C.O.I. Skylines - Linked Cities
v1.0.1Links physically separated City Blocks into one shared settlement economy
- Source code
- No source provided
- Tags
- Balance Quality of Life Tweaks Settlement

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 Roads —AND— 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 capacityEssential Needs:
• Food, water, wastewater, and electricity input / outputHousehold Products:
• Household goods, appliances, consumer electronics, luxury goods, and computing / internetHealth & Services:
• Hospitals, health, and settlement health contributionsWaste Service:
• General waste, recyclables, and biowaste outputUnity:
• 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
* 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.
v1.0.1 | 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.