Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

New Cities

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> War Room >> New Cities Page: [1]
Login
Message << Older Topic   Newer Topic >>
New Cities - 7/25/2020 10:25:19 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
Other than taking a majors city, how do you create a new city for yourself?

_____________________________

Pax
Post #: 1
RE: New Cities - 7/25/2020 10:57:39 AM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
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.

_____________________________


(in reply to PaxMondo)
Post #: 2
RE: New Cities - 7/25/2020 7:08:35 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
Probably a good idea to have a good flow of supplies to the city so you can transfer colonists.

(in reply to Appren)
Post #: 3
RE: New Cities - 7/25/2020 7:57:13 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
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 ...

_____________________________

Pax

(in reply to Twotribes)
Post #: 4
RE: New Cities - 7/25/2020 8:23:21 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
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.

(in reply to PaxMondo)
Post #: 5
RE: New Cities - 7/25/2020 10:36:00 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
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?

_____________________________

Pax

(in reply to Twotribes)
Post #: 6
RE: New Cities - 7/25/2020 11:51:59 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
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.

(in reply to PaxMondo)
Post #: 7
RE: New Cities - 7/26/2020 1:31:31 AM   
gmsitton

 

Posts: 121
Joined: 10/25/2012
Status: offline
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.

(in reply to Twotribes)
Post #: 8
RE: New Cities - 7/26/2020 8:27:27 AM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
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

_____________________________


(in reply to PaxMondo)
Post #: 9
RE: New Cities - 7/26/2020 9:25:03 AM   
Talqazar

 

Posts: 8
Joined: 6/30/2020
Status: offline
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.

(in reply to Appren)
Post #: 10
RE: New Cities - 7/26/2020 12:13:39 PM   
Malevolence


Posts: 1781
Joined: 4/3/2010
Status: offline
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.


< Message edited by Malevolence -- 7/26/2020 5:58:21 PM >


_____________________________

Nicht kleckern, sondern klotzen!

*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.

(in reply to Twotribes)
Post #: 11
RE: New Cities - 7/26/2020 12:58:12 PM   
willgamer


Posts: 902
Joined: 6/2/2002
From: Huntsville, Alabama
Status: offline
One more tip...

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

_____________________________

Rex Lex or Lex Rex?

(in reply to Malevolence)
Post #: 12
RE: New Cities - 7/30/2020 3:30:24 PM   
demiare

 

Posts: 470
Joined: 6/20/2020
Status: offline

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.

(in reply to Malevolence)
Post #: 13
RE: New Cities - 7/30/2020 8:51:13 PM   
willgamer


Posts: 902
Joined: 6/2/2002
From: Huntsville, Alabama
Status: offline

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?

_____________________________

Rex Lex or Lex Rex?

(in reply to Malevolence)
Post #: 14
RE: New Cities - 7/30/2020 9:13:13 PM   
demiare

 

Posts: 470
Joined: 6/20/2020
Status: offline

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.

(in reply to willgamer)
Post #: 15
RE: New Cities - 7/30/2020 10:41:26 PM   
willgamer


Posts: 902
Joined: 6/2/2002
From: Huntsville, Alabama
Status: offline

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!

_____________________________

Rex Lex or Lex Rex?

(in reply to demiare)
Post #: 16
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> War Room >> New Cities Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.141