Megapolis Wiki

Strategy in Megapolis is something of an ironic statement as there is no "winning." There are, however, several styles of play.

Styles of play

Top 10, Top 100

According to the official Social Quantum FAQ

How do I get in the TOP 100?
TOP 100 requirements:
  1. You must have many buildings, and there should be few identical objects in your city.
  2. Advice: Do not build identical objects just to obtain experience -- you won't get into the TOP 100 if you take the easy way.
  3. There should be enough roads in your city.
  4. Advice: Your city should look real. It shouldn't be a bundle of identical buildings without roads or infrastructure.
  5. Timely completion of all major projects adds an extra advantage.
  6. The higher your level (that is, the more exp you have), the better your chance.

However, observation of Top 100 players shows that this is not necessarily the case:

Will add screenshots later
Periodically Top players are removed from the listing. There is insufficient information to know why, but one possible scenario is that getting into the Top of a category can happen to any player but once there, Social Quantum evaluates the city to determine if it deserves to stay there. Other possibilities exist, but this article is not for discussing or listing them.

There are three Top categories:

  1. By experience - have the highest experience of all players
  2. By coins - have the most Coin sm.png of all players
  3. By population - have the most Population sm.png of all players.

It is possible to rapidly expand a city through the purchase of megabucks Megabucks sm.png using real world currency, which will provide rapid gains in experience and, with regular game play, provide rapid increases in both Experience sm.png and Population sm.png.

By experience

Strategy: To generate experience Experience sm.png, players:

Contracts must be collected manually, but Population sm.png and Coin sm.png can be collected using City Hall (as long as the game client is running and the player has sufficient Wage Fund.) Each collection will generate an amount of Experience sm.png.

While continuous play will reward players with some experience, it is not listed in the strategy because the amount of awarded experience is insignificant to players in the Top 100 ranking.

By coins

Strategy: To generate coin Coin sm.png, players:

Contracts must be collected manually, but Coin sm.png can be collected using City Hall (as long as the game client is running and the player has sufficient Wage Fund.) It is also possible to fire the Census Taker so that City Hall will only collect coin Coin sm.png, thus maximizing the return on wage Wage Fund.

While continuous play will reward players with some coin, it is not listed in the strategy because the amount of awarded coin is insignificant to players in the Top 100 ranking.
Its possible to enter the top 100 rankings by purchasing coin Coin sm.png with real money. It is not known at this time whether players who do so will be allowed to remain in the top 100 rankings or if they are removed manually by Social Quantum. Buying your way into the Top 100 Coin sm.png category is not advised.

By population

Strategy: To generate population Population sm.png, players:

Residential buildings do not increase the population cap, so having a lot of residential will decrease game territory available for buildings which increase the population cap, thus reducing the maximum possible population cap the player can achieve.


Casual players play irregularly, infrequently, or play without any attempt to get into a Top category. The #1 issue for casual players is maximizing efficiency of play. That is, getting the most Coin sm.png, Experience sm.png and Population sm.png for each moment of play.

Rules for maximizing efficiency:

1. Building & contract selection
a. Determine your interval of play (e.g.,every 5 minutes, every hour, every 8 hours, etc.)
(1) Only purchase residential and infrastructure buildings which produce at greater than this interval.
If a player cannot play more frequently than once every 8 hours, building a lot of Wooden Houses, which produce population every 5 minutes, will have a lot of "wasted cycles". Therefore, a player that only plays once every 8 hours should favor buildings that produce only once every 8 hours.
(2) Only start contracts that will complete at the desired interval. (e.g., for the 8 hour interval, a player would want to favor the Household Goods Facility and the Sporting Goods contract. Other scenarios would favor other production buildings and contracts.}}
b. Determine your maximum play time per day (e.g., 7 AM to 9 PM would be 14 hours.)
(1) Keep in mind that any building that takes longer than a player's maximum play time per day is effectively going to take 24 hours. (e.g., the Office Building has a 15 hour cycle. If a player were to collect from the building at 7 AM, then go to sleep at 9 PM, they would miss the next collection and would not be able to collect again until the following day at 7 AM (24 hours later.))
c. A player must then do math to determine the income/minute or population/minute of various buildings & contracts, taking into consideration their play style.
d. Only purchase high income/minute or population/minute buildings.
A building which has high value to one player may not be the best building for another player that plays differently.
2. Play daily for each daily gift.
3. Do not start too many construction projects at once-- model neighbors provide gifts by randomly selecting assets from the assets needed for projects in progress. Due to the weighting mechanism in the randomization, assets which the player needs more of have a higher likelihood of being provided by the model neighbors.
a. For example, if a player needs to build a beach (initial construction) and a Bridge, then they need 6 Cords, 4 Concrete Blocks, 2 Iron Beams for the bridge, and 5 Beach Umbrellas, 5 Beach Beds and 3 Sand. That random table looks like this:
24% Cords
16% Concrete Blocks
8% Iron Beams
20% Beach Umbrellas
20% Beach Beds
12% Sand
However, if that player were to have 5/6 of the Cords needed, then that table would instead look like this:
6% Cords
20% Concrete Blocks
11% Iron Beams
24% Beach Umbrellas
24% Beach Beds
15% Sand
(There is rounding in the above table and the fractional percentages were added to values that would have otherwise been rounded down so that the total percentage is 100%)
Starting a lot of construction projects can result in length delays of any one particular project, but because of the way gifting and assets work, there is no effective way to decrease the construction time on projects without the use of megabucks Megabucks sm.png