How the graveyard works, in four points
Four things decide how a yard scores: what you place, what the game counts, what the tech tree hands you, and how expensive it is to undo a mistake.
One rating, built per plot and per decoration
The wiki describes the score as accumulating grave by grave and decorative piece by decorative piece, with the cemetery’s own level scaling what those pieces are worth. A better-rated yard is said to lift funeral income, reputation and the demand for your services — Unconfirmed (checked 2026-09-28).
Four structure families, ranked A to S
The same page splits the buildables into burial pieces and decoration, with paths as a third traffic layer. Its own comparison puts a Stone Grave at the cheap end for burial volume, a Columbarium and a Grand Monument at the top, and a Stone Bench as very cheap filler.
Layout is not the same as inventory
Paths are described as what guides visitors, benches as what keeps mourners where they are, and monuments as what signals prestige. The wiki’s own argument is that a deliberate arrangement of cheap decoration can outperform a row of premium graves dropped in without thought.
Moving a placed piece is the expensive part
Space is finite, and a grave or path that has already been placed is described as costly to relocate. That is the stated reason to leave room for later columbariums and monument space instead of filling the grid as the bodies arrive.
