C.O.I. Skylines - Linked Cities
v1.0.3All City Blocks share one economy, service modules can be placed anywheres, and a toggle for the snap grid when building cities.
- Source code
- No source provided
- Tags
- Overhaul Balance Quality of Life Tweaks Settlement

One global settlement economy + Town Service Module & Snap-Grid placement Anarchyπ Linked Cities
β’ City Blocks & Town Services can be built anywhere while all sharing one global economy.
β’ Demand still exist, but in a global shared pool that can be satisfied at any location.
β’ The inspection panel for all city-blocks will show global supply & demand statistics.π₯ Linked Town Services
β’ Town Services no longer require to be attached to a city building to supply the global settlement.
β’ Retains all normal inputs, outputs, buffers, capacities, needs and satisfaction effects, workers, power, maintenance, and logistics requirements.
πͺ§ Deconstruction Anarchy: Removes restrictions on deconstructing interior city-blocks
βΉοΈ Snap-Grid Toggle: Press G to toggle snap-grid while placing City Blocks and Town Services.
π Linked Cities & Town Services Demo β Click here to watch on youtube
π Features coming soonβ’οΈ
β’ Decoration Tile Anarchyβv1.0.4βRemove the requirement that decoration tiles must be snapped to city blocks, while retaining unity mechanic and the maximum reach of 3x3 city blocks.
π Supports: Captain of Industry 0.8.6 - 0.8.7a
β’ Linked Cities will ALWAYS remain β save-remove-safe πΎ
β’ COI Skylines related mods including assets will be split into a separate mod
Build Stunning Skylines
Recommended City-Builder-Vibe Mod-pack:
β’ Mor Decor β Decorative Bushes, Grass, Flowers, Rocks & Mulch
β’ BetterLife β Decorative Roads, Signs, Walls & Buildings
β’ Flipped-Modules β Decorative, and compatible
β’ Tree-Anarchy β Decorative, plant trees closer together on any terrain.
β’ Truck Parking β Every metropolis needs vehicle parking!
β’ Highway Roads β Transportation infrastructure
β’ Cargo Flight β A true airport runway
β’ Cargo Helicopters β Extended air cargo delivery
β’ My Airship β that one DLC that adds a blimp.
β’ Shipping++ β Sea channel transportation services
Become the true real estate mogul you've always dreamt of being, without the logistical speghetti!
πΎ Add-Saves & Removal
Existing settlements may wait until the next in-game month before their first link.
β’ Removing from a Save
βͺ The mod registers no custom gameplay entities or prototypes and is marked as removable from saves.
βͺ Your citizens will probably feel sad and isolated once link is gone
β οΈ If you find totals that differ from an equivalent vanilla connected city, please report them so any missing data can be corrected.
πΌοΈ Share you builds!
I would love to see what you guys come up with once your cities are linked. Custom Food Districts, hospitals, parks, modded assets β Your industrial smog-filled skies are the limit! Post here
I'll get started = )
If your working on a mod that falls into the City-Builder aesthetic and would like to be on the recommend list, hit me up!
No announcements yet.
v1.0.3
Latest- Game version
- 0.8.6 - 0.8.7a
- Released
- Aug 19, 2026
- File size
- 3.6 MB
- License
- CoI-Keep
===================== LINKED TOWN SERVICES ===================== - Town Services can now be placed away from City Blocks without requiring a settlement slot, while still participating in the shared Settlement economy. - Detached Town Services retain their normal inputs, outputs, buffers, capacities, needs and satisfaction effects, workers, power, maintenance, and logistics requirements. - The existing snapping-grid toggle is now available while placing Town Services. Keep snapping enabled as an optional alignment helper. - Any City Block may be removed as long as at least one City Block remains. The final City Block is protected until all Town Services have been removed. - Properly registered modded Town Services should automatically receive detached-placement support. - This feature is in public beta. If any issues are found, please report them, and they will be addressed with top priority.
v1.0.2b
- Game version
- 0.8.6 - 0.8.7a
- Released
- Aug 18, 2026
- File size
- 3.6 MB
- License
- CoI-Keep
===================== SNAPPING GRID TOGGLE ===================== - Added a toggle for the City Block snapping grid, allowing nearby City Blocks to be placed freely without being pulled into existing settlement slots. - While placing City Blocks, click the toggle in the placement toolbar or press G to toggle the snapping-grid. - Toggle Snapping-Grid's keybind can be changed in Escape Menu → Controls. - Verified compatibility with Captain of Industry 0.8.7a.
v1.0.1
- Game version
- 0.8.6 - 0.8.7
- Released
- Aug 09, 2026
- File size
- 3.5 MB
- License
- CoI-Keep
- Rebuilt and verified compatibility with Captain of Industry 0.8.7 while retaining support for Captain of Industry 0.8.6 through 0.8.6c. - Fixed startup failing when Linked Cities was enabled without another Harmony-based mod by ensuring the bundled Harmony library loads first.
v1.0.0
- Game version
- 0.8.6 - 0.8.6c
- Released
- Aug 07, 2026
- File size
- 3.5 MB
- License
- CoI-Keep
- Public beta: links every player City Block into one shared vanilla Settlement economy, even when towns are physically separated across the island. - Population stats will show shared/combined population, housing, food, water, wastewater, electricity, household goods, appliances, electronics, luxury goods, computing, healthcare, waste, recyclables, biowaste, health, and Unity stats across all linked City Blocks. - Allows exterior, interior, and bridge City Blocks, including unbuilt plans, to be removed without requiring the physical town to remain contiguous. Attached settlement services must still be removed first. - Can be added to existing saves. Established settlements with active monthly history may finish the current month before their first link. - Registers no custom gameplay entities or prototypes and can be removed from saves. Already-linked vanilla Settlements are not automatically split apart when the mod is disabled. - Mod will be considered stable once all deep late-game testing is complete and mod proves to correctly preserve accurate math across all population data under equal input/output conditions. In other words, the same amount of city tiles should produce the EXACT same demand, satisfaction, intput, and output numbers whether they are connected, or separated. Early-to-Mid game testing has proven correct so far, but there's alot of edge cases to test by myself that require many hours of beta testing. — If you notice any incorrect population data, please report so I can ensure all game balance & population systems remain preserved & unbroken.
v1.0.3 | 2026-08-18
===================== LINKED TOWN SERVICES ===================== - Town Services can now be placed away from City Blocks without requiring a settlement slot, while still participating in the shared Settlement economy. - Detached Town Services retain their normal inputs, outputs, buffers, capacities, needs and satisfaction effects, workers, power, maintenance, and logistics requirements. - The existing snapping-grid toggle is now available while placing Town Services. Keep snapping enabled as an optional alignment helper. - Any City Block may be removed as long as at least one City Block remains. The final City Block is protected until all Town Services have been removed. - Properly registered modded Town Services should automatically receive detached-placement support. - This feature is in public beta. If any issues are found, please report them, and they will be addressed with top priority.
v1.0.2b | 2026-08-18
===================== SNAPPING GRID TOGGLE ===================== - Added a toggle for the City Block snapping grid, allowing nearby City Blocks to be placed freely without being pulled into existing settlement slots. - While placing City Blocks, click the toggle in the placement toolbar or press G to toggle the snapping-grid. - Toggle Snapping-Grid's keybind can be changed in Escape Menu → Controls. - Verified compatibility with Captain of Industry 0.8.7a.
v1.0.1 | 2026-08-07
- Rebuilt and verified compatibility with Captain of Industry 0.8.7 while retaining support for Captain of Industry 0.8.6 through 0.8.6c. - Fixed startup failing when Linked Cities was enabled without another Harmony-based mod by ensuring the bundled Harmony library loads first.
v1.0.0 | 2026-08-02
- Public beta: links every player City Block into one shared vanilla Settlement economy, even when towns are physically separated across the island. - Population stats will show shared/combined population, housing, food, water, wastewater, electricity, household goods, appliances, electronics, luxury goods, computing, healthcare, waste, recyclables, biowaste, health, and Unity stats across all linked City Blocks. - Allows exterior, interior, and bridge City Blocks, including unbuilt plans, to be removed without requiring the physical town to remain contiguous. Attached settlement services must still be removed first. - Can be added to existing saves. Established settlements with active monthly history may finish the current month before their first link. - Registers no custom gameplay entities or prototypes and can be removed from saves. Already-linked vanilla Settlements are not automatically split apart when the mod is disabled. - Mod will be considered stable once all deep late-game testing is complete and mod proves to correctly preserve accurate math across all population data under equal input/output conditions. In other words, the same amount of city tiles should produce the EXACT same demand, satisfaction, intput, and output numbers whether they are connected, or separated. Early-to-Mid game testing has proven correct so far, but there's alot of edge cases to test by myself that require many hours of beta testing. — If you notice any incorrect population data, please report so I can ensure all game balance & population systems remain preserved & unbroken.
This mod has no dependencies.
No other mods depend on this mod yet.


