Colonization and new cities

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sw30
Posts: 183
Joined: Wed Sep 20, 2000 8:00 am
Location: San Francisco, CA

Colonization and new cities

Post by sw30 »

I was tempted to create new cities because I had a pretty big buildup of colonists due to some hidden villages I just forgot about. then I figured out that the only population that the new cities will get comes from my other cities, and I'm already low on workers.

Have you built cities? What was the reason you did?
Tomn
Posts: 148
Joined: Mon Apr 22, 2013 11:10 am

RE: Colonization and new cities

Post by Tomn »

Admin strain. 100% admin strain. That's the biggest reason by far to build new cities, to deal with admin strain.

If you weren't already aware, every asset more than six hexes away from your city but in the same zone adds admin strain. This is offset by assets within those six hexes and the city itself, but if you have a massive sprawling zone that admin strain adds up.

And the thing is, admin strain is a percentage drain of your resources. 25% admin strain? All your assets in the zone produce 25% less stuff. This gets big.

So if you've got some big cluster of resource deposits far in the middle of outback nowhere, set up a new city in the middle of the lot, send enough colonists to work those deposits, and watch your overall resource income increase.

Beyond that, new cities also means that you can build more city-unique buildings like bureaucratic offices, universities, factories, etc. But if you're already short on workers that might not be a huge benefit.

Also note that you can send colonists to pre-existing cities as well, so if you don't seem to be suffering from admin strain but DO have a shortage of workers, funnel folks into the cities.
demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: Colonization and new cities

Post by demiare »

ORIGINAL: Tomn

25% admin strain? All your assets in the zone produce 25% less stuff.

No, you're wrong as in that case your assets will produce 20% less stuff as long as admin strain is between 20 and 29%. So it's perfectly fine to have 1-9% of admin strain.
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Vhalor
Posts: 80
Joined: Thu Jun 11, 2020 11:32 am

RE: Colonization and new cities

Post by Vhalor »

ORIGINAL: demiare

ORIGINAL: Tomn

25% admin strain? All your assets in the zone produce 25% less stuff.

No, you're wrong as in that case your assets will produce 20% less stuff as long as admin strain is between 20 and 29%. So it's perfectly fine to have 1-9% of admin strain.

Indeed, that was actually changed a while back.

Also depending on the situation, building new cities can be quite vital. So always check if you can benefit from it.
"Pull and obtain wisdom. Push and invite ruin." ― Cult of LIS
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GodwinW
Posts: 511
Joined: Thu Jun 04, 2020 9:05 pm

RE: Colonization and new cities

Post by GodwinW »

More cities = more levels of Bureaucratic Offices = faster progression.

So, it's useful in some cases even if not for administrative strain. But don't overdo it as indeed pop is the limiting factor. Which is really cool.
zgrssd
Posts: 5102
Joined: Tue Jun 09, 2020 1:02 pm

RE: Colonization and new cities

Post by zgrssd »

The only reason to found new cities, is admin Strain.

Colonists can be setelled into every existing city. They can be setelled as population or workers.

Recruits meanwhile can only be "setelled" into the SHQ's home city, joining the population
chb75
Posts: 12
Joined: Tue Jun 09, 2020 5:48 pm

RE: Colonization and new cities

Post by chb75 »

i often found new cities in free folk lands (or slavers/AI) if i find many resources or large ruins area far from my other cities, in order to save them administrative strain.
I also find it useful in general: after 30/40 turns it become a full working city, the investement often pay back... this is true even more if you have an eccess of free people in your other cities .. doing nothing

I forgot: another reason is if you have more old tech cloning center (or graviton) than cities.. found a new city and use it and enjoy the bonus!
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GodwinW
Posts: 511
Joined: Thu Jun 04, 2020 9:05 pm

RE: Colonization and new cities

Post by GodwinW »

Yes that's another good point: some artifacts really help and you can only have 1 of a kind per city.
Bivmarn85
Posts: 12
Joined: Sun Jun 28, 2020 12:34 pm

RE: Colonization and new cities

Post by Bivmarn85 »

I rarely, if ever make cities of any kind. Usually I play on densely populated worlds, so there isn't much space to spare for colonies in the first place as far as things go.
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