These are the places you’ve put an outpost down at and can be fought over freely by anyone you don’t have a non-aggression treaty with. They give direction to your citizens and let their virtual lives run by.įinally, you have your territories. It’s what you found, name, and build your infrastructure in. Each one of these states will have a city, which serves as the capitol of that state. These are your annexed territories that appear as a solid on the map. You give direction to your nation, run its military, engage in diplomacy, and tell the state level what to do. This came from many, many restarted games and taking the time to get it all done and figured out.įirst and foremost: You are truly making a nation here, not a conglomeration of cities with nothing in between them of note save for strategic resources. In this guide, you’ll learn that while cities are still your centers for administration, they are definitely NOT your centers for anything else. Also, you’ll need a large amount of Influence to combine two cities.A lot of you will be coming from civilization, where cities have a related but yet different function than what they have in Humankind. Similar to attaching outposts, this comes with a negative stability modifier too. Military Architecture unlocks the Fort and Trebuchet as well as the Absorb City mechanic. This will immediately reduce your city cap by one because you no longer have two cities.īefore you can combine any cities together, you’ll need to reach Medieval Era technology. However, you’ll be completely merging one city with another absorbing its’ territory and people. This is similar to the early game mechanic of attaching outposts to cities. The next best way to continue growing your empire is to merge cities using the Absorb City mechanic. This late-game event revolves around picking a city administrator for either +1 City Cap or +15 Fame. While it’s not a Civic, there is an event called The Combine that also has a choice for +1 City Cap. Otherwise, you can pick the Autarch which brings your empire closer to Authority and provides +25 Stability. This is the Small Council choice that brings you closer to Liberty by four. Make sure you pick the right choice when you get the Leadership Civic or else you won’t increase it. Unlike the science route, there’s only one opportunity under Civics to increase your city cap. Leadership is a great Civic to take advantage of to get an extra city in your territory. Space Orbital – The Space Station effect provides +3 City Cap and +50% money on all cities.Urban Planning – This provides the Urban Administrator effect.Mercantilism – This provides the Commercial Administrator effect.Supply Lines – This provides the Supplies Administrator effect.Three-Masted Ship – This provides the Naval Administrator effect.
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