Meadowlark Valley
An original town + farm building sim, built entirely for DenialBBS —
not affiliated with, based on, or copying any commercial game. Find
it in the Game Center under Strategy.
The basics
You start with a Town Hall, 60x45 tiles of open land, and $1,500.
Zone houses, shops, and farms; keep the lights and water on; balance
taxes against happiness; and watch your villagers actually walk to
work and back on a daily schedule.
- Roads connect everything — houses/shops/farms need road access
to grow or hire. - Power Plant and Water Tower cover a radius around
themselves (no wires/pipes to place — pure proximity). Town Hall
gives a small free radius too, enough to bootstrap your first few
houses before you can afford real utilities. - Tax rate (0-25%, default 9%) funds services but a rate much
above 10% starts denting happiness. A well-run town is sustainable
at the default rate; running at 0% is a real (if harsh) austerity
choice, not a trap. - Population milestones unlock new buildings as your town grows —
Factories at 20, Clinics/Police/Fire at 30, Schools/Parks at 50, and
on up through Universities, Malls, Stadiums.
Villagers
NPCs spawn based on population, each with a generated name, a home,
and (if a job is available) an assigned workplace — they path along
the real road network on a daily commute: to work, work in place,
back home, wander near home overnight. Click a villager to see their
name, mood, and employment status.
Farmers
Farm Plots are a real workplace, same as a Shop or Factory. An NPC
assigned to a farm — a "farmer" — harvests the crop automatically the
day it ripens, no click needed, credited straight to your treasury
and named in the Town Log. An unstaffed farm (no population/villagers
assigned yet) still works exactly like it always did: click a ripe
farm to harvest it yourself.
View modes
Beyond the normal map view, three data overlays help you scout where
to build next, SimCity-style:
- Land Value — green (desirable) to red (undesirable), boosted by
parks/civic buildings, hurt by factories and heavy traffic. - Crime — house-by-house crime risk, sharply reduced by nearby
Police Station coverage (plus a smaller town-wide reduction for
every station you've built). - Traffic — road congestion near each tile.
Disasters & events
Random fires (reduced by Fire Station coverage), storms (temporary
happiness dip), droughts (slower farm growth), and vandalism
(reduced by Police coverage, only starts once your town is big enough
to actually build a station) keep a long-running town from being
purely a spreadsheet.
Saves
3 save slots, tied to your ANetBBS account — no import/export files,
your progress just lives on your account. Autosaves every ~30 seconds
to whichever slot you last used.
Co-op — build with friends
Click the 🤝 button to host a room (you get a short share code) or
join a friend's room with their code. One player's town is the shared
one everyone builds on — real-time, no turns. Leaving the co-op panel
and building solo again is one click away (Leave Room).
Reference
The authoritative deep-dive (every constant, every fix, every known
limitation) lives in the game's own README.md in its source
repository — this wiki page is the player-facing summary.