City-Building Games Codexery

Cities XL

A city builder that launched with online planets and later became single-player.

Cities XL

Cities XL, originally called Cities Unlimited, is a city-building game from Monte Cristo and follows their earlier game City Life. It launched on October 8, 2009 in Oceania and Europe, and the next day in North America. The game started with an online multiplayer mode set on persistent planets, which required a monthly subscription. Players could trade resources like electricity, work together on structures such as the Eiffel Tower, and visit each other’s cities as avatars. Due to low subscriber numbers, Monte Cristo shut down the online service on March 8, 2010, and the game became single-player only. A patch released that same day added buses to single-player mode, which had previously been exclusive to multiplayer.

The game lets players designate three types of building lots—residential, commercial, and industrial—each with different density options. Residential lots are further divided into four social classes: unskilled workers, skilled workers, executives, and elites. Players choose which class can live in a lot before placing it, and that choice stays fixed. Lots can be zoned in an area or placed individually, and a Mass Placement Tool was planned to let players pick tags for building categories when outlining an area.

For transport, players can build roads at various angles and curvatures, plus bridges and tunnels. Airports, trains, ferries, and subways were planned but not included at launch. A bus add-on arrived in December 2009. An unimplemented feature called Gameplay Extension Modules (GEMs) would have let players manage extra details like a ski resort or beach, with the main city simulation pausing while managing them.

The terrain uses height maps, textures, and normal maps, relying on third-party tools like EarthSculptor, World Machine, and GeoControl for generation, along with SpeedTree for vegetation. Monte Cristo built a 3D engine that runs on lower-end PCs, offering better visuals than City Life even with some graphics options turned down.

In June 2007, a screenshot of the new game appeared on Philippe Da Silva’s blog. It was initially called Cities Unlimited to avoid confusion with a sequel to City Life. On April 15, 2008, the official title became Cities XL. Namco Bandai Partners handled distribution in the UK, Nordic regions, Iberica, Italy, Australia, and New Zealand, while Monte Cristo covered the rest of Europe.

Quick Facts

Title
Cities XL
Developer
Monte Cristo
Released
AUS · October 8, 2009 EU · October 8, 2009 NA · October 9, 2009
Genre
City-building game, massively multiplayer online game
Modes
Single-player, multiplayer
Platforms
Microsoft Windows

Facts from the source article.

Lore & Background

Cities XL was developed by Monte Cristo as a follow-up to City Life. The game allowed players to zone residential, commercial, and industrial lots, with residential lots further divided into four social classes: unskilled workers, skilled workers, executives, and elites. Players could create road networks with various road types, bridges, and tunnels. An add-on introducing buses was released in December 2009. An unimplemented feature called Gameplay Extension Modules (GEMs) was planned, which would have allowed detailed management of features like ski resorts or beaches, with the main city simulation paused during GEM management.

The game's terrain was composed of height maps, textures, and a normal map, created using third-party tools such as EarthSculptor, World Machine, and GeoControl. Middleware like SpeedTree was used for in-game afforestation. Monte Cristo developed a 3D engine designed to allow lower-range PCs to run the game. The game was released in standard and limited editions, the latter including additional landmarks, maps, and a poster. Monte Cristo shut down in May 2010 following poor sales of Cities XL.

Focus Home Interactive acquired the franchise in June 2010 and released Cities XL 2011 on October 14, 2010, adding more buildings, maps, improved public transport, an enhanced tax system, and better trading options. Subsequent versions included Cities XL 2012 (October 20, 2011), Cities XL Platinum (February 6, 2013), and Cities XXL (February 5, 2015).

Reader's Guide

Cities XL is notable for attempting to bring a persistent online multiplayer component to the city-building genre, allowing players to trade resources and collaborate on structures on shared planets. However, the online service was short-lived, closing in March 2010 due to low subscription rates, and the game transitioned to single-player only. The franchise continued under Focus Home Interactive with several annual releases—Cities XL 2011, Cities XL 2012, Cities XL Platinum, and Cities XXL—each adding new buildings, maps, and features. The game received average reviews, with critics praising its curved roads and graphics but criticizing the multiplayer feature as shallow and overpriced, and the single-player mode as lacking features. The game's legacy includes its influence on later city builders and its role in the evolution of the genre, though it was ultimately overshadowed by titles such as Cities: Skylines.

Did You Know?

The Online Planet and Its Brief Life

Cities XL launched with an ambitious multiplayer layer that set it apart from other city builders of its era. Players could join a persistent virtual world called a planet, which required a monthly subscription fee. Within this shared space, subscribers built their cities side by side, traded resources like electricity, collaborated on landmark structures such as the Eiffel Tower, and even visited one another's cities as avatars to host events. The concept was genuinely novel for the genre. However, the experiment proved short-lived. On January 27, 2010, Monte Cristo acknowledged that subscription numbers had fallen well below expectations and announced the shutdown of the online service. The servers went dark on March 8, 2010, reducing the game to a single-player experience. On that same day, a patch was pushed that unlocked buses for solo play, since they had previously been exclusive to the multiplayer mode. The episode remains one of the most notable examples of an MMO-style city builder failing to sustain its community.

Zoning and the Social Class Framework

One of Cities XL's most distinctive design choices was its layered zoning system. The game offered three fundamental lot categories—residential, commercial, and industrial—each supporting multiple density levels. What set the residential layer apart was its four-tier social class structure: unskilled workers, skilled workers, executives, and elites. Before any building could be placed, the player had to explicitly designate which class would inhabit a given residential zone, and the simulation would not alter that assignment over time. This gave players granular control over the socioeconomic makeup of their metropolis. In terms of mechanics, zoning could be applied by selecting a broad area of the map, after which the game automatically generated individual lots within that boundary. Players who preferred precision could also place lots one at a time. Previews had also teased a Mass Placement Tool that would let users filter by building tags, so that only specific categories of structures appeared when outlining a zone.

Technical Foundations and Terrain Creation

Behind the scenes, Monte Cristo took a pragmatic approach to building Cities XL's world. Rather than developing proprietary terrain tools from scratch, the studio leaned on established third-party software such as EarthSculptor, World Machine, and GeoControl to generate realistic height maps, textures, and normal maps, which were then imported into their own terrain-editing pipeline. For vegetation, middleware from SpeedTree handled in-game afforestation. In a September 2007 interview, developer Philippe Da Silva emphasized that the game would ship with a wide variety of maps and landscapes to give players deeper creative freedom, and a pre-release screenshot of an Aspen map confirmed that snowy biomes were on the table. On the engine side, Monte Cristo built a custom 3D renderer specifically tuned so that lower-range PCs could still run the title at acceptable settings, while delivering visual quality that surpassed their predecessor, City Life, even when not every graphic option was maxed out.

Monte Cristo's Fall and the Franchise's New Home

The commercial arc of Cities XL ended in disappointment for its original creators. The title launched on October 8, 2009 in Europe and Oceania, and the following day in North America, in both a standard and a limited edition that bundled extra landmarks, maps, and a poster. During development, Monte Cristo had maintained a developer blog and community forums, both of which were quietly removed before launch; the studio assured fans that valuable posts had been archived and that they would remain active on community sites like Simtropolis. Sales, however, fell short of expectations, and in May 2010 Monte Cristo ceased operations entirely. The franchise's future was secured when Focus Home Interactive acquired it in June 2010, releasing Cities XL 2011 on October 14, 2010, with expanded building rosters, new maps, improved public transport, a reworked tax system, and enhanced trading. The series continued through Cities XL 2012 in late 2011, Cities XL Platinum in February 2013, and finally Cities XXL, announced in November 2014 and shipped on February 5, 2015.

Frequently Asked Questions

What is Cities XL and who made it?

Cities XL is a city-building simulation crafted by Monte Cristo, building on the foundation of their earlier title City Life. The project was developed under the working name "Cities Unlimited" before being released under its final title.

What happened to Cities XL's online multiplayer?

The game shipped with persistent shared planets where players could swap utilities like electricity, co-build landmarks such as the Eiffel Tower, and stroll through one another's cities as avatars. Monte Cristo pulled the plug on the service on March 8, 2010 after subscriber counts fell short, reducing the title to a single-player experience.

When was Cities XL released and who published it?

The title launched on October 8, 2009 across Oceania and Europe, with North America following on October 9. Namco Bandai Partners handled distribution in the UK, Nordic, Iberian, and Italian markets, while Monte Cristo itself published the game in the remainder of Europe.

How did critics rate Cities XL?

The game scored 69 out of 100 on Metacritic, placing it in the mixed-to-average reception bracket. Reviewers generally praised its ambitious shared-planet multiplayer concept, though the service's swift shutdown became the defining post-launch storyline.

What set Cities XL's multiplayer apart from other city builders of its era?

Rather than a simple co-op session, the online mode dropped players onto the same persistent planets where they could trade resources like electricity and jointly erect world-famous structures. Each player also controlled an avatar they could use to physically wander and explore other people's cities.

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