New Cities (Full Version)

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PaxMondo -> New Cities (7/25/2020 10:25:19 AM)

Other than taking a majors city, how do you create a new city for yourself?




Appren -> RE: New Cities (7/25/2020 10:57:39 AM)

Click "New zone" on the right hand menu (right under construct button). There has to be some "asset" in that hex, if you want the city in an open hex, build a truck station first (or select the "create new zone 5pp" in top right corner of construct menu when you build it.




Twotribes -> RE: New Cities (7/25/2020 7:08:35 PM)

Probably a good idea to have a good flow of supplies to the city so you can transfer colonists.




PaxMondo -> RE: New Cities (7/25/2020 7:57:13 PM)

Ahhh, colonists are to start populating new cities.

And start new zone to start a new city ... got it .. .makes perfect sense. sure it must be in the manual somewhere ... but I never found it ...




Twotribes -> RE: New Cities (7/25/2020 8:23:21 PM)

I am not sure but I don't think you need colonist to START a city never really looked to see if colonist went down when I did that I just rush workers there to run what ever new stuff I build.




PaxMondo -> RE: New Cities (7/25/2020 10:36:00 PM)

Oh, so if I just get a track station in place, create a new zone around it, that will get it to become a new city? Assuming reasonable pop happiness, they will migrate there on their own?




Twotribes -> RE: New Cities (7/25/2020 11:51:59 PM)

The same problem capturing cities or diplomatically get them will occur, UNTIL you build up quality of life they will suffer population displeasure if your main qulaity of life is higher then basic levels. Build Government buildings and get private industry there.




gmsitton -> RE: New Cities (7/26/2020 1:31:31 AM)

Select a spot that has potential resources within six hexes (to avoid administrative strain), build a truck station. Once the truck station is complete, click 'new zone' from the right bar menu. Note, you can build the truck station on an already producing asset. Leave troops in the city to reduce unrest. Build a rail station and connect the city to your rail network. Population and workers will immigrate to or emigrate from your city depending on many factors.

I haven't had much luck with getting a city I build to establish much of a private economy.

If you are just looking to build a supply point, you don't need to build a city at all. You can build rural truck and rail stations, or a railhead. If you have a number of assets more than six hexes away from a current city that's a good reason to build a new zone to in order to reduce the administrative strain on the current city, assuming the above.




Appren -> RE: New Cities (7/26/2020 8:27:27 AM)

People WILL migrate to new cities, but it is a good idea to have some colonists available to "kick start" the new city, as the low amount of workers will limit your construction of needed amenities in the city




Talqazar -> RE: New Cities (7/26/2020 9:25:03 AM)

The new city will start with just the workers in the asset you used to create the new zone, so you will want to use colonists to increase population. You will also want to use some of the strategems to increase private credits, so they build their farming dome to feed themselves & start earning incomes quickly.

You will also want to call the governer first turn to both 'allow emergency food' so the private sector doesn't starve.




Malevolence -> RE: New Cities (7/26/2020 12:13:39 PM)

quote:

ORIGINAL: Twotribes

Probably a good idea to have a good flow of supplies to the city so you can transfer colonists.


quote:

ORIGINAL: Twotribes

The same problem capturing cities or diplomatically get them will occur, UNTIL you build up quality of life they will suffer population displeasure if your main qulaity of life is higher then basic levels. Build Government buildings and get private industry there.


Seconded. Other comments as well.

Also, don't be in a hurry to upgrade the settlement level.

As Twotribes wrote, the game's engine is designed to penalize you if you don't raise zone QOL assets up (in all sub-categories) together in their tiers, before you upgrade the City Level.

As background, your governor will prompt you to upgrade a city to a higher city level. Be circumspect before you choose to agree. Don't take it as a recommendation and simply agree.

The Governor AI knows you can upgrade, but they don't know if you should upgrade.

To upgrade the zone's City Level, the zone must only meet a minimum amount of population and workers.

More importantly, however, to the decision, you do not want your city level increasing until you have sufficient QOL points generated by assets.

The maximum QOL Score = QOL Points / City Level.

If the Regime Civilization Level (i.e. an average of the zone scores) is higher than the QOL Score of the zone, the zone's workers become unhappy.

The zone's Civilization Level raises to the zone's QOL Score over time.

Finally, a zone's City Level can drop if population drops below the tier threshold.




willgamer -> RE: New Cities (7/26/2020 12:58:12 PM)

One more tip...

I find it helpful to build both a truck station AND a railhead before creating a new zone.




demiare -> RE: New Cities (7/30/2020 3:30:24 PM)


quote:

ORIGINAL: Malevolence

As background, your governor will prompt you to upgrade a city to a higher city level. Be circumspect before you choose to agree. Don't take it as a recommendation and simply agree.



No, agree on it at once. Higher level of city = less civilization score here = less global civilization score = less problems.

So you actually want to raise level of all cities as much as possible and in same time have minimal possible amount of QOL buildings.

And don't forget to disable public social buildings when your zone QOL became too high.




willgamer -> RE: New Cities (7/30/2020 8:51:13 PM)


Original: Malevolence

quote:

If the Regime Civilization Level (i.e. an average of the zone scores) is higher than the QOL Score of the zone, the zone's workers become unhappy.


Probably a stupid question...

Where is the Regime Civilization Level that you speak of? The Civ Level on the main report summary is a single digit number that says it's the square root of average levels; So is it somewhere else?




demiare -> RE: New Cities (7/30/2020 9:13:13 PM)


quote:

ORIGINAL: willgamer

Where is the Regime Civilization Level that you speak of? The Civ Level on the main report summary is a single digit number that says it's the square root of average levels; So is it somewhere else?


Yes, your regime Civ level on report screen = average civilization level and used as base for required QOL in zones.




willgamer -> RE: New Cities (7/30/2020 10:41:26 PM)


quote:

ORIGINAL: demiare


quote:

ORIGINAL: willgamer

Where is the Regime Civilization Level that you speak of? The Civ Level on the main report summary is a single digit number that says it's the square root of average levels; So is it somewhere else?


Yes, your regime Civ level on report screen = average civilization level and used as base for required QOL in zones.




My Civ levels in zones goes from 0 to 100.

My Civ level on the main report summary is currently 8.5.

Except for the newest cities, my zone QOLs, where my worker happiness is reduced by typically 2, is usually between 20 and 80.

Also, the numbers cited in the worker happiness down-red-triangle never correctly add up to the total reduction.

I give up!




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