Urbek City Builder (Fridus, formerly Estudios Kremlinois; published by RockGame) is a city builder with no money in it. Every building is paid for with resources and every building then drains resources every cycle to keep running, so the game is really a set of flow balances: food against work, work against energy, coal against steel, and a population that only grows while there is food in the stores.
The twist that catches new players is that you do not place most of your housing. You place empty housing plots and the buildings on them grow into something else depending on what is within a few tiles — a hut becomes a village house, a suburb or a slum, and then a two-storey downtown block, a five-storey tower, a mixed office block, or a villa. Getting the correct services into the correct radii is the whole game.
This guide is the build order plus the maths behind it: what each production building consumes and produces per cycle, what each house tier costs you in food and gives back in work, the population thresholds at which everything unlocks, and the traps that eat a new player's first ten hours. Every number here comes from the game's own data as published on the official wiki; where a second source disagrees, the disagreement is printed instead of smoothed over.
What this is written for, and where the numbers come from
| Game version | 1.9.2 "new promenades and bridges" (7 May 2025) — the latest release as of 30 September 2026 |
| Developer / publisher | Fridus (renamed from Estudios Kremlinois in August 2024) / RockGame S.A. (Warsaw) |
| Released | 13 July 2022, Windows; later Switch + Xbox (May 2023) and PlayStation (November 2023) |
| DLC | Defend the City (March 2023), Trains (April 2024) |
| Free content updates | Regional bonuses and buildings (July 2023), Anarchism and Authority (August 2023), Wellbeing (April 2024), promenades and bridges (1.9.2, May 2025) |
The official wiki is urbek.fandom.com — it is labelled "Official wiki", and its building pages are generated from the game's own data files: each page carries the internal building id (minaCarbon, lotaCarbon3, mixta8), the build cost, the per-cycle resource flow, storage, road distance, tile size and the exact variable requirements with their radii. Those tables are what this guide is built from.
Its hand-written prose pages are a different quality of source and sometimes contradict its own tables. Where that happens this guide follows the generated tables and says so out loud, in the "Where the sources disagree" section at the end. Two further caveats: the wiki has no pages at all for the buildings added by the Wellbeing update (fire station, pharmacy, mental health centre, psychiatric hospital, urban forest) and carries no figures for the Lumbercamp, Lumberjack cabin or Watermill, so those numbers are absent here rather than guessed.
Five rules the game never states outright
- There is no money. Nothing is bought with cash. Buildings cost resources as a one-off, then consume resources every cycle as upkeep — and an unpaid upkeep stops the building working. The wiki describes both the one-off cost and the per-cycle flow for each building, and this guide keeps them separate: "cost" is one-off, everything in a "per cycle" table is continuous.
- Housing grows itself. You place a plot (the Wooden hut, 50 work + 10 wood) and the surroundings decide what it becomes. The surroundings are measured in short radii, which the data gives exactly: density is residents, and every other service is counted within 5, 6, 8 or 10 tiles of the plot.
- Work comes in three tiers — unskilled work, skilled work and high-skilled work — and they are not interchangeable. Low-tier houses produce unskilled work and a little skilled work; only downtown-tier housing produces high-skilled work.
- Unlocks are not a tech tree. Buildings unlock at population thresholds, or at global variable thresholds (happiness, faith, culture, night life, green areas, sports, self-organization). There is no research to buy. The population table below is the spine of the whole run.
- The first career Path you satisfy locks you in. The wiki's own words: "You will follow the path of the first condition you satisfy." And an upgraded building does not retroactively satisfy a requirement for its predecessor — 5 Modern Grain Silos do not count as the 5 Grain Silos the Path of Productivity asks for.
Start-of-game settings that change the run
Chosen on the New Game screen (wiki: Making a new game):
| Setting | Options |
|---|---|
| Biome | Temperate, Desert, Archipelago, Valdivian rainforest, Ruins — unlocked in that order |
| Map size | small 50×50, medium 80×80, large 120×120, giant 240×240 |
| Starting resources | low, standard, high, or sandbox (everything unlocked) |
| Sea | inland, coastal, one island, islands |
| River | none, small stream, river, mighty river, lagoons |
| Terrain | no snow, no desert |
| Region | one of 8, with a unique building and three bonuses |
The biomes are a progression of their own: Temperate is the tutorial map and your first win unlocks Desert and Archipelago; winning both of those unlocks Valdivian rainforest; winning that unlocks Ruins. Desert has no wood (you quarry stone instead, and food only works with wells and irrigation near rivers); Archipelago has little farmland but excellent fishing and bans bridges, so ferries link the islands; Valdivian rainforest cannot be bulldozed, has no coal and no iron at all, and gets coal only from Charcoal piles (10 wood → 5 coal per cycle).
The eight regions (added July 2023) each give a unique building plus three modifiers:
| Region | Unique building | Bonuses |
|---|---|---|
| Latin America | Street Food — 1 food service and 1 leisure, acts as a road tile | Farms +20% food; football pitches ×2 leisure and sports |
| North America | Gas Station — 1 connectivity, 1 tool, 1 food service | Parking lots produce 1 leisure; University science 30 → 60 |
| Western Europe | Castle — 15 culture, 15 leisure | +10% population; wind turbines ×3 |
| Eastern Europe | Advanced Social Housing — 60 unskilled, 20 skilled, 18 high-skilled work, 13 happiness | Iron production ×2; steel production ×2 |
| West/Central Africa | Faculty of Linguistics — 30 culture, 50 science | Wood +20%; warehouses produce no pollution |
| East/South Africa | Traditional Market — replaces the Supermarket, cheaper and +1 leisure +1 culture | Neighbourhood councils produce 2 leisure; solar panels ×3 |
| Middle East | Bazaar — replaces the Minimarket and consumes no food | Energy +20%; research centres ×2 food |
| Asia | Skyscraper — 4000 unskilled + 4000 skilled work + 120 science → 10000 high-skilled work | Basic house build cost −50%; Goods factory also makes 200 food and 200 wood |
Eastern Europe doubles all iron and steel output, which is the single biggest economic modifier on the list. The Middle East's "research centres ×2 food" and "Bazaar consumes no food" matter because the Minimarket is normally a 200-food-per-cycle sink.
The two numbers on the HUD: food and work
You start a standard game with roughly 2000 work and 200 food in the stores. Those two numbers alternate: farms turn work into food, houses turn food into population and work, and the population eats the food. A player-community guide states the loop plainly: "when you have much more Food than Work, build Housings to generate more Work; when you have much more Work than Food, build farming buildings."
Food comes from four branches — farming, fishing, orchards, and (very late) research centres — and the branch you have available depends on biome. The numbers, per cycle, from the wiki's generated tables:
| Food building | Build cost | Per cycle | Stores | Unlock / requirement |
|---|---|---|---|---|
| Field | 30 work | (the 1×2 Farm it upgrades into runs at +14 food for −5 work) | — | available from the start |
| Farm House | 300 work | +100 food | 200 food | 200 population; no other Farm House within 5 tiles |
| Tenant farmer | 50 work | +50 food | 50 food | 400 population |
| Landlord's house | 200 work + 10 wood | +200 food, −100 work | 200 food | 400 population; needs 4 Tenant farmers within 5 tiles; houses 10 residents at 11 happiness |
| Grain silo | 500 work + 200 wood | +200 food | 200 food | 700 population; needs 2 Farm Houses within 6 tiles |
| Modern grain silo | — (upgrade) | +400 food, −10 skilled work | 400 food | 3500 population; needs logistics 6 within 4 tiles |
| Pumpkin field | — (upgrade of Farm) | +16 food, −5 work | — | 6500 population; needs a Scarecrow within 2 tiles |
| Orchard | — | +32 food, −5 work, −7 skilled work | — | 7000 population; needs a Farm House within 6 tiles; no pollution within 6 tiles |
| Farm shed | 1000 + 500 + 100 work + 50 steel | +700 food, −100 work, −50 skilled work, −100 energy | — | 7000 population; needs 20 Fields within 4 tiles; produces 5 pollution |
| Fruit processor | 1000 + 500 + 500 work + 30 steel | +1800 food, −100/−100/−200 work, −100 energy, −1 science | — | 13000 population; needs 50 Orchards within 6 tiles |
| Food plant | 1000 + 500 + 500 work + 200 steel | +2000 food, −200 of each work tier, −300 energy, −1 science | — | 14000 population; needs 3 Farm sheds within 8 tiles |
Read that table as a food-per-work curve. A Field feeds 14 food for 5 unskilled work. A Farm House feeds 100 food for no ongoing work at all — that is why it is the first real multiplier and why the wiki calls it "produces a lot of food without the need for work". A Landlord's house feeds 200 food for 100 work, but it also houses 10 residents. By the endgame, the Farm shed turns 250 work and 100 energy into 700 food, and the Food plant turns 600 work, 300 energy and 1 science into 2000 food — a completely different order of cost per food than a field. The wiki's Food page states the same arc: "in the late game it becomes a major exercise in clever planning — fields alone can't support a city of fifty thousand."
Two placement rules bite here. A Farm House cannot be built within 5 tiles of another Farm House (its own table says 0 or fewer within 5), so the food buildings are spread out, not clustered — and the Grain silo and Orchard both require Farm Houses nearby. And Orchards require zero pollution within 6 tiles, while the Sawmill that feeds your wood supply produces 4 pollution and the Warehouse produces 1, so orchards and industry want to be on opposite sides of town.
Work comes from houses, and higher tiers give back less of it
| House | Res. | Hap. | Per cycle | Food per unskilled work |
|---|---|---|---|---|
| Wooden hut | 6 | 6 | +10 work, −10 food | 1.0 |
| Village house | 8 | 8 | +14 work, −12 food, −1 energy | 0.86 |
| Wealthy village house | 8 | 11 | +14 work, −18 food, −2 energy | 1.29 |
| Suburb house | 10 | 10 | +14 work, +2 skilled, −16 food, −3 energy | 1.14 |
| Wealthy suburb house | 10 | 13 | +12 work, +3 skilled, −22 food, −4 energy | 1.83 |
| Downtown house | 12 | 12 | +12 work, +4 skilled, +2 high-skilled, −20 food, −5 energy | 1.67 |
| Downtown 2-storey house | 24 | 12 | +20 work, +10 skilled, +6 high-skilled, −40 food, −8 energy | 2.0 |
| Modern 2-storey house | 24 | 14 | +16 work, +12 skilled, +8 high-skilled, −45 food, −9 energy | 2.8 |
| 5-storey residential building | 60 | 12 | +50 work, +25 skilled, +15 high-skilled, −100 food, −20 energy | 2.0 |
| Green 5-storey residential building | 60 | 15 | +46 work, +25 skilled, +20 high-skilled, −90 food, −17 energy | 1.96 |
| 12-storey building | 120 | 12 | +20 work, +60 skilled, +40 high-skilled, −200 food, −40 energy | 10.0 |
| Mixed use commercial-residential | 36 | 12 | +30 work, +15 skilled, +9 high-skilled, −60 food, −13 energy, +2 retail | 2.0 |
| 5-storey mixed residential-commercial use | 72 | 12 | +55 work, +27 skilled, +22 high-skilled, −120 food, −26 energy, +1 food service, +1 tools, +5 retail | 2.2 |
| 8-storey mixed office-commercial use | 70 | 12 | +30 work, +27 skilled, +35 high-skilled, −120 food, −25 energy, +1 food service, +1 tools, +5 retail, +1 offices | 4.0 |
| Artist neighborhood | 23 | 13 | +20 work, +10 skilled, +6 high-skilled, −40 food, −8 energy, +2 culture | 2.0 |
| Night life neighborhood | 23 | 13 | +20 work, +10 skilled, +6 high-skilled, −40 food, −8 energy, −1 goods, +2 night life | 2.0 |
| Villa | 6 | 13 | +10 work, −22 food, −2 energy | 2.2 |
| Mansion | 12 | 20 | +10 work, +10 skilled, −42 food, −4 energy | 4.2 |
| Poor suburbs | 10 | 7 | +14 work, −10 food, −1 energy | 0.71 |
| Religious neighborhood | 12 | 14 | +12 work, +3 skilled, −22 food, −4 energy | 1.83 |
| Poor social building | 48 | 6 | +40 work, +23 skilled, −80 food, −14 energy | 2.0 |
| Medium social building | 48 | 8 | +30 work, +28 skilled, −90 food, −17 energy | 3.0 |
| Comfortable social building | 48 | 10 | +30 work, +28 skilled, −90 food, −17 energy | 3.0 |
The last column is arithmetic, not a game value, and it is the most useful thing in the table. Your cheapest unskilled work is a wooden hut at one food per work. Every upgrade buys density, skilled work and high-skilled work but pays for them in food per labourer: a poor social building is 2 food per unskilled work, a 12-storey tower is 10. A city of nothing but towers will starve while a city of nothing but huts will never produce high-skilled work. The wiki's Work page puts the same point the other way round: "as your city grows and housing upgrades to higher tiers, work production per building often decreases" — and suggests that keeping some poor districts is a legitimate strategy, noting deliberately keeping poor housing does not have to mean unhappy housing.
The 12-storey building deserves its own warning. It is the biggest high-skilled-work producer in the game (40 per cycle) and houses 120 residents, but it burns 200 food per cycle for only 20 unskilled work — ten times the food per unskilled worker of a hut. High-skilled work cannot be turned back into food until research centres exist at 33,000 population, so for most of the run a district of 12-storeys is a food furnace. The community guide's advice is to suppress them by keeping the city's healthcare below 3 or by building Banks, because a 12-storey needs healthcare 3 within 10 tiles and no bank within 5 — both of which are visible in the game's own requirement list above.
What each house tier actually demands
Density is measured in residents, everything else in service points, and the number after the radius is tiles. These are the exact requirements from the building tables.
Low and medium density
| House | Unlock | Requirements (value within radius) |
|---|---|---|
| Village house | 300 pop | 15 residents within 3; no pollution within 5 |
| Wealthy village house | 1300 pop | 15 residents within 3; 1 food service within 5; 1 leisure within 5; no pollution within 5 |
| Suburb house | 1800 pop | 15 residents within 3; 1 food service within 6; 1 education within 8; 1 leisure within 6; no pollution within 5 |
| Wealthy suburb house | 4100 pop | 15 residents within 3; 1 food service within 6; 3 leisure within 6; 1 education within 8; no pollution within 5 |
| Poor suburbs | 2200 pop | no pollution within 5; spawned when a Sq. condominium is within 3 tiles of the plot |
| Religious neighborhood | faith 6 | no self-organization within 8; 3 faith within 8; no pollution within 5; needs a Police station; reached from Poor suburbs, Suburb house or Downtown house |
| Villa | 800 pop | 25 or fewer residents within 4; 1 green area within 4; no pollution within 5; 2×2 footprint |
| Mansion | happiness 10 + 6500 pop | 50 or fewer residents within 1; 10 green areas within 1; 2×2 footprint |
Downtown and high density
| House | Unlock | Requirements (value within radius) |
|---|---|---|
| Downtown house | 5500 pop | 15 residents within 4; 1 food service within 10; 1 tool within 10; 5 education within 10; 3 leisure within 5; 4 connectivity within 5; no pollution within 5 |
| Downtown 2-storey house | 8000 pop | as Downtown house, but 1 healthcare within 10 as well |
| Modern 2-storey house | 8000 pop + happiness 9 | as Downtown 2-storey, but 17 leisure within 5 and 1 healthcare within 10 |
| 5-storey residential building | 13000 pop | 15 residents within 4; 1 food service, 1 tool, 5 education, 3 healthcare, 4 retail within 10; 5 leisure and 4 connectivity within 5; no pollution and no bank within 5 |
| 12-storey building | 33000 pop | as 5-storey plus 4 offices within 10 |
| Mixed use commercial-residential | 11000 pop | 15 residents within 4; 1 food service, 1 tool, 5 education within 10; 5 leisure within 10; 4 connectivity within 5; 1 bank within 5; no pollution within 5 |
| 5-storey mixed residential-commercial use | 17500 pop | 15 residents within 4; 5 education within 10 and 4 connectivity within 5; 5 leisure within 10; 50 retail within 7; 5 banking within 10; no pollution within 5 |
| 8-storey mixed office-commercial use | 33000 pop | 10 connectivity within 5; 90 retail within 7; no pollution within 5; also needs an Airport runway in the city |
| Artist neighborhood | culture 23 + green areas 10 | reached from a Downtown 2-storey house with bookshops, libraries and 1 Sculpture within 5 tiles; adds 2 culture |
| Night life neighborhood | night life 17 + culture 10 | reached from Downtown 2-storey houses with leisure buildings and 1 Cool square within 5 tiles; adds 2 night life |
| Green 5-storey residential building | 200 green areas + 35000 pop | as 5-storey plus 50 green areas within 10 |
Two things follow from that table. First, retail is the hard gate on the high-density mixed buildings — a 5-storey mixed house wants 50 retail within 7 tiles and an 8-storey mixed office wants 90. Retail comes from mixed-use houses themselves (+2 to +5 each) and from the Mall, so the mixed district has to bootstrap itself. Second, offices come only from 8-storey mixed office-commercial buildings (+1 each), and offices are what the late-game research centres require — which is why the Airport at 33,000 population is the real start of the endgame.
Industrial housing is a separate ladder, and it is how you get iron and coal early without building mines into the ground:
| House | Per cycle | Requirement |
|---|---|---|
| Iron miners' house | +1 iron, +10 residents, 6 happiness, −10 food, −1 energy | 1 iron industry within 5 tiles |
| 3-storey iron miners' houses | +3 iron, +20 residents, 7 happiness, −25 food, −2 energy | 9000 population; 1 iron industry within 5; 1 food service within 5; 15 residents within 5 |
| Coal miners' house | +1 coal, +10 residents, 4 happiness, −10 food | 1 coal mine within 5 tiles |
| 3-storey coal miners' houses | +3 coal, +20 residents, 6 happiness, −20 food | 9000 population; 1 food service within 5; 15 residents within 5 |
| Fisherman house | +45 food, +2 work, 8 residents, 8 happiness, −1 energy | a Dock within 6 tiles; no pollution within 5 |
Miners' houses are the cheapest iron and coal in the game, and they pay for it in food: a mining district is a food district. The player-guide advice is to ring each Iron mine and Coal mine with street-facing housing as soon as you build it, leave room for road spacing so the miners' houses can appear, and replace them with deep or open-pit mines later only if food becomes the bottleneck.
The population unlock spine
Everything in Urbek unlocks either at a population figure or at a global variable figure. This is the population half, in order, as published in the building tables:
| Population | Unlocks |
|---|---|
| 200 | Farm House |
| 300 | Village house |
| 400 | Tenant farmer, Landlord's house |
| 600 | Lumberjack house |
| 700 | Grain silo, Neighbourhood council |
| 800 | Villa |
| 1050 | Dock, Fisherman house |
| 1300 | Chapel, Village bar, Minimarket, Fish market, Wealthy village house |
| 1700 | Iron mine, Iron miners' house |
| 1800 | School, Suburb house |
| 2200 | Poor suburbs, Sq. condominium |
| 2600 | Coal mine, Coal miners' house |
| 2900 | Coal plant |
| 3200 | Shanty town, Blocks, Warehouse, Factory, Rebel house |
| 3500 | Modern grain silo |
| 3800 | Sawmill |
| 4100 | Wealthy suburb house |
| 4500 | Steel works |
| 4800 | Heavy iron mine |
| 5100 | City council |
| 5500 | Downtown house, High school, Repair shop, Parking lot |
| 6000 | Goods factory, Hardware shop |
| 6500 | Pumpkin field, Scarecrows, Mansion |
| 7000 | Orchard, Farm shed, Heavy coal plant |
| 8000 | Bookshop, Clinic, Church, Police station, Social building, Poor social building, Modern 2-storey house, Downtown 2-storey house |
| 9000 | 3-storey coal miners' houses, 3-storey iron miners' houses |
| 10000 | Medium social building |
| 11000 | Mixed use commercial-residential, Small bank, Supermarket |
| 12000 | Heavy steelworks |
| 13000 | 5-storey residential building, Fruit processor, Comfortable social building |
| 14000 | Coal stockpile, Food plant |
| 14500 | Open pit coal mine |
| 15000 | Open pit iron ore mine |
| 15500 | Iron logistics module |
| 16000 | University |
| 16500 | Biomass dryer, Biomass stockpile |
| 17500 | Bank, Mall, 5-storey mixed residential-commercial use |
| 18800 | Wind turbine |
| 19500 | Solar plant, Solar transformer |
| 22000 | Nuclear power plant |
| 25000 | City hall |
| 27000 | Metro hub, Subway station |
| 30000 | Museum |
| 33000 | Airport, Airport runway, 12-storey building, 8-storey mixed office-commercial use |
| 35000 | Green 5-storey residential building (also needs 200 green areas) |
| 50000 | Cathedral, Football stadium |
The variable half of the unlock list, which is where the non-population branches live:
| Variable threshold | Unlocks |
|---|---|
| Happiness 8 | Chapel, Football pitch |
| Happiness 9 + 8000 pop | Modern 2-storey house |
| Happiness 10 + 6500 pop | Mansion |
| Faith 6 | Church, Police station, Religious neighborhood |
| Faith 30 + 3000 pop | Cemetery |
| Faith 100 + 50000 pop | Cathedral |
| Culture 6 | Library |
| Culture 12 | 2-storey bookshop |
| Culture 23 + 10 green areas | Sculpture, Artist neighborhood |
| Night life 2 | Village bar 2-storey |
| Night life 5 | Urban bar |
| Night life 17 + culture 10 | Night life neighborhood |
| Night life 20 | Cabaret |
| Night life 70 | Wine bar |
| Sports 9 | Tennis court |
| Sports 15 | Multisport court |
| Sports 100 + 50000 pop | Football stadium |
| Green areas 30 | Floral park |
The first hour, in order
1. Fields, then huts, then repeat. You begin with about 2000 work and 200 food, and a Field costs 30 work while producing 14 food per cycle for 5 work. Build a batch of fields first — they are the only food source available at zero population — then a batch of Wooden huts (50 work + 10 wood, each housing 6 residents and producing 10 work for 10 food), then more fields. A Field accepts a road up to 5 tiles away, so put the roads in the middle and the fields either side.
2. Lumbercamp and Lumberjack cabin. The lumbercamp is the wood supply; the wiki's Wood page gives it 15 wood per cycle for 20 work, storing 500, no other lumbercamp within 5 tiles, extracting trees up to 5 tiles away. Wood is the one-off cost of nearly every early building and the Desert biome has none at all (stone from quarries replaces it). The Lumberjack cabin is the first energy building — it converts firewood to energy — but the wiki carries no figures for it, only for the Lumberjack house at 600 population (80 work + 10 wood per cycle → 120 energy, stores 350, and needs 4 residents within 2 tiles). Trees are a finite resource: the Overexploitation of timber policy doubles lumbercamp output but triples how fast the forest disappears.
3. Farm House at 200 population. This is the first big step: 300 work buys a building that makes 100 food every cycle with no ongoing work at all. Remember the spacing rule — no other Farm House within 5 tiles.
4. The Neighbourhood council at 700 population (100 work + 100 wood). It unlocks the first tier of Policies, which is where the cheap happiness comes from. A City council at 5100 and a City hall at 25000 unlock the higher tiers; each also unlocks the tiers below it, so the City hall alone is enough once you have it.
5. School at 1800 population (1000 work + 100 iron + 100 wood). Schools do not produce skilled work — they store it: the School adds 1000 skilled work of storage and 200 unskilled work of storage, and creates 1 education within its radius. Skilled work appears when housing upgrades to Suburb house tier, and a house needs 1 education within 8 tiles to become a Suburb house at all. The High school at 5500 does the same job for high-skilled work (1000 storage, 5 education within its radius) and is the gate to the entire downtown tier.
6. Iron at 1700, coal at 2600. Both mines are cheap to build (Iron mine 1000 work; Coal mine 500 work + 100 skilled work + 50 iron) and both are supposed to be surrounded with housing so the miners' houses appear. The Iron mine needs iron ore tiles nearby: the wiki's Iron page says at least 3 Iron Ore within 5 tiles for the mine to start harvesting, which is why the placement is not free.
Energy: wood first, coal for the whole middle game, nuclear at the end
| Building | Build cost | Per cycle | Energy per unit of fuel | Pollution | Requirements |
|---|---|---|---|---|---|
| Coal plant | 1500 work + 300 skilled work + 150 iron | 20 coal + 50 work + 30 skilled work → 400 energy (stores 500) | 20 per coal | 10 | 2900 population; road within 3 |
| Heavy coal plant | upgrade | 40 coal + 50/30/30 work → 2700 energy (stores 500) | 67.5 per coal | 12 | 7000 population; logistics 8 within 4; 8 residents within 4 |
| Wind turbine | 70/20/50 work + 100 steel + 20 science | 10/10/10 work + 2 science + 5 steel → 300 energy | — | none | 18800 population; 0 residents within 2; no other turbine within 1 |
| Solar plant | 40 high-skilled work + 10 steel + 15 science | 1 high-skilled work + 1 science → 25 energy | — | none | 19500 population; needs a Solar transformer in the city |
| Solar transformer | 70/20/50 work + 300 steel + 100 science | 10/10/20 work + 1 science | — | none | 19500 population |
| Nuclear power plant | 2000 high-skilled work + 600 steel + 15 science | 300 work + 200 skilled work + 45 science → 6500 energy (stores 1000) | — | none | 22000 population; road within 1 |
The heavy coal plant is 3.4× more coal-efficient than the basic coal plant (67.5 vs 20 energy per coal), which is why the mid game is all about coal supply. A single heavy coal plant eats 40 coal per cycle: that is four Coal mines (10 each) plus their Coal miners' houses (+1 each), or one Coal stockpile (50 coal for 150/80/10 work, needs logistics 8 within 4, a coal mine within 2 and no other stockpile within 6).
Note the two placement traps hidden in that table. A heavy coal plant needs 8 residents within 4 tiles as well as logistics 8 — industry in Urbek wants housing next to it, but it also produces 12 pollution, and pollution within 5 tiles of housing turns that housing into shantytowns. And a wind turbine needs zero residents within 2 tiles, so it cannot go in the city at all.
The wiki's Energy page prose mislabels several of these inputs (it calls the wind turbine's steel "Energy", and the solar transformer's steel and science "Wood" and "Iron"); the table above follows the generated building data.
Iron, steel, goods: the industrial chain and its ratios
| Building | Build cost | Per cycle | Notes |
|---|---|---|---|
| Iron mine | 1000 work | 40 work → 5 iron (stores 500) | 1700 pop; needs 3 Iron Ore within 5; produces 1 iron industry within 5 |
| Heavy iron mine | upgrade | 200 work + 50 skilled work + 20 energy → 50 iron (stores 500) | 4800 pop; logistics 6 within 5; no iron industry within 5 |
| Open pit iron ore mine | 5000/1000/400 work | 300/75/20 work + 120 energy → 75 iron (stores 700) | 15000 pop; 8 pollution; logistics 8 within 5; road within 1 |
| Iron logistics module | 1000/300/400 work | 250/70/18 work + 85 energy → 60 iron (stores 700) | 15500 pop; 1 pollution; logistics 12 within 5 |
| Ship scrapyard | 500 work + 200 skilled work | 100/20 work → 4 iron (stores 50) | 2 pollution; by sea or river; no other within 6 |
| Steel works | 200 skilled work + 200 iron | 10 iron + 50/50 work + 50 energy → 20 steel (stores 200) | 4500 pop; 1 pollution; logistics 8 within 4; 8 residents within 4 |
| Heavy steelworks | upgrade | 20 iron + 100/100/20 work + 100 energy → 60 steel (stores 300) | 12000 pop; 5 pollution; logistics 12 within 4; 8 residents within 4 |
| Goods factory | 200 skilled work + 200 iron | 10 iron + 50/50 work + 30 energy → 50 goods (stores 200) | 6000 pop; 1 pollution (table); logistics 8 within 4; 8 residents within 4 |
| Warehouse (2×2) / Warehouses (1×1) | 30 skilled work + 50 iron (1×1) | 1 unskilled + 1 skilled work + 1 energy + 1 iron → 1 logistics | 3200 pop; 1 pollution; 1 logistics each; road within 3 |
| Factory | 30 skilled work + 50 iron | 1 work + 1 skilled work + 2 energy → 100 unskilled work of storage | 3200 pop; 2 pollution; logistics 2 within 4; with the Industry R&D policy it also produces science |
The chain ratios, all arithmetic on the table above:
- One Steel works needs 10 iron per cycle, which is two Iron mines (5 each) — or one Heavy iron mine (50), which alone can feed five Steel works.
- A Heavy steelworks turns 20 iron into 60 steel — 1.5× the steel per iron of the basic works (3.0 vs 2.0), at five times the pollution.
- A Goods factory eats 10 iron and 30 energy per cycle to make 50 goods, and goods are what every mid-tier and high-tier house upgrade wants (a night-life neighborhood consumes 1 goods per cycle, a Supermarket 20, a Hardware shop 5).
- Both the Steel works and the Goods factory demand 8 warehouses within 4 tiles and 8 residents within 4 tiles. Logistics comes only from Warehouses (1 point each), so that is a cluster of eight 1×1 or 2×2 warehouses around every steel and goods building, each one costing resources per cycle and adding 1 pollution. This single requirement is why industrial parks in Urbek look like rings of sheds.
The 5,500 wall: the downtown push and the parking-lot trap
At 5,500 population the Downtown house unlocks, and your existing top-tier housing starts converting into it — but only if the plot has 15 residents within 4 tiles, a food service and a tool within 10, 5 education within 10, 3 leisure within 5, 4 connectivity within 5, and no pollution within 5 tiles.
Connectivity is the one that bites. 4 connectivity within 5 tiles comes from Bus stops (200 skilled work to build, 10 skilled work per cycle to run, +4 connectivity each). A Downtown house has 12 residents, so a downtown district needs bus stops on every other street.
And what happens if it does not get them is the most infamous trap in the game. The Parking lot unlocks at the same 5,500 population. Its condition is "3 or fewer connectivity within 5 tiles", and it provides 1 connectivity itself. So a suburb house that is short of connectivity does not stay a suburb house — it demolishes itself into a parking lot, which houses nobody and produces no work at all. A district-wide conversion to parking lots is an instant labour collapse, and because you cannot build anything without work, it can deadlock the city. The wiki's own Connectivity page describes it as something that "wastes housing space and is generally horrifically problematic to get rid of."
The fix is engineering, not reaction: have steel production running before 5,000 population, build the Bus stops early, and remember the parking lot upgrades back into a Downtown 2-storey house once the connectivity arrives. Metro hubs (27000 population, 300 skilled work, 10 connectivity) and Subway stations (27000, 200 skilled work, needs a Metro hub in the city and another Subway station within 10) are the late-game replacement at +10 connectivity each.
What the late game actually costs: science and offices
Science is the most expensive resource in the game and it is spent continuously, not once.
| Building | Per cycle | Notes |
|---|---|---|
| University | 800 work + 800 skilled work + 500 high-skilled work + 200 energy → 30 science (stores 500) | 16000 pop, 1000/1000/200 work + 100 steel + 100 iron; needs 3 High schools within 7 tiles |
| Faculty of Science | 15 science (stores 100) | needs a University within 10 |
| Faculty of Mathematics / Botany / Arts and Letters / Education / Philosophy | 10–15 science (stores 100) | each needs a University within 10 and no other faculty of the same type within 10; Arts and Letters also gives 10 culture, Education 10 education |
| Advanced faculty | up to 150 science (stores 500) | 50000 population plus type-specific conditions (10 High schools, 10 Libraries + 3 self-managed bookstores, 100 Culture, 100 Night life, and so on) |
| Nuclear power plant | −45 science | the largest science sink in the game |
| Wind turbine | −2 science | per 300 energy |
| Food plant / Fruit processor | −1 science | per 2000 / 1800 food |
| Solar transformer | −1 science | required for every solar plant |
The industry-facing policies also charge in science: Bigger heat exchangers and Catalysts for coal each add 20 science consumption to heavy coal plants, and the whole transgenics/forestry/fruit-grafting/intensive-agriculture family of food policies is paid for by cutting science output.
Offices are the other late gate. Only the 8-storey mixed office-commercial building produces offices (+1 each), and the late research centres — the buildings that make 9000 food in a two-tile footprint — need offices nearby. The route to them runs through the mixed-use ladder: Downtown houses → Mixed use commercial-residential (11,000) → 5-storey mixed (17,500) → 8-storey mixed office-commercial (33,000, needs an Airport and Runway, 90 retail within 7 tiles, 10 connectivity within 5).
The three Paths and what they demand
Winning a map means completing all eight levels of one career Path. The Path is locked in the moment you satisfy the first condition of any of them, so decide before you build.
| Level | Path of Wealth | Path of Productivity | Path of Leisure |
|---|---|---|---|
| 1 | 4 Villas | 500 work, 90 wood, 50 energy production | 20 green areas |
| 2 | 60 Wealthy village houses | 1000 food, 200 wood, 300 energy, 5 Grain silos | 20 sports, 3 Multisport courts, 3 Village bars, 3 2-storey Village bars |
| 3 | 80 Wealthy suburb houses | 1500 work, 200 skilled work, 5 Modern grain silos, 1 Sawmill | 40 green areas, 10 Chapels, 5 Churches, 3 Floral parks |
| 4 | 40 Modern 2-storey houses | 4000 energy, 500 skilled work, 500 high-skilled work | 5 Bookshops, 10 2-storey bookshops, 10 Libraries |
| 5 | 3 Mansions | 3000 energy, 100 steel, 1500 high-skilled work, 200 goods, 15 Factories | 15 Artist neighborhoods, 15 Religious neighborhoods, happiness 11 |
| 6 | 10 Mixed use commercial-residential, 10 5-storey residential | 100 Orchards, 30000 food, 10 Poor social buildings | 15 Night life neighborhoods, happiness 12, population 12000 |
| 7 | 10 5-storey mixed residential-commercial, 5 Banks | 25000 population, 8000 energy, 20 Solar plants, 10 Wind turbines, 60 biomass | 15 Comfortable social buildings, 2 Universities, happiness 13 |
| 8 | 30 8-storey mixed office-commercial | 50000 population, 300 science | 50 Green 5-storey residential buildings, 3 Museums, happiness 14 |
Path of Wealth is the cheapest to complete because the later levels are things a well-built downtown does anyway — its real gate is the Airport at 33,000 population. Path of Leisure is middle difficulty but asks for buildings nobody builds by accident (10 Chapels, 3 Museums). Path of Productivity is the hardest despite being the one the tutorial walks you through: it wants 50,000 population and 30,000 food production, and food at that scale means research centres and offices.
Policies worth taking
Three policy buildings gate the three groups. The Neighbourhood council (700 population, 100 work + 100 wood) opens the first group, the City council (5100 population, 100 skilled work + 10 iron + 100 wood + 50 steel) opens the group the wiki files under City Council, and the City hall (25000 population, 200 skilled + 200 high-skilled work + 200 iron + 100 steel) opens the City hall group. A community guide states that each higher building also unlocks the lower tiers, so the City hall alone is enough once it exists. Most policies trade one variable for another; the community rule of thumb is to trade happiness for food or energy on the wealth and production paths, food or unskilled labour for happiness on the leisure path, and never to trade science away.
| Policy | Unlocked by | Effect |
|---|---|---|
| Watermill technicians | City hall | Watermills produce 50% more energy and need 20 skilled work |
| Lumberjack house technicians | City hall | Lumberjack houses produce 50% more energy and need 20 skilled work |
| Pay miners in tokens | City hall | Iron/coal miners' houses produce 50% more, but their happiness drops to 1 |
| Child labour | City hall | +30% unskilled labour surplus, −3 happiness |
| Rural education | City hall | Cottages deliver 1 education, consuming 100 unskilled and 20 skilled work |
| Industry R&D | City Council | Factories produce +1 science, −1 steel and −5 energy |
| Festivals | City Council | +0.5 happiness, −200 food production |
| Neighbourhood life | City Council | +2 happiness in 2-, 5- and 8-storey mixed buildings |
| Eating insects | City Council | +20% food production, −2 happiness |
| Free trade agreements | City Council | +300% goods production, −50% steel production |
| Mining country | City Council | +200 steel, goods and wood, −600 coal |
| Transgenics / Fruit grafting / Forestry / Intensive agriculture | City Council | +10% food / +30% orchards / +50% sawmill output / +100% farm output, each paid for in science |
| Insulate 5-storey buildings | City Council | 5-storey and 12-storey buildings halve energy consumption, at 0.05 science each |
| Overexploitation of timber | Neighbourhood council | Lumbercamps ×2 production, ×3 cutting rate |
| Extended / Reduced working days | Neighbourhood council | +10% or −10% unskilled labour surplus for −1 or +0.5 happiness |
| Larger landowners / Better quality food | Neighbourhood council | ±10% farm food production for ∓0.5 happiness |
| Everyone to the fields | Neighbourhood council | Farms gain 0.2 leisure, green areas and food services; −10% unskilled work |
The wiki's policy pages label their own tier inconsistently (the Watermill technicians page says it "requires City council" and calls itself level 2, while the Policies page lists it under City hall), so the table above follows the Policies page's grouping by policy building.
Traps that cost the first ten hours
- The parking-lot trap (see above). Have steel and Bus stops ready before 5,000 population.
- Path lock-in. The first Path condition you satisfy decides the rest of the run. Check the table before you build your 20th park.
- Upgrades do not count backwards. A Path that asks for 5 Grain silos is not satisfied by Modern grain silos.
- Any pollution within 5 tiles of housing turns it into a Shanty town, and shanty towns tank happiness and spawn Rebel houses. Industrial buildings that need residents nearby (steel works, goods factory, heavy coal plant all need 8 residents within 4) have to be ringed with miners' houses or social buildings, which tolerate pollution.
- The Minimarket eats 200 food per cycle to provide 1 food service. A district of minimarkets can out-eat a farm. The Supermarket costs 10 work and 20 goods per cycle instead.
- The Landlord's house consumes 100 work per cycle — a food building that is also a labour drain.
- Do not let 12-storey buildings sprawl. 200 food per cycle for 20 unskilled work. Keep healthcare below 3 city-wide or build Banks next to the residential districts.
- Trees are finite and Overexploitation of timber triples the cutting rate. On island and archipelago maps you can deforest yourself out of wood entirely.
- Desert has no wood (quarries give stone) and Valdivian rainforest has no coal and no iron — its only coal is the Charcoal pile, 10 wood → 5 coal per cycle.
- Orchards need zero pollution within 6 tiles, and Sawmills (4 pollution) and Warehouses (1 pollution) are the obvious neighbours. Keep them apart.
- Industry needs residents and logistics in the same radius — 8 residents and 8 warehouses within 4 tiles of a steel works or goods factory. Plan the industrial park around the warehouses, not the other way round.
- Open pit mines and the Coal stockpile accept roads only at distance 1 — they must touch the road network, unlike fields (5 tiles) and normal buildings (3).
- Farm Houses cannot be within 5 tiles of each other, but Grain silos need 2 Farm Houses within 6 and Orchards need 1. Spread the farm houses and pack the silos around them.
- The Dock must be on natural water — a river or the sea, never an artificial pond — and Fisherman houses need it within 6 tiles with no pollution within 5.
- Wind turbines need zero residents within 2 tiles, and no other turbine within 1 tile, so they cannot be urban.
- Science is a running cost, not a purchase. A nuclear plant alone consumes 45 science per cycle; a University consumes 800 unskilled, 800 skilled and 500 high-skilled work to make 30.
Where the sources disagree
- Goods factory inputs and pollution. The generated building table says 10 iron + 50 work + 50 skilled work + 30 energy → 50 goods, at 1 pollution; the wiki's Pollution page lists the goods factory at 2. Its hand-written Steel page says it "consumes 3 steel and 5 wood per cycle, produces 15 goods" and the Goods page says 10 steel. The table's figures are used above apart from the pollution value; treat the goods factory's inputs as unsettled.
- Coal miners' house output. The building table and the Houses evolution chart both give +1 coal; the Coal resource page's source list says +2. +1 is used above.
- Downtown house healthcare. The building table requires no healthcare for a Downtown house; a widely-read community guide lists "1 Healthcare in a 10 sq. radius". The 8000-population Downtown 2-storey house does require healthcare 1 within 10 in both.
- The Energy page's prose mislabels inputs — it calls the wind turbine's steel "Energy" and the solar transformer's steel and science "Wood" and "Iron". The generated tables are used above.
- Local market and Fish market share one internal id (
mercadoPescados), so at least one of the two wiki pages carries the other's figures. Neither is quoted above. - Fisherman house dock radius: the Houses evolution chart says a Dock within 6 tiles, the Food page says within 8.
- Numbers the official wiki does not carry at all: the Lumbercamp's own table is empty (its Wood page prose gives 15 wood for 20 work per cycle — prose, not data), and the Lumberjack cabin's and Watermill's tables are empty, so no rates for them appear in this guide. Buildings added by the Wellbeing update (fire station, pharmacy, mental health centre, psychiatric hospital, urban forest) have no wiki pages and are likewise absent.
- Social building population: the building table lists 48 residents; a community guide says one social building houses 192 with the UI showing 48. The table's 48 is used.
Sources
All read on 30 September 2026.
- Urbek City Builder Wiki (official), https://urbek.fandom.com — building data pages pulled as raw wikitext through the MediaWiki API, including
Coal_mine,Iron_mine,Steel_works,Goods_factory,Coal_plant,Heavy_coal_plant,Nuclear_power plant,Wind_turbine,Solar_plant,Solar_transformer,Coal_stockpile,Farm,Farm_house,Grain_silo,Modern_grain_silo,Orchard,Farm_shed,Fruit_processor,Food_plant,Tenant_farmer,Landlord's_house,Pumpkin_field,Scarecrows,Warehouse,Warehouses,Factory,Minimarket,Supermarket,Hardware_shop,Repair_shop,School,High_school,University,Library,Museum,Sculpture,Chapel,Church,Police_station,Dock,Fisherman_house,Neighbourhood_council,City_council,City_hall,Bus_stop,Metro_hub,Subway_station,Parking_lot, and every house tier fromWooden_hutto12-storey_building. - Same wiki, overview pages:
Houses(the evolution chart),Food,Work,High_skilled_work,Energy,Iron,Coal,Steel,Goods,Wood,Biomass,Pollution,Logistics,Connectivity,Retail,Offices,Banking,Green_areas,Night_life,Leisure,Culture,Faith,Happiness,Self-organization,Education,Healthcare,Economic and cultural exchange,Policies,Game_Path_Achievements,Making_a_new_game,Biome,Buildings,Steam_Achievements,Urbek_City_Builder. - Steam store page, https://store.steampowered.com/app/1411740/Urbek_City_Builder/ (no money, 30+ resources, developer and release data).
- Steam news API for app 1411740 (
ISteamNews/GetNewsForApp), read for the version history and the 1.9.2 patch notes of 7 May 2025, the Wellbeing update of 24 April 2024 and the Regional Features update of 18 July 2023. - Steam Community guide "Urbek City Builder General Gameplay Guide" by eightroomsofelixir, https://steamcommunity.com/sharedfiles/filedetails?id=2972486768 — player-written; used for the starting stores (~2000 work / 200 food), the food-work loop wording, the 12-storey avoidance advice, the region bonus list, the parking-lot trap description and the Path summaries. Where it disagrees with the wiki's data tables, the tables win and the disagreement is noted above.
- TheGamer, "How To Win The Archipelago Map In Urbek City Builder" — player guide; used only for the stilt-house food figures on the Archipelago map.
Written for Urbek City Builder 1.9.2 (7 May 2025). The wiki's data tables do not yet cover the buildings added by the Wellbeing update, so treat anything newer than 1.9.2 as outside this guide's scope.
Guide changelog
What has changed in this guide, newest first.
- 2026-09-30Published. Urbek City Builder 1.9.2 'new promenades and bridges' (7 May 2025), PC/Steam, base game only - no Trains or Defend the City DLC content. Built from the game's own building data as published on the official urbek.fandom.com wiki: build costs, per-cycle resource flows, storage, requirement radii, tile sizes and population unlock thresholds, pulled as raw wikitext through the MediaWiki API. Version history from the Steam news API (app 1411740); store facts from the Steam store page. One player-written Steam guide is the source for the starting stores (~2000 work / 200 food), the region bonus list and the Path summaries; TheGamer's Archipelago guide for stilt houses. Known wiki conflicts and the numbers the wiki does not carry are printed on the page rather than guessed.