C.O.I. Skylines - Linked Cities

v1.0.1
by xTMagTx

Links physically separated City Blocks into one shared settlement economy

Stable 3 days ago CoI-Keep No source
Source code
No source provided
Tags
Balance Quality of Life Tweaks Settlement

TeaserCropped.png

Linked Cities

Every City-Block participates in one shared settlement economy, even when physically separated.

One Shared Settlement Economy

• Population stats, service demand & satisfaction and Unity are combined across all City-Blocks.
• Supplying one town can satisfy demand created by City-Blocks elsewhere on the island.

Physically Separate Towns

• Design distinct villages, towns, food, malls or service districts without having to connect ALL services to each block.
Demand still exist, but in a global shared pool and can be satisfied at any city-block location.
↪ The inspection panel for all city-blocks will show global supply & demand statistics.
🪧 Deconstruction Anarchy: Removes restriction on bulldozing interior city-blocks

🏭 Supports: Captain of Industry 0.8.6 - 0.8.6c
Linked Cities will ALWAYS remain ✅ save-remove-safe 💾
COI Skylines related mods including assets will be split into a separate mod (planned to release soon)

Build Stunning Skylines

Recommended City-Builder Styled Mod-pack:
Mor Decor — Decorative Bushes, Grass, Flowers, Rocks & Mulch
BetterLife — Roads, Signs, Walls & Buildings
Truck Parking — Every metropolis needs vehicle parking
Highway RoadsAND— solid transportation infrastructure

Become the true real estate mogul you've always dreamt of being, without the logistical speghetti!

🏙️ Shared Settlement Stats

Population & Housing:
• Population totals and available housing capacity

Essential Needs:
• Food, water, wastewater, and electricity input / output

Household Products:
• Household goods, appliances, consumer electronics, luxury goods, and computing / internet

Health & Services:
• Hospitals, health, and settlement health contributions

Waste Service:
• General waste, recyclables, and biowaste output

Unity:
• Settlement Unity generation and capacity

⛰️ What Remains vanilla

• Decoration placement and influence (for now)
• City-Block snapping
↪ Copy & Paste multiple city-block together to ignore the snapping grid. (for now)
↪ Service module workers, maintenance remain per building, while their input/outputs are linked.

💾 Add-Saves & Removal

Existing settlements may wait until the next in-game month before their first link.

Removing from a Save
↪ The mod registers no custom gameplay entities or prototypes and is marked as removable from saves.
↪ Your citizens will probably feel sad and isolated once link is gone

🧪 Public Beta

Early-to-mid-game testing has shown the shared settlement behavior working correctly so far. Deep late-game verification is still ongoing across every population system and edge case.

The balance target is strict: with equal population and equal supply, connected and separated City-Block layouts should produce the same demand, satisfaction, input, output, health, waste, and Unity values.

⚠️ If you find totals that differ from an equivalent vanilla connected city, please report them so any missing data can be corrected.

🖼️ 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 → Your industrial smog-filled skies are the limit! Post here

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.

v1.0.1

Latest
Game version
0.8.6 - 0.8.7
Released
Aug 09, 2026
File size
3.5 MB
License
CoI-Keep
Save-game: Add · Remove
Changelog
* 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.
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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.
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