Vice-Mayor Permissions

Vice-Mayors are co-op guests; the host remains Mayor with full authority. Permissions let the Mayor gate sensitive actions — spending EGO, demolishing buildings, unlocking land, or placing expensive structures — so family-friendly or mixed-skill groups avoid save griefing. Major Update 6 expanded permission granularity ahead of 1.0. Configure these toggles before every invite session.

Permission categories

Typical toggles include: place buildings, demolish, spend Coins, spend EGO, unlock land, edit zones, assign workers, manage exports.

Strict preset for kids: interact + stock shelves on, EGO + bulldoze off. Friends preset: all on except land unlock.

ToggleRisk if left on
Spend EGOWrong tech pack purchased
DemolishAccidental depot delete
Land unlockCoin drain far from hub
Zone editCourier route broken

Setting permissions

Pause menu → Co-op → Permissions (exact path per patch). Changes apply immediately to connected Vice-Mayors.

Host can override most actions — communicate verbally when testing new guest players.

Roleplay splits

Treasurer Vice-Mayor: Coins on, EGO off. Builder Vice-Mayor: build on, demolish off. Explorer: interact only for cave runs.

After griefing incident

Reload backup save if available via Steam Cloud. Tighten permissions before re-inviting. Use Creative Mode for destructive experimentation.

Frequently Asked Questions

Per-player permissions?
Check patch — may be global for all Vice-Mayors or per slot.
Mayor always full access?
Yes — host cannot lock themselves out.
Permissions in Creative?
Verify sandbox support separately from campaign co-op.
Switch permissions UI?
Same concepts — pause co-op menu on console.

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