+25% Unrecognized icon name Population Cap+10% Unrecognized icon name Population Cap
+1 Unrecognized icon name All Construction, +1 Unrecognized icon name Population, +1 Unrecognized icon name Research, +1 Unrecognized icon name Wealth, +1 Unrecognized icon name Influence, +1 Unrecognized icon name Approval
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 name Food supply.
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.
Requires completed research on Planetology technology before it appears as a social construction option.
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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