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     Back to IntroductionSybex BooksGameGuides.com


 
part 1
Chapter 1: Exploration
Chapter 2: Infrastructure
    Humble Beginnings
    The City Screen
    The Governor
    Workers and Talents
Chapter 3: Research and Development
Chapter 4: Military Fundamentals

Chapter 2: Infrastructure

The City Screen

When you double-click on one of your cities, a window will pop up, offering all kinds of information about the city - information you must digest and understand to be a successful leader. Novice players are in luck because the computer does a fairly good job of running most of the micromanagement of the city, though it is by no means perfect. When you feel you're ready to tackle the details for yourself, you should head to Chapter 5 and learn the advanced tactics.
  
  Our example city has 5 workers assigned to 5 tiles, brining in 13 nutrients, 8 mineral, and 12 energy.
   

Example City
Let's take a look at a sample city screen for a population level 5 city and see what all these numbers mean. Keep in mind that this is just an example city and not indicative of what every city will look like.

A level 5 five city translates into a total population 5,000 people, in turn representing five available workers on five tiles. Looking at the city screen, we would see five workers on five tiles around the perimeter of the city. Take a gander at the following table for a breakdown of what each worker is currently doing.

Tile

Nutrient

Mineral

Energy

1

2

1

1

2

2

2

2

3

2

1

2

4

2

1

1

5

2

1

2

City

3

2

4

All together, this translates into:

Total nutrients per turn

Total minerals per turn

Total energy units per turn

13

8

12

Since we know that for every 1,000 citizens, two nutrients are required to keep them alive, we can see that of our 13 total nutrients, ten are being used just to support the workers, leaving a surplus of three nutrient units. What happens to this surplus? It is sent into a pool, indicated on the city screen at the top-left under nutrients. This section is made up of lots of little boxes that fill in over time. The rate at which these boxes fill is dependent on your surplus. When the pool fills to maximum capacity, you gain another population point and the pool empties to be filled again. In the case of our example city, we are filling in three boxes every turn. At this rate, we will raise our population one point in 18 turns, making it a level 6 city!

  As a city grows in population, the nutrients required to raise its level also increase, so more nutrients must be harvested in a level 6 city than a level 5 city; that is, each jump in population growth will take longer than the last.
   

Ultimately, a solid city that has a bright future will have a surplus in all three categories of resource: nutrients, minerals, and energy. This doesn't mean that a city is a lost cause if it's not showing a surplus in all three, as micro-managing your workers can squeeze a little more out of the city, something we'll cover in greater detail in Chapter 5.

More often than not, a city will generate one type of resource more than any other. This happens because of the city's particular location to nearby resources. While not every city can be perfect, the wise leader will use a city's strength to maximize its potential.

For instance, if a city is generating a high surplus of minerals, it is a great candidate for producing the bulk of your military units. On the other hand, if a city is pumping out energy with plenty of surplus, this city is contributing to your research of new units and secret projects. At the bottom of the scale, we would have a city that is growing in population, but producing little in the way of energy or minerals. This city would be contributing next to nothing to your efforts. With all this in mind, it should be apparent that every city should show a surplus in either minerals or energy, or it will be a wasted effort.

Next: Faster Research and Buildingnext


 

 

 
 
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