City Projects

**City Projects** expands your options in multiple ways without the need to build any structure.

## General

City projects can be assigned to cities. Each city has three project slots, the more Population a city has, the more project slot it will unlock (250M -> 1 slot; 500M -> 2 slots; 750M -> 3 slots). Each project has a specific Energy and Material cost, which is on average higher than the cost of civilian structures. All projects provide some form of benefit for the city or globally, most of them also have drawbacks. *This can be read off from its icon, where the global projects fill the left part of the rectangle.* All city projects require technology research to unlock. Some city projects only last a few turns, while others are permanent. *This can be read off from its icon, the permanent ones have a lock drawn on the right part of the rectangle.* Generally speaking, the projects that are only temporary provides more benefit in its duration than the permanent ones. The player can see the expiry turn of a temporary city project by clicking on the city, and the remaining turns will be displayed beside the icon of said project. Once it expires, there will be a blue bubble after the turn saying "Project Completed".

## List of City Projects

### Direct Defense Initiative

* Permanent
* Cost: 250 Energy, 1000 Material
* 4.8 Defense Radius
* 250 Activation Energy cost
* 50% Intercept Railgun
* 50% Intercept Coilcannon
* 50% Intercept Missile
* 50% Intercept MIRV
* 50% Intercept Nuclear Missile
* 50% Intercept Laser

### City Barrier

* Permanent
* Cost: 250 Energy, 1000 Material
* 5.1 Defense Radius
* 250 Activation Energy cost
* 70% Intercept Asteroid Diversion
* 50% Intercept Solar Laser
* 50% Intercept Nuclear Missile

### Science Institute

* Permanent
* Cost: 200 Energy, 800 Material
* +50% Science Gain

### Active Radar Scan

* 3 turns
* Cost: 200 Energy, 300 Material
* +60% Science Gain
* +100/t Energy Cost
* +100/t Material Cost

### Covert Humanoid Experimentation

* 7 turns
* Cost: 200 Energy, 400 Material
* +25% Science Gain
* -10% Population Gain

### Electromagnetic Jamming

* 4 turns
* Cost: 200 Energy, 900 Material
* +25% Global Science Gain
* -25% Stealth rating
* -10% Global Population Gain

### Vertical Farms

* Permanent
* Cost: 200 Energy, 700 Material
* +50% Population Gain

### Cloning Initiative

* 1 turn
* Cost: 100 Energy, 750 Material
* +350% Population Gain

### Obligatory Fertility Medication

* 8 turns
* Cost: 200 Energy, 300 Material
* +60% Population Gain
* -10% Science Gain

### Orbital Solar Plant

* Permanent
* Cost: 150 Energy, 350 Material
* +200/t Energy Gain

### Home Planet Hour

* Permanent
* Cost: 150 Energy, 150 Material
* +200/t Energy Gain
* +100/t Material Cost

### SSTAR Reactor Trials

* Permanent
* Cost: 150 Energy, 300 Material
* +30% Global Energy Gain
* -25% Stealth rating
* -10% Global Material Gain

### Molecular Recycling Plant

* Permanent
* Cost: 150 Energy, 300 Material
* +200/t Material Gain
* +300/t Planet Material Cost

### Robotic Ocean Prospecting

* 3 turns
* Cost: 150 Energy, 150 Material
* +200/t Material Gain
* +300/t Planet Material Cost
* +100/t Energy Cost

### Rare Material Synthesis

* 6 turns
* Cost: 150 Energy, 300 Material
* +30% Global Material Gain
* +30% Global Planet Material Cost
* -25% Stealth rating
* -5% Global Energy Gain

### Observation Agency

* Permanent
* Cost: 150 Energy, 200 Material
* +20 Intel Gain

### Behavioral Pattern Analysis

* 5 turns
* Cost: 150 Energy, 300 Material
* +50% Global Intel Gain
* -25% Stealth rating
* -10% Global Counterintel Gain

### Quantum Encryption Hub

* Permanent
* Cost: 150 Energy, 200 Material
* +50 Counterintel Gain

### Shielded Communications

* 5 turns
* Cost: 150 Energy, 300 Material
* +50% Global Counterintel Gain
* -25% Stealth rating
* -10% Global Intel Gain

### Advanced Allow Foundry

* Permanent
* Cost: 200 Energy, 750 Material
* +10% Global Building Damage

### Active Targeting Calibration

* 1 turn
* Cost: 300 Energy, 1000 Material
* +20% Global Building Damage
* -25% Stealth rating

### Bioweapons Lab

* Permanent
* Cost: 200 Energy, 750 Material
* +10% Global Population Damage

### Enemy Population Density Scan

* 1 turn
* Cost: 300 Energy, 1000 Material
* +20% Global Population Damage
* -25% Stealth rating

### Advanced Munitions Manufactory

* Permanent
* Cost: 150 Energy, 750 Material
* -10% Global Firing Energy Cost

### Energy Reallocation Program

* 4 turns
* Cost: 150 Energy, 500 Material
* -20% Global Firing Energy Cost
* +100/t Material Cost
* -25% Stealth Rating