From the first waterwheel to the civilization of the future.

100 levels · 10 chapters

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.QuestResearch and player actionResult and achievement
1Water nearbyInspect the current; build a waterwheel or hand-operated hoistWater lifting works; the mayor offers lodging and meals; First useful deed
2Flour without windMake an axle and transmission; connect the mill to water powerMilling no longer depends on wind; Power of the river
3A cart for flourTest the load position relative to the axle; build a cartA worker transports sacks; Wheels help people
4Dry storageStudy damp and ventilation; raise the barn floorFlour stored under cover; Bread for tomorrow
5Water for gardensMeasure slope; assemble a channel and gateIrrigation replaces buckets; Green courtyards
6House of knowledgeRecord dimensions; teach an apprentice to repeat an experimentWorkshop learning space; A city that learns
7First horse-drawn wagonPrepare a harness and test a freight wagonWagon at the stables; A city on wheels
8From store to millMark a passable route; check turns and bridge clearanceRegular wagon trips with visible loading and unloading
9A master of dimensionsMake measuring templates; compare interchangeable partsLess waste; standard axle and wheel sizes
10Ready to growCheck water, food, storage and transport; hold a councilWooden 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.QuestResearch and player actionResult and achievement
11Stone beneath our feetCollect samples and compare rock suitabilitySurveyed quarry site
12Stone without wastePrepare a worksite and block transportQuarry and finished-stone store
13A sound foundationTest foundations on different soilsStone workshop foundation
14Clay by the riverTest clay samples and mouldingPotter's workspace
15First ceramicsMake and test a trial batchContainers, tiles and ceramic parts
16Masonry mortarCompare stone bonding samplesRepeatable masonry
17Streets after rainSurvey runoff and build drainsRoads remain passable
18A clean courtyardSeparate service and clean areasShared laundry and courtyard care
19School for masonsTrain a crew on a trial buildingIndependent construction crew
20Stone-built X-CITYTest a standard home and approve the methodAll 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.QuestResearch and player actionResult and achievement
21Traces of oreStudy collected samplesOre deposit map
22The ore routeOrganize extraction, sorting and deliveryReliable raw-material chain
23Furnace materialsTest refractory samplesMetallurgical workshop preparation
24Fuel and consumptionCompare sources and resource useSupply plan that preserves the forest
25First iron batchRun an in-game production trial with the blacksmithLocal metal; Our own metal
26Quality controlCompare samples and identify defectsMetal inspection and recycling
27Tools for the crewsMake sets for carpenters and masonsWorkers use locally made tools
28Shaft and bearingCheck alignment and frictionMore reliable mill mechanisms
29A crank mechanismBuild a teaching model that converts motionReciprocating mechanisms unlocked
30The iron milestoneRun the complete ore-to-part chainIron age; forge and production upgrades

IV. Mechanization — levels 31–40

No.QuestResearch and player actionResult and achievement
31A straight cutBuild a mechanical sawmillStandardized boards
32Precision rotationBuild and test a trial latheMachine workshop
33Part to partIntroduce standard sizes and fastening templatesInterchangeable assemblies
34Shared driveDistribute water power between workstationsSeveral machines share one source
35Repair before failureIdentify wear and schedule maintenanceRepair crew and fewer stoppages
36District water supplyCalculate consumption and distributionWater reaches several courtyards
37Water after useBuild a separate drainage networkClean banks and safe walkways
38Freight yardOrganize storage and delivery orderWagons serve industry without jams
39Heat engine experimentStudy conversion of heat to motion on a modelSteam research
40The machine workshopVerify precision parts, maintenance and trainingSteam branch unlocked; Easier work

V. Steam and major transport — levels 41–50

No.QuestResearch and player actionResult and achievement
41Power away from the riverDevelop a stationary steam driveIndustry can leave the riverbank
42A reliable machineTest controls and protective systemsTrained operators and accepted equipment
43A stretch of trackPrepare foundations and a test trackFirst line between store and mine
44A freight wagonTest wheels, coupling and brakingFreight railway wagons
45First locomotiveAssemble and test mastered componentsTrain carries raw materials; Farther and more
46X-CITY stationOrganize loading and timetablesStation and reliable freight services
47The river as a roadSurvey depth, bends and mooring sitesNavigable route with an open channel
48A ship's hullBuild and test a cargo vesselShipbuilding workshop
49First steamboatInstall a steam drive and run a trial voyageSteamboat travels the river; Open water
50A connected cityCoordinate wagons, rail and river freightIntegrated transport network

VI. Electricity and communication — levels 51–60

No.QuestResearch and player actionResult and achievement
51Conductors and insulatorsCompare conducting and insulating materialsElectrical laboratory
52Rotation into electricityTest a generator on an existing driveFirst electricity source
53A controlled gridDistribute and protect power at a test siteCity grid preparation
54Workshop lightingConnect workplace lightsIlluminated workshops
55Street lampsRun lines to the square and crossingsA new evening cityscape
56Electric motorCompare electric and shared mechanical drivesIndividual machines gain motors
57Energy reservesTest storage and backup powerEssential services survive generator outages
58TelegraphLink station, port and town hallFast service messages
59Voice over a wireTest telephone communicationTelephone points
60Electric X-CITYTest grid load and reliabilityCity electrical network; City of light

VII. Oil and cars — levels 61–70

No.QuestResearch and player actionResult and achievement
61A new raw materialConduct a geological surveySurveyed oil deposit
62Controlled extractionPlan extraction and leak preventionOilfield away from homes
63Separating feedstockStudy refining in the game laboratoryFuel production chain
64Engine fuelCheck batch quality and storageManufactured motor fuel, not found petrol
65Internal combustionAssemble a trial engine from precision partsA new power unit
66Transmitting powerTest transmission and controlsVehicle chassis
67Stop in timeTest braking and stability on a test groundApproved prototype car
68A city truckPrepare a freight versionRoad delivery
69Roads and servicingOrganize junctions, maintenance and parkingRoad network and service depot
70The automotive milestoneCoordinate routes with rail and portMixed transport system; City in motion

VIII. Concrete and a taller city — levels 71–80

No.QuestResearch and player actionResult and achievement
71Binding materialsCompare samples and curing conditionsBuilding-materials laboratory
72Consistent concreteEstablish batch quality and testingConcrete production
73A new standard homeBuild and inspect trial housingAll homes reach the concrete tier
74Metal within structuresTest reinforced samplesReinforced concrete unlocked
75A major bridgeChoose a span and verify the designNew transport crossing
76Utilities for growthExpand the capacity of city systemsWater and drainage for dense housing
77Moving up indoorsTest a passenger lift and maintenanceVertical building transport
78A multi-storey districtTest a standard design and servicesAll homes reach the multi-storey tier
79A city for residentsAdd a park, school, clinic and walking routesQuality of life grows with density
80An engineered cityTest buildings, utilities and transport togetherReinforced-concrete age; Stronger together

IX. Computing and sustainability — levels 81–90

No.QuestResearch and player actionResult and achievement
81Measure the cityInstall meters and compare readingsResource-use data
82Control logicAssemble teaching models of automatic controlProduction automation
83ElectronicsMaster components through researchElectronics workshop
84A computing machineAssemble and test a computing systemScientific and logistical calculations
85City networkConnect institutions and the libraryShared knowledge network
86Planning assistantTest model recommendations on city dataAdvice on congestion and shortages; the player decides
87Energy without smokeDevelop several clean energy sourcesCleaner energy network
88Recover materialsOrganize sorting and reuseLess waste and demand for new raw materials
89Quiet transportTest electric public transportConvenient city routes
90Smart X-CITYCheck access to services, ecology and resilienceNew housing and service tier; Better than the old world

X. City of the future — levels 91–100

No.QuestResearch and player actionResult and achievement
91Science as a professionEstablish a research instituteResidents run scientific projects independently
92New materialsCompare promising structural samplesHigh-tech production lines
93Robot helpersTest robots on demanding municipal workPeople move to more skilled tasks
94A circular cityConnect water, energy, food and recyclingReduced resource losses
95Watch the skyBuild an observatory and research centreAstronomy and space branch
96An orbital projectPrepare a science mission and infrastructureSpace centre; project-management-level processes
97First satelliteComplete game tests of all mission systemsSatellite observation and communication
98Space expeditionPlan research and train a crewPeaceful scientific expedition
99A city that learns by itselfDelegate production and research to residentsIndependent civilization without constant manual control
100X-CITY: a new pathCompare achievements with the original world; convene residentsA 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 levelTransition requirementCitywide changeNew opportunity and next challenge
10Working water, milling, storage, wagon trips and standard measuresRepaired wooden roofs, tidy fences and yards, expanded workshop, signs and freight areasReady to grow; damp and wooden foundations limit construction
20Tested masonry, foundation and standard home; trained masonsOne- to two-storey stone homes; stone foundations and facades for civic buildings; street drainageMore tools and local metal needed
30Quality parts from the complete ore-to-metal chainStone homes gain metal fastenings, gutters and better roofs; expanded metal workshop and warehouse hoistsReliability improves; manual labour limits growth
40Precision machines, maintenance and district utilities workWater and drainage, spacious machine shops, freight yard and coordinated courtyard upgradesRepeatable production remains tied to the river
50Coordinated train, steamboat and wagon servicesStation, port, depot, stone warehouses, public square and house addressesExternal connections increase demand for lighting and communication
60Load-tested grid, backup power and communicationsLit homes and public buildings, street lamps and factory motors; a distinct night sceneLast-mile freight remains slow
70Vehicles, fuel, repair and roads work togetherPavements, junctions, bus stops, garages, improved entrances and deliveriesGrowing city needs larger homes and new materials
80Concrete, reinforcement, lifts and dense-area utilities masteredFour- to six-storey buildings, schools, clinic, parks, new bridge and public transportResource management needs metering, computing and automation
90Metering, network, clean energy and recycling workModern facades, green roofs and shared courtyards; six to ten floors in prepared zones; electric transport and research buildingsIndependent science and exploration beyond Earth
100Research institute, materials, automation and space programme testedGreen future districts, a high-rise centre, independent production and services; preserved historic cave districtFree 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

  1. The mayor and specialist briefly explain the city's new capabilities.
  2. The player previews the new appearance and selects Develop the city. Established production supplies essential materials; personal XW shortages do not block the story.
  3. 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.
  4. The camera shows a new home, upgraded industry and transport or resident activity. An achievement and next objective appear.
  5. 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

BuildingWoodStone and metalMechanization and steamElectricity and carsReinforced concrete and the future
HousingWooden home and gardenStone home and metal roof and entrance partsWater supply, addresses, improved yardLighting and pavement accessLow-rise concrete → multi-storey reinforced concrete → green modern districts
Town hallWooden administrationStone town hallCouncil and planning serviceLit offices with communicationCivic centre with resident participation
Saloon and innHall and upstairs roomStone inn with the same entranceHotel in a transport cityRoom lighting, water and communicationModern hotel; personal room and luggage retained
WorkshopBench and learning spaceStone workshop with local toolsMachines and mechanical shopElectrical shop and experimental laboratoryDesign centre and robotic workshop
ForgeHearth and handworkForge and local metal chainFoundry and machine productionElectrified parts factoryAlloys and advanced materials
MillWind, then water powerReliable transmission and dry storageMechanized milling and loadingElectric drive and truck deliveryAutomated food production; original mill preserved as heritage
StablesStalls and wagonsImproved yard and freight serviceTransport yard near the depotSome freight shifts to cars; horses stayCity stables and park, not a garage replacing the animals
Water installationWheel, channel and tankStrong foundation and distributionDistrict water and drainagePumping service and monitoringTreatment, reuse and a city water cycle
RiverbankFishing huts and wooden bridgesImproved accessWharf and steamboatPort and waterfrontGreen waterfront; river channels stay open in every age

The next three quests in detail

  1. 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.
  1. 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.
  1. 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.