Cities and Upkeep

## **First City**

Cities are hubs for all planetary activity, and serve as a repository for local resources as well as a place from which buildings and units can be produced.

When founding your first city, it is recommended to set up next to the wreckage of your crashed Ark. This will give a bonus to your starting city's resources during this key time.

## **City Resources**

**Food** is essential for a city's growth. A city will grow if there is sufficient food, if not starvation will cause negative effects for the city.

**Credits** are used to pay the salaries that keep city buildings maintained properly. Excess credits are held in the empire vault and used for paying Unit costs. Credits are also used for starting new developments, buying new territory for your cities, and making purchases within trade routes.

**Industry** determines the rate at which the city processes ore for production each turn. The standard rate is 2 industry to process 1 ore per turn. However there are ways to improve that rate.

**Culture** is accumulated empire wide and used to purchase new Edicts and new leader traits.

**Influence** is generated locally in each city and determines the rate of border growth and district growth. It is accumulated empire wide and can be spent to hire new leaders, found new cities and build new star bases.

## Assign Specialists to Buildings or Tiles within City Borders

Specialists can be assigned to District Tiles to produce bonuses based on the specialist type.

Specialists can be assigned to Building Slots for specific bonuses based on the type of specialist and the building.

Specialists can be assigned to Undeveloped Tiles to collect the yield from the tile.

*Unassigned Specialists can be dragged from the specialists panel to be assigned a task. The number next to each icon in the specialists panel indicates how many unassigned specialists of each type the city has.*

## Research Types

**Economic Research** accumulated empire wide and determines the rate of study for economic technologies.

what different types of districts you have in your city.

**Societal Research** accumulated empire wide and determines the rate of societal research.

**Industrial Research** accumulated empire wide and increases the rate of industrial technology research.

## City Focus

### Choosing what type of resource a particular city will focus on will effect that city's resource allocation.

**Food -**Food is needed for the population of a city to grow. The first number indicates how much food is being collected per turn. The following number indicates how much is in storage. If the first number is positive then the city is producing more than it needs and the population will eventually increase. If that number is 0, the city will neither grow nor lose population. If the first number is negative, the city is consuming more than it is collecting. Food will be taken from storage to make up the difference. Once storage runs out, if the number remains negative,  population will eventually be lost.

**Credit -** Credits are used to pay the salaries for local city buildings. Excess credits are put in the empire vault where funds are used to pay empire wide unit salaries.

**Industry** - Industry determines the rate at which a city processes ore for production each turn.

**Culture -** Culture is accumulated empire wide and is used to purchase Edicts and Leader Traits.

**Influence -** Influence will be generated in each of your cities and is a requirement for founding new cities and star bases.

**Economic, Societal, or Engineering Research** - Each research type is accumulated empire wide and determines the rate of research in that particular field of study. Each research field is tied to various technologies, unit and building upgrades.

**Building Protection** - setting your building protection focus in a city will help defend buildings from being sabotaged by foreign spies.