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City
City.png
General information
TypeUnrecognized icon nameGC3 Population Stat Icon.png Population
Prerequisites
TechnologyResource Exploitation
Retribution.pngUnrecognized icon nameGC3 Productive Ability Icon.png Colonial Administration
Precluded by
Race TypeSynthetic Life, Silicon-based Life
Effects
Local effects+1 Unrecognized icon nameGC3 Population Cap Stat Icon.png Population Cap
Level effects+25% Unrecognized icon nameGC3 Population Cap Stat Icon.png Population Cap
Retribution.png +10% Unrecognized icon nameGC3 Population Cap Stat Icon.png Population Cap
Adjacency+1 Unrecognized icon nameGC3 Productive Ability Icon.png All Construction, +1 Unrecognized icon nameGC3 Population Stat Icon.png Population, +1 Unrecognized icon nameGC3 Research Spending Stat Icon.png Research, +1 Unrecognized icon nameGC3 Saving Stat Icon.png Wealth, +1 Unrecognized icon nameGC3 Influence Stat Icon.png Influence, +1 Unrecognized icon nameGC3 Approval Stat Icon.png Approval
Cost
Construction200 Unrecognized icon nameGC3 Productive Ability Icon.png Social Construction
Resources4 Unrecognized icon nameGC3 Food Stat Icon.png Food
Maintenance1 Unrecognized icon nameGC3 Colony Maintenance Stat Icon.png Maintenance

City is a social construction improvement.

Summary[]

City is a Unrecognized icon nameGC3 Productive Ability Icon.png Social Construction colonial improvement in Crusade and Retribution.png.

Description[]

Gathering the population into centrally maintained cities allows colonies to support a higher Population Cap, while also providing a hub of construction, Research, commerce, Influence and entertainment. It is important to note that a city does require a sufficient Unrecognized icon nameGC3 Food Stat Icon.png Food supply.

The city is unique to organic life, as it is not natural for Synthetic Life and Silicon-based Life to concentrate.

Strategy[]

  • A city improvement cannot be destroyed once placed, so it is important to select carefully when placing it.
  • It is important to learn how to take advantage of adjacent bonuses of a city on neighboring tiles. This can increase the additional population Cap from a City, and it can also increase the amount of food that gets produced by a arm. Look for bonuses to population which are generated by and apply to Cities, Farms, Hospitals, food distribution, special Achievement type buildings, etc. Some tiles on Planets will also have Tile bonuses for that Tile, and often their neighboring Tiles (the bonuses may be different) that help Food or Population. These bonuses can also apply to population growth rates for that planet. In addition, there may be bonuses from research or faction modifiers.

Prerequisite[]

  • Requires completed research on Planetology technology before it appears as a social construction option.

Additional Notes[]

  • Synthetic races cannot build cities. These races will have to manufacture population. All organic races can build cities but require food (carbon-based races) or durantium (mineral-based races) to build a city.
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