Cities

Cities are built on the planet's surface. Each city represents a specialized city complex that includes required housing and other infrastructure.

Resource gathering cities, (farms, mines, et. al) have a two hex radius of effect. Non-resource gathering cities may be placed side-by-side or within the radius of a gathering city.

Note that newly built cities won't produce their full output until they're fully established (city health 100%), but they *will* consume the full input listed below. Production also scales with loyalty, rounded down. (So most cities at ~90-95% loyalty will only produce 9 resource units!)

Finally, cities provide a healing bonus (+**10% unit healing rate**) and a +50% defense bonus (**1.5x unit armor rating**) to units on their hex. Note that as with production, healing bonuses scale with loyalty, but rounded up.

## Farm

Produces Food from a range of two hexes, including the ocean. A combination of *planet type* and hex *terrain* determines the exact harvest.

Extra Food or rare flora and fauna called Exocita may be formed if their deposit markers are inside the Farm's radius.

## Mine

Produces Metal and Trace elements from terrain in a two hex radius.

Extra Metal and Trace elements, as well as Gems may be mined if their deposit markers are inside the Mine's radius.

## Wells

Extracts oil and coal from terrain in a two hex radius and processes it into carbon based Energy.

Extra energy can be created by Wells if an Energy marker is found inside the Well's radius.

To build a Well at sea, move an Engineer out on a naval transport.

## Labs

Each lab creates up to 100 research points and can contribute research to a separate technology.

Labs also consume ~$500/turn. Note that in EFSe v1.51 tech maintenance values are 1/100 of their intended value.

Labs can also produce plague bombs once researched.

## Hospital

Requires Hospitals technology.

Foot units receive an significant, extra healing bonus (**+25% unit healing rate**) beyond the normal city bonus while in the Hospital.

Each hospital also provides a small, *planet-wide* healing bonus (**+1%** **unit healing rate**/**hospital**) to Foot units, rounded up.

Helps defend against the plague.

## Fort

Produces infantry, officers, and spies.

Foot units receive an small, extra healing bonus (**+5%** **unit healing rate**) beyond the normal city bonus while in the Fort.

Grants an additional +50% defense bonus beyond the normal +50% city defense bonus (**2.0x unit armor rating**).

## Factory

Produces tanks and planes. If built on a shoreline, naval units can be produced and launched out to sea.

Non-space mechanical units receive extra healing bonus (**+10%** **unit healing rate**) beyond the normal city bonus while in the Factory.

Each factory also provides a small, *planet-wide* healing bonus (**+1%** **unit healing rate**/**factory**) to Non-space mechanical units units, rounded up.

## Chemicals

Produces 10 Chemicals from 10 Energy + 5 Trace.

## Arborium

Requires Advanced Bacteriology.

Greenhouses that produce more Food and Exotica than farms using hydroponic tech in an enclosed environment. This includes desert terrain. A combination of *planet type* and hex *terrain* determines the exact harvest.

## Electronics

Requires Energy Physics.

Produces 10 Electronics from 10 Energy + 5 Trace.

Electronics represent everything from simple servos to silicon wafers for think machines.

They are critical to building units with spotting skills.

## Biochemical Plant

Requires Pharmaceuticals technology.

Produces 10 Biochems from 10 Energy + 10 Exotica + 10 Chemicals.

Biochems are useful for generating money as well as necessary for the construction of genetically altered or drug enhanced units. There is a great demand for biochemicals on Leagueheim, and they bring in top dollar.

## Ceramsteel Plant

Requires Ceramsteel.

Produces 10 Ceramsteel from 10 Energy + 10 Chemical + 7 Trace.

## Wetware Plant

Requires Wetware.

Produces 10 Wetware from 10 Energy + 10 Ceramsteel + 10 Biochems.

Wetware cybernetic implants are used to combine people with machines, creating fighters with better agility and accuracy.

## Fusorium

Requires Monopols technology.

Produces 10 Monopols from 10 Energy + 7 Electronics

Monopols are integral to fusion power generation which is necessary to produce fusion weapons and powered armor.

## Starport

Requires Composite Armor.

Builds spaceships and starbases.

Space units receive a healing bonus (**+10%** **unit healing rate**) beyond the normal city bonus while in the Starport.

Each starport also provides a small, *system-wide* healing bonus (**+1%** **unit healing rate**/**starport**) to space units units, rounded up, whether in orbit or landed.

## Cyclotron

Requires Cyclotron technology.

Produces 1 Singularity from 7 Gems + 10 Energy + 10 Monopols.

Singularities are the core of Jump Engines. The larger the vessel the more Singularities that are required.

## Palace

Limited to one per planet. Unlike the regular game, does *not* require Wireblades in the Enhanced edition to build.

Dictates ownership of planet (color on map) and allows collection of taxes from *all* cities on a planet regardless allegiance.

May provide increased loyalty for the entire planet if manned by a Noble.

## Shield Generator

Requires Discontinuity Field Generator.

Limited to one per planet.