Tildown▶ Play

Tips & strategies ›

Landmarks: which one, when and where

The first landmark costs 50 million 💰, the fifth already around 418 million, no matter which ones they are. That makes the order the real decision and the location the second. Each of the ten solves a different problem in your city, and you get the most for your money when the first one removes your biggest brake.

Tildown at night: Big Ben lit up on a spit of land by the river, with lit high-rises, factories and an elevated railway on a long bridge around it.

Unlocking and the price ladder

The 🏛️ tool unlocks as soon as you reach chapter 10 or your city counts 25,000 residents. Reaching that number once is enough. From then on a slim 🏛️ bar appears in the Money card, showing what percentage of the next landmark you have already saved up.

The base price follows a fixed ladder: 50 million 💰 for the first, 85 million for the second, 144.5 million for the third, around 246 million for the fourth and around 418 million for the fifth. The tenth alone costs around 5.9 billion 💰, all ten together around 14.3 billion. Which one you build first makes no difference to the price. Only how many already stand counts. So the cheapest rung on the ladder belongs to the landmark that does the most for your city.

On top of that comes the link to your city: if the “Taxes (max)” line in the Money card is above 12,000 💰 per second, prices rise with it, but more slowly than your tax power. At 24,000 💰/s you pay 1.8 times as much, at double that tax power just over three times. The highest value your city has ever reached is what counts, so letting it decay makes nothing cheaper. Because your tax power grows faster than the price, the next landmark still moves closer with every growth phase.

The ten landmarks and what they solve

The Eiffel Tower, Pisa and the Sagrada Família reach 48 tiles, the Little Mermaid, Big Ben, the Taj Mahal and the Pyramids 54 tiles; each upgrade adds 18 tiles. The castle, the statue and the opera house have no radius; they apply everywhere. No landmark raises your tax rates: they earn you more because buildings grow faster, are better supplied or sit in fewer jams. What each one also does for location and beauty is in the tip on beautiful neighbourhoods.

Which one first? Choose by the problem

So before you buy, don’t ask which landmark looks best. Ask what is holding your city back. The building panel names the brake under “Growth” when you tap a few homes in the affected district, and the cards at the top show whether shops or goods are short.

If there is no clear brake, take the landmark that reaches most of your buildings. In a city full of residential towers that is usually the Eiffel Tower. You see whether the choice works right after building: tap the landmark, and its card counts live what it achieves, such as how many towers grow only thanks to the Eiffel Tower or how many road tiles would be jammed without Big Ben. If the number stays small even after a few minutes, the location is to blame, or the brake was a different one.

Where to put it: spread, don’t stack

The radius counts from the middle of the footprint, as the crow flies. So it is round, and a big landmark reaches no further than a small one. While placing, the game shows you the ring and its size, for example “radius 48 tiles”.

48 tiles is a lot: from the middle, a landmark covers a circle almost a hundred tiles across. So put it at the centre of gravity of the buildings it needs: the Eiffel Tower among the residential towers, Pisa in the shopping district, the Pyramids by the industrial area, Big Ben where the main axes meet, the Taj Mahal between industry and housing.

Different landmarks don’t get in each other’s way: where their rings overlap, each brings its own effect. Only the beauty that every landmark spreads on the side does not add up; there the strongest counts. Putting them all in one park wastes the second district that would otherwise be lifted too.

They are built on free, flat, bought land without roads or zoning; no landmark needs a road connection. That makes them the best use for flat spots that bring nothing otherwise, such as an inner courtyard with no access or a level height in the mountains. Mind the space: the Pyramids take 25 tiles, the Taj Mahal 16, the Mermaid one.

The Statue of Liberty, the Mermaid and the opera house need a whole side directly on the water, the opera house its long one with four tiles. That water must already be yours. So buy the waterfront parcel in front first; if the preview says “You don’t own the water in front yet”, that is exactly what is missing.

The castle belongs at the edge, not in the middle: its sight range applies all around its parcel, and in the middle of the city it would mostly cover land you already own. At the edge of town it opens up new land nine parcels out, such as a lake for villas or mountains for hotels. Keep in mind: land with no border to yours starts out as a separate road network. You can connect it with a road once the land in between is yours, or with a track and a station at each end.

Upgrade rather than move

Every landmark can be upgraded twice: tap it or choose “📍 View & upgrade” in the gallery, then “⬆️ Upgrade”. Level 1 costs 60 million 💰, level 2 150 million 💰, and both rise with your tax power just like the landmarks themselves. What a level brings is in the list above. That gives a simple rule: only upgrade a radius landmark if there are buildings beyond its ring that need it. Its card counts how many it reaches today. The three city-wide ones are worth upgrading as soon as you rely on their effect.

Over time the price ladder shifts the trade-off: up to the third landmark a new one costs hardly more than an upgrade, and a new effect usually beats a bigger ring. After that it tips: the fourth costs around 246 million 💰, the fifth 418 million, an upgrade at most 150 million. From then on it pays to upgrade the ones you have first.

You can’t move a landmark. Demolishing refunds nothing, the upgrade levels are lost, and rebuilding costs the full price again. An Eiffel Tower on a pretty shore, far from the towers, stays an expensive mistake. Plan the spot before you build.

All ten are a goal for many hours; by the tenth at the latest you are talking billions. Along the way, the bar in the Money card and the “saved” note at the bottom of the gallery show how far you have come. Alongside them, independent of the landmarks, there is city prestige: its row appears at the bottom of the task board as soon as you have saved 20% of the price of the next rank. Rank 1 costs 150 million 💰, each further one 1.6 times as much. Prestige has no effect of its own; it is a goal for money your city doesn’t need right now. How tasks and prestige fit together is explained in the guide; how to earn the money is in the money tips.

Try it right away – free in your browser, no download.

▶ Play now