X-CITY: 100 levels of city development
Scenario rules
The city's development path brings together 100 levels and 10 chapters. Every quest connects research, new inventions and changes in daily life. The scenario continues the player's saved city and balance.
The hero is an engineer at X-WORLD, working at the X-DATA data centre and living in Almaty, Republic of Kazakhstan. He carries a phone with an offline encyclopedia and an agreed set of tools. He helps the city, teaches its people and gradually puts production in their hands. Knowledge opens possibilities but cannot create objects without materials, equipment and workers.
Every level follows a resident's problem, inspection, research or experiment, materials, manufacturing or construction, testing, a visible result, a one-time reward and the next objective. Occasional choices affect convenience, costs or ecology without permanently blocking progress.
Objects appear only after construction. Buildings, residents' movements, transport and mechanisms change visibly. Completed technologies are listed in the phone, with their dependencies and applications. The main path is sequential: test one result to unlock the next level. Established industries keep working. Research requires samples and actions, not paid waiting.
Subscription: US$2.30 per month for the English version, fixed rather than recalculated from exchange rates; the Russian price is 200 rubles. The first month is covered by gift credit. There are no energy charges or fees per action. In-game XW is separate from subscription credit and the real XW token. Token exchange is not implemented or a guaranteed scenario reward.
I. Wooden mechanisms — levels 1–10
The settlement learns to use water, store food, teach craftspeople and transport goods. Era names are game categories; some metal tools already exist.
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 1 | Water nearby | Inspect the current; build a waterwheel or hand-operated hoist | Water lifting works; the mayor offers lodging and meals; First useful deed |
| 2 | Flour without wind | Make an axle and transmission; connect the mill to water power | Milling no longer depends on wind; Power of the river |
| 3 | A cart for flour | Test the load position relative to the axle; build a cart | A worker transports sacks; Wheels help people |
| 4 | Dry storage | Study damp and ventilation; raise the barn floor | Flour stored under cover; Bread for tomorrow |
| 5 | Water for gardens | Measure slope; assemble a channel and gate | Irrigation replaces buckets; Green courtyards |
| 6 | House of knowledge | Record dimensions; teach an apprentice to repeat an experiment | Workshop learning space; A city that learns |
| 7 | First horse-drawn wagon | Prepare a harness and test a freight wagon | Wagon at the stables; A city on wheels |
| 8 | From store to mill | Mark a passable route; check turns and bridge clearance | Regular wagon trips with visible loading and unloading |
| 9 | A master of dimensions | Make measuring templates; compare interchangeable parts | Less waste; standard axle and wheel sizes |
| 10 | Ready to grow | Check water, food, storage and transport; hold a council | Wooden age complete; stone exploration unlocked |
Level 8 adds full transport trips to the wagon introduced at level 7. Stone construction does not make the wagon obsolete; it completes the wooden age's mechanical branch.
II. Stone and pottery — levels 11–20
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 11 | Stone beneath our feet | Collect samples and compare rock suitability | Surveyed quarry site |
| 12 | Stone without waste | Prepare a worksite and block transport | Quarry and finished-stone store |
| 13 | A sound foundation | Test foundations on different soils | Stone workshop foundation |
| 14 | Clay by the river | Test clay samples and moulding | Potter's workspace |
| 15 | First ceramics | Make and test a trial batch | Containers, tiles and ceramic parts |
| 16 | Masonry mortar | Compare stone bonding samples | Repeatable masonry |
| 17 | Streets after rain | Survey runoff and build drains | Roads remain passable |
| 18 | A clean courtyard | Separate service and clean areas | Shared laundry and courtyard care |
| 19 | School for masons | Train a crew on a trial building | Independent construction crew |
| 20 | Stone-built X-CITY | Test a standard home and approve the method | All homes become stone; Standing strong |
III. Local metal production — levels 21–30
Metallurgy requires prepared sites, trained workers and material research. Operations are represented as game processes rather than detailed hazardous manufacturing instructions.
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 21 | Traces of ore | Study collected samples | Ore deposit map |
| 22 | The ore route | Organize extraction, sorting and delivery | Reliable raw-material chain |
| 23 | Furnace materials | Test refractory samples | Metallurgical workshop preparation |
| 24 | Fuel and consumption | Compare sources and resource use | Supply plan that preserves the forest |
| 25 | First iron batch | Run an in-game production trial with the blacksmith | Local metal; Our own metal |
| 26 | Quality control | Compare samples and identify defects | Metal inspection and recycling |
| 27 | Tools for the crews | Make sets for carpenters and masons | Workers use locally made tools |
| 28 | Shaft and bearing | Check alignment and friction | More reliable mill mechanisms |
| 29 | A crank mechanism | Build a teaching model that converts motion | Reciprocating mechanisms unlocked |
| 30 | The iron milestone | Run the complete ore-to-part chain | Iron age; forge and production upgrades |
IV. Mechanization — levels 31–40
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 31 | A straight cut | Build a mechanical sawmill | Standardized boards |
| 32 | Precision rotation | Build and test a trial lathe | Machine workshop |
| 33 | Part to part | Introduce standard sizes and fastening templates | Interchangeable assemblies |
| 34 | Shared drive | Distribute water power between workstations | Several machines share one source |
| 35 | Repair before failure | Identify wear and schedule maintenance | Repair crew and fewer stoppages |
| 36 | District water supply | Calculate consumption and distribution | Water reaches several courtyards |
| 37 | Water after use | Build a separate drainage network | Clean banks and safe walkways |
| 38 | Freight yard | Organize storage and delivery order | Wagons serve industry without jams |
| 39 | Heat engine experiment | Study conversion of heat to motion on a model | Steam research |
| 40 | The machine workshop | Verify precision parts, maintenance and training | Steam branch unlocked; Easier work |
V. Steam and major transport — levels 41–50
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 41 | Power away from the river | Develop a stationary steam drive | Industry can leave the riverbank |
| 42 | A reliable machine | Test controls and protective systems | Trained operators and accepted equipment |
| 43 | A stretch of track | Prepare foundations and a test track | First line between store and mine |
| 44 | A freight wagon | Test wheels, coupling and braking | Freight railway wagons |
| 45 | First locomotive | Assemble and test mastered components | Train carries raw materials; Farther and more |
| 46 | X-CITY station | Organize loading and timetables | Station and reliable freight services |
| 47 | The river as a road | Survey depth, bends and mooring sites | Navigable route with an open channel |
| 48 | A ship's hull | Build and test a cargo vessel | Shipbuilding workshop |
| 49 | First steamboat | Install a steam drive and run a trial voyage | Steamboat travels the river; Open water |
| 50 | A connected city | Coordinate wagons, rail and river freight | Integrated transport network |
VI. Electricity and communication — levels 51–60
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 51 | Conductors and insulators | Compare conducting and insulating materials | Electrical laboratory |
| 52 | Rotation into electricity | Test a generator on an existing drive | First electricity source |
| 53 | A controlled grid | Distribute and protect power at a test site | City grid preparation |
| 54 | Workshop lighting | Connect workplace lights | Illuminated workshops |
| 55 | Street lamps | Run lines to the square and crossings | A new evening cityscape |
| 56 | Electric motor | Compare electric and shared mechanical drives | Individual machines gain motors |
| 57 | Energy reserves | Test storage and backup power | Essential services survive generator outages |
| 58 | Telegraph | Link station, port and town hall | Fast service messages |
| 59 | Voice over a wire | Test telephone communication | Telephone points |
| 60 | Electric X-CITY | Test grid load and reliability | City electrical network; City of light |
VII. Oil and cars — levels 61–70
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 61 | A new raw material | Conduct a geological survey | Surveyed oil deposit |
| 62 | Controlled extraction | Plan extraction and leak prevention | Oilfield away from homes |
| 63 | Separating feedstock | Study refining in the game laboratory | Fuel production chain |
| 64 | Engine fuel | Check batch quality and storage | Manufactured motor fuel, not found petrol |
| 65 | Internal combustion | Assemble a trial engine from precision parts | A new power unit |
| 66 | Transmitting power | Test transmission and controls | Vehicle chassis |
| 67 | Stop in time | Test braking and stability on a test ground | Approved prototype car |
| 68 | A city truck | Prepare a freight version | Road delivery |
| 69 | Roads and servicing | Organize junctions, maintenance and parking | Road network and service depot |
| 70 | The automotive milestone | Coordinate routes with rail and port | Mixed transport system; City in motion |
VIII. Concrete and a taller city — levels 71–80
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 71 | Binding materials | Compare samples and curing conditions | Building-materials laboratory |
| 72 | Consistent concrete | Establish batch quality and testing | Concrete production |
| 73 | A new standard home | Build and inspect trial housing | All homes reach the concrete tier |
| 74 | Metal within structures | Test reinforced samples | Reinforced concrete unlocked |
| 75 | A major bridge | Choose a span and verify the design | New transport crossing |
| 76 | Utilities for growth | Expand the capacity of city systems | Water and drainage for dense housing |
| 77 | Moving up indoors | Test a passenger lift and maintenance | Vertical building transport |
| 78 | A multi-storey district | Test a standard design and services | All homes reach the multi-storey tier |
| 79 | A city for residents | Add a park, school, clinic and walking routes | Quality of life grows with density |
| 80 | An engineered city | Test buildings, utilities and transport together | Reinforced-concrete age; Stronger together |
IX. Computing and sustainability — levels 81–90
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 81 | Measure the city | Install meters and compare readings | Resource-use data |
| 82 | Control logic | Assemble teaching models of automatic control | Production automation |
| 83 | Electronics | Master components through research | Electronics workshop |
| 84 | A computing machine | Assemble and test a computing system | Scientific and logistical calculations |
| 85 | City network | Connect institutions and the library | Shared knowledge network |
| 86 | Planning assistant | Test model recommendations on city data | Advice on congestion and shortages; the player decides |
| 87 | Energy without smoke | Develop several clean energy sources | Cleaner energy network |
| 88 | Recover materials | Organize sorting and reuse | Less waste and demand for new raw materials |
| 89 | Quiet transport | Test electric public transport | Convenient city routes |
| 90 | Smart X-CITY | Check access to services, ecology and resilience | New housing and service tier; Better than the old world |
X. City of the future — levels 91–100
| No. | Quest | Research and player action | Result and achievement |
|---|---|---|---|
| 91 | Science as a profession | Establish a research institute | Residents run scientific projects independently |
| 92 | New materials | Compare promising structural samples | High-tech production lines |
| 93 | Robot helpers | Test robots on demanding municipal work | People move to more skilled tasks |
| 94 | A circular city | Connect water, energy, food and recycling | Reduced resource losses |
| 95 | Watch the sky | Build an observatory and research centre | Astronomy and space branch |
| 96 | An orbital project | Prepare a science mission and infrastructure | Space centre; project-management-level processes |
| 97 | First satellite | Complete game tests of all mission systems | Satellite observation and communication |
| 98 | Space expedition | Plan research and train a crew | Peaceful scientific expedition |
| 99 | A city that learns by itself | Delegate production and research to residents | Independent civilization without constant manual control |
| 100 | X-CITY: a new path | Compare achievements with the original world; convene residents | A thriving future city; free development after the credits |
Rules for visual upgrades
At levels 20, 73, 78, 90 and 100, residential buildings gain new artwork and attributes according to the city upgrade rules below. The historic area by the cave remains. Residents, plots, gardens, entrances and routes are preserved. New dimensions are checked for road and water obstruction. Production buildings retain their purpose: a forge does not become a house. A tested prototype unlocks the technology for citywide use.
Rewards, achievements and accessibility
The first seven quests use the prototype's existing rewards. Rewards from level 8 onward are balanced against time and costs. Essential story materials come from the customer or established production; a lack of personal XW never creates a dead end. Each quest reward is issued once, even after reloading.
Every level adds production, reliability or knowledge with a practical use. Each era finale grants an achievement. Walking, clicking and collecting rewards alternate with measurement, route choices, sample comparison, assembly, testing and production setup.
Implementation of each level requires an identifier, dependencies, customer, interaction points, materials and tools, successful-experiment checks, changes to the map and resident behaviour, rewards, journal entries, technology articles, saving and reload checks. A level is complete only when its visible result and continuation work.
Next development steps
First complete actual cart, barn and irrigation use from levels 3–7, then implement levels 8–10. Next come stone-building artwork and levels 11–20. Steam, oil, cars and space remain plans until implemented.
Directing development: from village to future city
Main story and motivation
The hero is an X-WORLD engineer from Almaty, travelling to China in 2026 for manufacturing training and commissioning work. The airport lift opens into a cave in an unknown age. He has two suitcases of tools and a phone with no signal, but a working offline encyclopedia. Unable to find a way home, he begins by helping local people.
After the first water-lifting device, the mayor offers meals and an upstairs room at the inn. The mill drive reveals the broader potential of the engineer's knowledge. The agreement is simple: residents supply materials and workers; the engineer researches and tests solutions. Completed projects earn in-game XW and recognition, while the city gains working technologies.
The goal is a civilization that lives better than the hero's original world. Success includes access to water, housing, knowledge, transport and a clean environment, not just tall buildings. Residents gradually become independent specialists.
Quest rhythm
Each group of ten forms a chapter with a shared city outcome. Broadly, the first three quests establish resources and foundations, the next three introduce prototypes, the following three apply knowledge and teach, and the tenth tests the whole system. This is a narrative guide, not artificial padding; the detailed order is listed above.
Every two or three quests change a building or residents' work. Chapter milestones update services, surroundings and the city's appearance. Housing materials change only after the relevant construction technology is mastered. Steam and electricity initially change capabilities rather than adding floors.
Before a transition, the journal shows three conditions: Technology learned, Prototype tested and Crew trained. Together they unlock Develop the city. Knowledge alone does not instantly replace every house.
Ten city milestones
| After level | Transition requirement | Citywide change | New opportunity and next challenge |
|---|---|---|---|
| 10 | Working water, milling, storage, wagon trips and standard measures | Repaired wooden roofs, tidy fences and yards, expanded workshop, signs and freight areas | Ready to grow; damp and wooden foundations limit construction |
| 20 | Tested masonry, foundation and standard home; trained masons | One- to two-storey stone homes; stone foundations and facades for civic buildings; street drainage | More tools and local metal needed |
| 30 | Quality parts from the complete ore-to-metal chain | Stone homes gain metal fastenings, gutters and better roofs; expanded metal workshop and warehouse hoists | Reliability improves; manual labour limits growth |
| 40 | Precision machines, maintenance and district utilities work | Water and drainage, spacious machine shops, freight yard and coordinated courtyard upgrades | Repeatable production remains tied to the river |
| 50 | Coordinated train, steamboat and wagon services | Station, port, depot, stone warehouses, public square and house addresses | External connections increase demand for lighting and communication |
| 60 | Load-tested grid, backup power and communications | Lit homes and public buildings, street lamps and factory motors; a distinct night scene | Last-mile freight remains slow |
| 70 | Vehicles, fuel, repair and roads work together | Pavements, junctions, bus stops, garages, improved entrances and deliveries | Growing city needs larger homes and new materials |
| 80 | Concrete, reinforcement, lifts and dense-area utilities mastered | Four- to six-storey buildings, schools, clinic, parks, new bridge and public transport | Resource management needs metering, computing and automation |
| 90 | Metering, network, clean energy and recycling work | Modern facades, green roofs and shared courtyards; six to ten floors in prepared zones; electric transport and research buildings | Independent science and exploration beyond Earth |
| 100 | Research institute, materials, automation and space programme tested | Green future districts, a high-rise centre, independent production and services; preserved historic cave district | Free projects and continued development after the finale |
Housing upgrades also occur within chapters: concrete homes at level 73, followed by four- to six-storey reinforced-concrete housing at level 78 after lifts and utilities are ready. The level-80 review validates the city as a whole.
How a transition looks
- The mayor and specialist briefly explain the city's new capabilities.
- The player previews the new appearance and selects Develop the city. Established production supplies essential materials; personal XW shortages do not block the story.
- Scaffolding, workers and dust appear. A six- to ten-second upgrade wave crosses the districts as a montage of a longer rebuilding process. It can be skipped.
- The camera shows a new home, upgraded industry and transport or resident activity. An achievement and next objective appear.
- Saving records the transition once. Reloading during the scene restores the new appearance without a duplicate reward.
Upgrades do not move homes into water or block residents. Plots, people and entrances remain; taller art grows upward inside reserved space. Compact variants fit narrower plots. Routes are recalculated and verified. Tall buildings become translucent when they hide the hero or an objective.
Development paths for individual buildings
| Building | Wood | Stone and metal | Mechanization and steam | Electricity and cars | Reinforced concrete and the future |
|---|---|---|---|---|---|
| Housing | Wooden home and garden | Stone home and metal roof and entrance parts | Water supply, addresses, improved yard | Lighting and pavement access | Low-rise concrete → multi-storey reinforced concrete → green modern districts |
| Town hall | Wooden administration | Stone town hall | Council and planning service | Lit offices with communication | Civic centre with resident participation |
| Saloon and inn | Hall and upstairs room | Stone inn with the same entrance | Hotel in a transport city | Room lighting, water and communication | Modern hotel; personal room and luggage retained |
| Workshop | Bench and learning space | Stone workshop with local tools | Machines and mechanical shop | Electrical shop and experimental laboratory | Design centre and robotic workshop |
| Forge | Hearth and handwork | Forge and local metal chain | Foundry and machine production | Electrified parts factory | Alloys and advanced materials |
| Mill | Wind, then water power | Reliable transmission and dry storage | Mechanized milling and loading | Electric drive and truck delivery | Automated food production; original mill preserved as heritage |
| Stables | Stalls and wagons | Improved yard and freight service | Transport yard near the depot | Some freight shifts to cars; horses stay | City stables and park, not a garage replacing the animals |
| Water installation | Wheel, channel and tank | Strong foundation and distribution | District water and drainage | Pumping service and monitoring | Treatment, reuse and a city water cycle |
| Riverbank | Fishing huts and wooden bridges | Improved access | Wharf and steamboat | Port and waterfront | Green waterfront; river channels stay open in every age |
The next three quests in detail
- From store to mill. The miller reports that the finished wagon is idle. Survey the route, mark loading areas and choose between a short route with a difficult turn and a longer passable route. Clear the marked obstacle, check bridge clearance and assign a driver. The wagon must actually travel, load, deliver sacks and return. Success opens regular service; a blocked route highlights the specific problem. Reward: 30 in-game XW and First trip.
- A master of dimensions. Two similar wheels do not both fit an axle. Use measuring tools, compare dimensions, create a template and give it to an apprentice. Choose compatible parts, assemble and run a test pair. The apprentice reproduces the part independently, templates appear at the bench and repairs become routine city work. Reward: 35 in-game XW and A perfect fit.
- Ready to grow. The mayor calls a council. The journal checks water delivery, flour storage, wagon trips and the apprentice's repeatable parts. Visit only unfinished checks; completed work stays complete. Choose a priority for the next chapter: stronger houses or better streets. This affects dialogue and a side task, not access to the main stone chain. Approving the plan upgrades the wooden city and unlocks stone research. Reward: 50 in-game XW and We build a city.
Rewards for levels 8–10 are a draft balance to be tested in play. They are not payouts of real cryptocurrency.
Variety without dead ends
Chapters alternate hands-on work, inspection, experiments, route planning, teaching and citywide tests. Every quest identifies who benefits: millers transport more easily, families stop carrying water, apprentices learn a trade and residents reach work more easily.
Failed experiments explain the problem and allow retries. Essential story tools cannot be permanently lost. If luggage is stored at the inn, the journal explains what to collect; everyday tools remain with the hero. The phone shows learned knowledge and dependencies but does not grant technology without experiments.
Free exploration and conversations remain available. After each task, Next leads to a specific place or person. The final quest opens city exploration and free projects rather than an empty button.
Scenario and playable implementation
This document describes 100 levels, ten city milestones, intermediate upgrades and building paths. It does not automatically implement the remaining quests. The prototype contains seven quests; full transport trips, citywide rebuilding and later ages need implementation. Each chapter must pass quest, saving and visible-transformation checks before completion.
