City Operations
Field Manual
Cities are the backbone of your economy — they generate credits, produce settlers, and grow your influence across the galaxy. This manual covers everything you need to build a thriving colony.
Getting Started
To found a city, you need a Settlement Hall placed on a planet and linked to an orbital base. The base provides your city with food and power — without it, your citizens will starve.
Once your city is established, population begins growing automatically every 5 minutes. Your job is to keep them happy, fed, employed, and safe.
City Levels
Cities progress through three levels. Each level unlocks new buildings, raises your population cap, and increases tax revenue. To upgrade, your population must reach the required threshold and you must have researched the necessary tech tier. The upgrade is instant — your hall transforms into the next-tier hall with no downtime.
| Lvl | Name | Population Cap | Max Settlers | Tax Bonus | Requirements |
|---|---|---|---|---|---|
| 1 | Settlement | 10,000,000 | 5,000,000 | — | Settlement Hall |
| 2 | Colony | 100,000,000 | 30,000,000 | +15% | 5M pop, Tech Tier 3, Colony Hall |
| 3 | City | 300,000,000 | 100,000,000 | +40% | 100M pop, Tech Tier 6, City Hall |
Population Growth
Your city’s population grows (or shrinks) based on birth rate and death rate, calculated every production cycle. Under ideal conditions — full healthcare, high happiness, plenty of food — your net growth is roughly 1% per cycle. That adds up fast.
Happiness
Happiness directly affects your income and population growth. It ranges from 0% to 100% and is calculated from seven weighted factors. Each service building covers a fixed number of citizens — if your clinics cover 500,000 of 1,000,000 people, your healthcare score is 50%. Build more service buildings as you grow to maintain full coverage.
Happiness Factors
Happiness Thresholds
Income (Credits)
Cities generate credits every production cycle. Your earnings scale with population, then get multiplied by your tax bonus, economy bonus, and happiness multiplier — before maintenance is deducted.
Base rate: 0.008 credits per citizen per cycle.
Tax Bonus (from City Level)
Economy Bonus (from Financial Buildings)
These bonuses stack. A city with a Bank, Central Bank, and Stock Exchange gets +45% economy bonus.
| Building | Economy Bonus | Notes |
|---|---|---|
| Bank | +5% | — |
| Central Bank | +15% | — |
| Stock Exchange | +25% | 1 max per city |
| Reserve Bank | +40% | — |
| Galactic Exchange | +50% | Megastructure, 1 per city |
Food & Power
Food
Your city consumes food equal to its population each cycle, drawn from the linked orbital base’s storage.
| Coverage | Status | Effect |
|---|---|---|
| 100%+ | Well-fed | Slight birth rate bonus |
| 50–99% | Hungry | Death rate increases |
| <50% | Starving | Severe death rate penalties |
| 0% | Mass death | +10% death rate — city collapses rapidly |
Power
Power comes from generators and energy-producing structures linked to your orbital base. Power affects employment — if your base doesn’t produce enough energy to meet demand, some jobs go offline.
At full power (100%), all jobs function normally. At 50% power, only half your jobs are available — cutting your employment score and hurting happiness.
Settlers
Settlers are citizens who can leave the city to crew ships, colonize new worlds, or staff structures. They come from your city's excess population and are stored in your Settlement/Colony/City Hall, appearing as a resource in your base's inventory.
Population Distribution
Settler Caps (by City Level)
| Level | Name | Max Settlers |
|---|---|---|
| 1 | Settlement | 5,000,000 |
| 2 | Colony | 30,000,000 |
| 3 | City | 100,000,000 |
Buildings Reference
Every structure available across the three city tiers, plus the top-tier megastructures. Coverage values indicate how many citizens a service building supports. Maintenance is deducted from income each cycle.
Level 1 — Settlement Buildings
| Building | Category | Jobs | Housing | Coverage | Cost | Maint. |
|---|---|---|---|---|---|---|
| Settlement Hall | City Hall | — | — | — | 100,000 | 100 |
| Basic Shelter | Housing | — | 50,000 | — | 10,000 | 10 |
| Apartment Block | Housing | — | 150,000 | — | 50,000 | 30 |
| Workshop | Employment | 500 | — | — | 20,000 | 20 |
| Small Factory | Employment | 2,000 | — | — | 80,000 | 50 |
| Clinic | Healthcare | — | — | 25,000 | 30,000 | 25 |
| Security Post | Security | — | — | 30,000 | 25,000 | 20 |
| Community School | Education | — | — | 20,000 | 35,000 | 30 |
| Recreation Center | Entertainment | — | — | 30,000 | 28,000 | 25 |
| Shrine | Religion | — | — | 40,000 | 18,000 | 15 |
Level 2 — Colony Buildings
| Building | Category | Jobs | Housing | Coverage | Cost | Maint. | Special |
|---|---|---|---|---|---|---|---|
| Colony Hall | City Hall | — | — | — | 5,000,000 | 300 | — |
| Residential Tower | Housing | — | 400,000 | — | 300,000 | 80 | — |
| Housing Complex | Housing | — | 800,000 | — | 700,000 | 150 | — |
| Luxury Apartments | Housing | — | 200,000 | — | 1,000,000 | 200 | — |
| Factory | Employment | 8,000 | — | — | 600,000 | 150 | — |
| Commerce Center | Employment | 5,000 | — | — | 700,000 | 120 | — |
| Hospital | Healthcare | — | — | 100,000 | 600,000 | 150 | — |
| Police Station | Security | — | — | 100,000 | 400,000 | 100 | — |
| College | Education | — | — | 80,000 | 800,000 | 180 | — |
| Theater | Entertainment | — | — | 100,000 | 350,000 | 80 | — |
| Church | Religion | — | — | 150,000 | 280,000 | 60 | — |
| Bank | Financial | — | — | — | 600,000 | 100 | +5% Economy |
| Trade Post | Trade | — | — | — | 550,000 | 120 | — |
Level 3 — City Buildings
| Building | Category | Jobs | Housing | Coverage | Cost | Maint. | Special |
|---|---|---|---|---|---|---|---|
| City Hall | City Hall | — | — | — | 100,000,000 | 2,000 | — |
| Skyscraper | Housing | — | 2,000,000 | — | 5,000,000 | 400 | — |
| Arcology | Housing | — | 10,000,000 | — | 40,000,000 | 1,000 | — |
| Elite District | Housing | — | 3,000,000 | — | 80,000,000 | 2,000 | — |
| Industrial Zone | Employment | 50,000 | — | — | 10,000,000 | 800 | — |
| Corporate Campus | Employment | 25,000 | — | — | 8,000,000 | 600 | — |
| Galactic Trade Hub | Employment | 100,000 | — | — | 80,000,000 | 1,500 | — |
| Regional Hospital | Healthcare | — | — | 800,000 | 12,000,000 | 600 | — |
| Planetary Medical | Healthcare | — | — | 5,000,000 | 100,000,000 | 2,000 | — |
| Police HQ | Security | — | — | 600,000 | 6,000,000 | 400 | — |
| Security Fortress | Security | — | — | 4,000,000 | 120,000,000 | 2,000 | — |
| University | Education | — | — | 500,000 | 15,000,000 | 600 | — |
| Grand University | Education | — | — | 3,000,000 | 100,000,000 | 2,000 | — |
| Entertainment Complex | Entertainment | — | — | 600,000 | 10,000,000 | 500 | — |
| World Wonder | Entertainment | — | — | 5,000,000 | 150,000,000 | 1,500 | — |
| Cathedral | Religion | — | — | 800,000 | 6,000,000 | 300 | — |
| Grand Cathedral | Religion | — | — | 4,000,000 | 60,000,000 | 1,000 | — |
| Central Bank | Financial | — | — | — | 15,000,000 | 500 | +15% Economy |
| Reserve Bank | Financial | — | — | — | 150,000,000 | 2,000 | +40% Economy |
| Stock Exchange | Financial | — | — | — | 40,000,000 | 800 | +25% (1 max) |
Megastructures — Level 3
Megastructures are the pinnacle of colonial engineering — one of each per city, and each demands its own advanced research before you can raise it. The Spaceport opens at Tech Tier 6; the rest sit at the very top of the ladder at Tech Tier 7.
| Building | Category | Tech Tier | Cost | Maint. | Special | Limit |
|---|---|---|---|---|---|---|
| Spaceport | Infrastructure | 6 | 60,000,000 | 1,200 | Ship operations | 1 / city |
| Orbital Elevator | Infrastructure | 7 | 800,000,000 | 5,000 | Space elevator | 1 / city |
| Galactic Exchange | Financial | 7 | 300,000,000 | 3,000 | +50% Economy | 1 / city |
| Research Institute | Research | 7 | 30,000,000 | 700 | Research facility | 1 / city |
| Planetary Defense HQ | Military | 7 | 500,000,000 | 4,000 | Planetary defense | 1 / city |
Stable Growth Checklist
A phase-by-phase build order from first settlement to thriving metropolis. Follow each tier in sequence and scale your services with population.
Warning Signs
Watch for these problems and fix them quickly — most colonial failures compound every cycle if left unaddressed.
Key Tips
Distilled colonial doctrine — the principles that separate a thriving metropolis from a dying outpost.