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RE: Making new city.

Posted: Mon Aug 03, 2020 10:13 am
by WCG
ORIGINAL: demiare

Manual isn't for dummies here :P


Oh, there's my problem! [:)]


And don't forget that 1-9% is no penalty, it's a warning. 10-19% provide 10% penalty of everything in zone, 20-29% is 20% penalty and so on.


I didn't know that. Thanks. Admittedly, I've actually never seen administrative strain that wasn't between 10-19%.

Still, that is another reason to build cities, right? Even if there aren't resources elsewhere in the world - and that's unlikely - you still need logistics on your roads. And it's hard to push that long distances from a single city.



RE: Making new city.

Posted: Mon Aug 03, 2020 1:01 pm
by demiare
ORIGINAL: WCG
Still, that is another reason to build cities, right? Even if there aren't resources elsewhere in the world - and that's unlikely - you still need logistics on your roads. And it's hard to push that long distances from a single city.

Well this why I'd mentioned "logistic issues" as reason to create a new city initially. [:D]

RE: Making new city.

Posted: Mon Aug 03, 2020 5:05 pm
by HansLemurson
I've captured a bunch of new mines and farms while laying siege to an enemy Capital. They are far away from any city I own, and have been creating a lot of Administrative Strain.
The only places nearby where I could found a city to take over for them are in a 500 RAD zone, so I've been leery of trying to found a new city there (although I did just discover radiation filters).

If I mothball the facilities, will this reduce the strain? Also, where would I find a readout on the causes and amount of Administrative Strain in a zone?

RE: Making new city.

Posted: Mon Aug 03, 2020 5:22 pm
by demiare
ORIGINAL: HansLemurson
If I mothball the facilities, will this reduce the strain? Also, where would I find a readout on the causes and amount of Administrative Strain in a zone?

1) Yes, mothball remove that asset from admin strain calculation, while reduced output is reducing strain too.
2) Nowhere :)

But it's very easy to understand if you will look on formula : everything past 8-9 hex from city will make penalty unavoidable.

RE: Making new city.

Posted: Tue Aug 04, 2020 2:13 am
by gmsitton
I'm playing on a large world with the Robinson Crusoe setting (no other majors). There are great gaps between cities so I build new ones in the gaps. It works out to a new city about 15 hexes or so away from an existing city. It's a big help with logistics for placing rail stations to keep rail points high in the hinterlands. Also, assuming I have sufficient logistics points, I can build new units far away from SHQ cities.