Optional: your apartment, by tile and the number on its door (501 = floor 5, flat 01). City Planner's Home / Mode
# setting decides whether it's your starting apartment (Own) or kept empty and for sale (Buy).
# [Home]
# Apartment = R3 C1 501
