Voran Colonial Authority // Field Manual VCA-CITY-01

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.

EconomyPopulationInfrastructure
Section 01 // Deployment

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.

Every change you make takes effect at the next production cycle (every 5 minutes). Numbers won’t update instantly — don’t panic if a fix doesn’t show right away.
Section 02 // Tier Progression

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.

LvlNamePopulation CapMax SettlersTax BonusRequirements
1Settlement10,000,0005,000,000Settlement Hall
2Colony100,000,00030,000,000+15%5M pop, Tech Tier 3, Colony Hall
3City300,000,000100,000,000+40%100M pop, Tech Tier 6, City Hall
Section 03 // Demographics

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.

+2%
Base Birth Rate
per production cycle
−1%
Base Death Rate
per production cycle
~1%
Net Growth (Ideal)
healthy, fed, happy city
Increases Birth Rate
Full healthcare coverage+0.5%
Happiness above 80%+0.3%
Food surplus (over 100%)+0.2%
Increases Death Rate
Food shortage+1% / 10% under
Complete starvation (0% food)+10%
Happiness below 30%+0.5%
Decreases Death Rate
Full healthcare coverage−0.3%
Prioritize food supply and healthcare early. A starving city with no medical care can spiral into collapse very quickly — deaths compound every cycle.
Section 04 // Civil Morale

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

Employment25%
Workshops, Factories, Commerce Centers, Industrial Zones, Corporate Campuses, Trade Hubs
Food20%
Food stored at your linked base
Healthcare15%
Clinics, Hospitals, Regional Hospitals, Planetary Medical Centers
Security15%
Security Posts, Police Stations, Police HQs, Security Fortresses
Education10%
Community Schools, Colleges, Universities, Grand Universities
Entertainment10%
Recreation Centers, Theaters, Entertainment Complexes, World Wonders
Religion5%
Shrines, Churches, Cathedrals, Grand Cathedrals
Employment works differently. It depends on the total jobs your Activity buildings provide and how much power your base generates. If your base is underpowered, some jobs go offline — directly hurting employment and happiness.

Happiness Thresholds

90%+
1.2×
Excellent income
70–89%
1.0×
Normal income
50–69%
0.8×
Reduced income
<50%
0.5×
Crisis income
If happiness drops below 30%, your city enters civil unrest — death rates spike and income plummets. Recover by restoring employment and rebuilding service coverage.
Section 05 // Treasury

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.

Income FormulaIncome = Population × Base Rate × Tax Bonus × Economy Bonus × Happiness Mult Maintenance

Base rate: 0.008 credits per citizen per cycle.

Tax Bonus (from City Level)

+0%
Level 1 · Settlement
+15%
Level 2 · Colony
+40%
Level 3 · City

Economy Bonus (from Financial Buildings)

These bonuses stack. A city with a Bank, Central Bank, and Stock Exchange gets +45% economy bonus.

BuildingEconomy BonusNotes
Bank+5%
Central Bank+15%
Stock Exchange+25%1 max per city
Reserve Bank+40%
Galactic Exchange+50%Megastructure, 1 per city
Maintenance is the sum of all building upkeep, deducted from income each cycle. If maintenance exceeds your earnings, your city runs at a loss. Don’t overbuild expensive structures before your population can support the upkeep — scale infrastructure with population.
Section 06 // Life Support

Food & Power

Food

Your city consumes food equal to its population each cycle, drawn from the linked orbital base’s storage.

Food CoverageFood Coverage = ( Food Available / Population ) × 100%
CoverageStatusEffect
100%+Well-fedSlight birth rate bonus
50–99%HungryDeath rate increases
<50%StarvingSevere death rate penalties
0%Mass death+10% death rate — city collapses rapidly
Keep your base stocked with food. If you see the starvation warning, resupply immediately — a city without food dies fast.

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.

Power CoveragePower Coverage = Energy Produced / Energy Required

At full power (100%), all jobs function normally. At 50% power, only half your jobs are available — cutting your employment score and hurting happiness.

Check your base’s status page — Energy Used / Generated tells you whether you need more power infrastructure.
Section 07 // Colonization Corps

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

50%
Workforce
working in Activity buildings
10%
Reserve
kept in reserve
40%
Excess
available as settlers

Settler Caps (by City Level)

LevelNameMax Settlers
1Settlement5,000,000
2Colony30,000,000
3City100,000,000
Settlers cost population. When you transfer settlers out, the city’s population decreases by the same amount. It must regrow that population through natural birth rate — settlers are not free. Plan accordingly.
Section 08 // Construction Registry

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

BuildingCategoryJobsHousingCoverageCostMaint.
Settlement HallCity Hall100,000100
Basic ShelterHousing50,00010,00010
Apartment BlockHousing150,00050,00030
WorkshopEmployment50020,00020
Small FactoryEmployment2,00080,00050
ClinicHealthcare25,00030,00025
Security PostSecurity30,00025,00020
Community SchoolEducation20,00035,00030
Recreation CenterEntertainment30,00028,00025
ShrineReligion40,00018,00015

Level 2 — Colony Buildings

BuildingCategoryJobsHousingCoverageCostMaint.Special
Colony HallCity Hall5,000,000300
Residential TowerHousing400,000300,00080
Housing ComplexHousing800,000700,000150
Luxury ApartmentsHousing200,0001,000,000200
FactoryEmployment8,000600,000150
Commerce CenterEmployment5,000700,000120
HospitalHealthcare100,000600,000150
Police StationSecurity100,000400,000100
CollegeEducation80,000800,000180
TheaterEntertainment100,000350,00080
ChurchReligion150,000280,00060
BankFinancial600,000100+5% Economy
Trade PostTrade550,000120

Level 3 — City Buildings

BuildingCategoryJobsHousingCoverageCostMaint.Special
City HallCity Hall100,000,0002,000
SkyscraperHousing2,000,0005,000,000400
ArcologyHousing10,000,00040,000,0001,000
Elite DistrictHousing3,000,00080,000,0002,000
Industrial ZoneEmployment50,00010,000,000800
Corporate CampusEmployment25,0008,000,000600
Galactic Trade HubEmployment100,00080,000,0001,500
Regional HospitalHealthcare800,00012,000,000600
Planetary MedicalHealthcare5,000,000100,000,0002,000
Police HQSecurity600,0006,000,000400
Security FortressSecurity4,000,000120,000,0002,000
UniversityEducation500,00015,000,000600
Grand UniversityEducation3,000,000100,000,0002,000
Entertainment ComplexEntertainment600,00010,000,000500
World WonderEntertainment5,000,000150,000,0001,500
CathedralReligion800,0006,000,000300
Grand CathedralReligion4,000,00060,000,0001,000
Central BankFinancial15,000,000500+15% Economy
Reserve BankFinancial150,000,0002,000+40% Economy
Stock ExchangeFinancial40,000,000800+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.

BuildingCategoryTech TierCostMaint.SpecialLimit
SpaceportInfrastructure660,000,0001,200Ship operations1 / city
Orbital ElevatorInfrastructure7800,000,0005,000Space elevator1 / city
Galactic ExchangeFinancial7300,000,0003,000+50% Economy1 / city
Research InstituteResearch730,000,000700Research facility1 / city
Planetary Defense HQMilitary7500,000,0004,000Planetary defense1 / city
Section 09 // Operational Doctrine

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.

1Early SettlementPopulation 0 – 5M
1Build housing first — Basic Shelters and Apartment Blocks to raise your population cap.
2Secure food supply — Stock your linked base with food before population grows.
3Add a Clinic — Healthcare reduces death rate and boosts birth rate.
4Build a Workshop or Small Factory — Employment is the biggest happiness factor (25%).
5Add a Security Post — Tied with healthcare as the second-highest service weight (15%).
6Ensure base has power — Underpowered bases mean unemployed citizens.
7Add remaining services — School, Recreation Center, and Shrine as budget allows.
2Growing ColonyPopulation 5M – 100M
1Upgrade to Colony Hall — Requires Tech Tier 3 and 5M population.
2Scale housing — Residential Towers (400K) and Housing Complexes (800K) are efficient.
3Scale services proportionally — Each building covers a fixed number of citizens; coverage drops as you grow unless you build more.
4Build a Factory — 8,000 jobs helps maintain employment as population booms.
5Build a Bank — +5% economy bonus starts compounding your income.
6Watch maintenance costs — Don't let upkeep exceed income.
3Thriving CityPopulation 100M+
1Upgrade to City Hall — Requires Tech Tier 6 and 100M population.
2Arcologies — 10M housing each, the most efficient large-scale housing.
3Industrial Zones and Trade Hubs — Massive job creation for a growing workforce.
4Planetary-scale services — Planetary Medical (5M), Security Fortress (4M), Grand University (3M), World Wonder (5M), Grand Cathedral (4M).
5Stack economy bonuses — Central Bank (+15%), Stock Exchange (+25%), Reserve Bank (+40%), Galactic Exchange (+50%).
6Build megastructures — Spaceport, Orbital Elevator, Research Institute, and Defense HQ.
Section 10 // Threat Assessment

Warning Signs

Watch for these problems and fix them quickly — most colonial failures compound every cycle if left unaddressed.

Population declining
CauseDeath rate exceeding birth rate
FixCheck food supply, build healthcare
Starvation alert
CauseFood coverage below 50%
FixResupply base with food immediately
Civil unrest
CauseHappiness below 30%
FixBuild service buildings, fix employment
Income negative
CauseMaintenance exceeds earnings
FixRemove expensive buildings or grow population
Settlers not producing
CausePopulation too small
FixNeed excess population beyond workforce + reserve
Employment low
CauseNot enough jobs or power
FixBuild Activity buildings, add generators
Section 11 // Commander's Briefing

Key Tips

Distilled colonial doctrine — the principles that separate a thriving metropolis from a dying outpost.

Food Is Survival
Always keep your base stocked. A city without food dies fast — starvation is the single fastest way to lose a colony.
Balance Growth With Services
Don’t just spam housing. If your services can’t keep up with population, your happiness will tank and your income with it.
Power Enables Jobs
An underpowered base means unemployed citizens, which tanks both happiness and income. Energy infrastructure is non-negotiable.
Economy Buildings Compound
A Level 3 city with all financial buildings gets +135% economy bonus on top of the +40% tax bonus. Stack them.
Settlers Cost Population
Transferring settlers out shrinks your city — that population must regrow naturally. Plan your colonization waves accordingly.
Maintenance Adds Up
Every building costs upkeep each cycle. Build what you need, not everything you can — overbuilding bleeds your treasury dry.
Production cycles run every 5 minutes. Changes take effect at the next cycle — don’t panic if numbers don’t update instantly. Patience is part of command.