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[[Category:Colonization]]
[[file:CityDowntown.png|thumb|right|A neatly built downtown area of a city.]]
[[Category:Science]]
[[Building]]s can be left independent and function just fine on their own, but there are advantages to making them into a city. Cities are formed when a [[capitol]] and a [[Police_Station|police station]] are built.
Cities are the centers of civilization on developing worlds. Cities are constructed using buildings and roads. Buildings house the industries that manufacture commodities and equipment.


Cities create status reports for the people in their chain of command four times per game-universe day. There are twenty-eight game-universe days per real day so a status report is sent about every thirteen minutes. Status reports show changes in jobs, population and morale. Note that population and morale changes occur at the time the report is generated. The result of the report is the status quo in the city until the next status report is generated. Morale does not fluctuate between status reports. Population may change between reports due to spacecraft passenger traffic or the casualties of war. Jobs fluctuate between reports when new jobs are created, when current jobs are finished, or when jobs get halted or resumed. City status reports provide the information needed to manage the morale and population of a city's inhabitants.
Cities allows the construction of [[bank]]s, declaring of [[capital]]s, increased population migration, easier management and creation of [[City_Report|city report]]s.


City status reports are accessed on the Governance (F12) window. Go to the Places tab and right-click a city name to request the most recent report or a history of reports. When the most recent report is requested, you actually receive the last two so you can compare them easily.
==Jurisdiction==
A city controls the jurisdiction area created by its [[capitol]] and [[Police_Station|police station]]s. [[Empire]]s are blocked from constructing any buildings inside the jurisdiction of another empire's city.


=Zone of Control=
The size of the jurisdiction depends on the police station [[Building_Design|building design]] used. The jurisdiction area of a city can be further extended by building more police stations.
Cities represent the presense of a growing civilization that has advanced beyond nomadic hunters and gatherers. A city is symbolic of a larger populace present in its region of the world.


Worlds are divided into [[resource zone]]s. A city controls the resource zone that contains the town square of the city. Control of a resource zone enables your empire to block construction in that zone by other empires. The [[Zone Build Permission]] policy of an empire determines what other empires are permitted to build in the zones controlled by your cities.
==City Control==
When a [[capitol]] and a [[Police_Station|police station]] is built, all [[building]]s inside the jurisdiction area will change ownership to that of the capitol building.


Cities often overlap more than one resource zone. Cities do not control the zones they overlap, only the zone that contains the town square.
===World Claim===
When a [[world]] is [[claim]]ed, all cities and buildings on the world will change ownership to that of the claim.


When cities of different empires exist within the same zone, their zone build permission policies affect each other. For example, empire A and empire B are friends. Empire A permits friends to build in their zones; empire B does not. Empire B is free to expand their city and build more cities. Empire A cannot build any new construction of any kind.
For more information, see the [[Claim]] page.


=Gaining Control of a City=
==Morale==
One empire controls each city. The empire who controls the flag at the town square controls the city. To gain control of a city, you must replace the flag at the town square with the flag of your empire.
The [[morale]] of a city's population determines if population is immigrating or emigrating. When morale is zero or positive, population will try to immigrate into the city. When morale is negative, the population will emigrate out of the city.


Each person and troop present influences a flag according to their empire's stance toward the holder of the flag. Enemy flags are lowered to the bottom of the pole then changed to your empire's flag. This is symbolic and does not require you to have a flag in your possession. Friendly flags are raised to the top of the pole.
For more information, see the [[City_Morale|City Morale]] page.


Defense bases increase the difficulty of controlling a city. You cannot raise or lower the flag at the town square unless all of the defense bases of the city are controlled by empires that are friendly or neutral toward your empire.
==Citizen DNA==
[[file:DnaMixedCitizens.png|thumb|right|A mix of [[Phylum|glabrian]] [[citizen]]s.]]


When no player or troop is standing near a defense base flag, it slowly returns to the owner of the town square flag. To hold a defense base flag, at least one player or troop must remain at the defense base until the town square flag is changed.
The [[DNA]] of a city's population may differ from the DNA of the [[Indigenous_Population|indigenous population]].


When a city is captured, the local banks are pillaged of all funds from the government and citizen accounts. The loot is split equally between the conquering players present in the city. All players in the city get an equal share, whose empire is an enemy toward the losing empire at the time the city is captured.
[[Citizen]]s emerge from a city to greet visiting [[avatar]]s and when they are loaded as [[officer]]s, [[crew]], [[troop]]s and [[passenger]]s. When citizens emerge, their DNA is determined as follows.


=Morale=
* In a harsh environment, all citizens will have the citizen DNA of the city.
Morale of the citizens of a city is effected by these factors. Some of these factors are mutually exclusive of each other.


{| class="wikitable"
* In a habitable environment, where the citizens are [[Procreation|sexually compatible]] with the indigenous population, 15% of citizens will have the citizen DNA of the city, 25% of citizens will have the indigenous DNA, and the remaining 60% will be a [[DNA#DNA_Combination|combination]] of the citizen and indigenous DNA.
|+
! Cause !! Morale Effect !! Notes
|-
| Alien Invader || -1 || Occurs on habitable worlds when the [[Animal#Phylum|phylum]] or [[Ecological_Role|ecological role]] of the citizen DNA differs from the indigenous population.
|-
| Decay || -1 Per Building Decayed || Cities decay due to abandonment and underpopulation.
|-
| Harsh Environment Without Power || -2 || Occurs in harsh environment only due to cramped living conditions and no power.
|-
| Harsh Environment || -1 || Occurs in harsh environment only due to cramped living conditions.
|-
| Suffocation || -5 || City in harsh environment has no [[air]] at all. 10% of population dies.
|-
| Gasping || -1, -2 if available air is less than 1/2 air needed || City in harsh environment has some [[air]] but air is less than the full amount needed.
|-
| Starvation || -5 || City has no food at all. 10% of population dies.
|-
| Hunger || -2 || City has some food but less than the full amount needed.
|-
| Food Variety || +1 or +2 depending on variety and [[Ecological_Role|ecological role]] of citizens || City has enough [[food]] for all citizens and there is a variety of kinds of food. Not applicable when hungry, even if there is variety. Threshold for +2 variety bonus varies by ecological role due to number of food types available to each.
|-
| Occupation || -1 to -5 depending on disloyalty level || City is controlled by an empire that is not the empire of allegiance of the citizens. This penalty drops slowly as their disloyalty drops, until it turns into a loyalty bonus.
|-
| Loyalty || +1 at 50% loyalty, +2 at 90% loyalty || Citizens are loyal to the empire that controls the city. This bonus rises as their loyalty increases.
|-
| Overpopulation || -1 for each 5% above max population || Maximum global populations are listed in a table in the worlds section.
|-
| Homelessness || -1 per 4 homeless citizens, max -10 || Penalty imposed when citizen population exceeds the number of homes.
|-
| Abandonment || -1 for every 7 days since last visited || Cities need to be visited by your empire or they feel abandoned. A city is "visited" when an [[avatar]] is online in the solar system. See [[#Abandonment Decay|Abandonment Decay]] below.
|-
| Cramped Living Conditions || -3 if apartments exceed 3/4 of living space, -2 if apartments exceed 2/3 of living space, -1 if apartments exceed 1/2 of living space || Too many [[apartment]]s means a lot of people are living pretty close together.
|-
| Unemployment || -1 to -5, depending on unemployment % || Unemployment occurs when the number of citizens exceeds the number of jobs.
|-
| Overworked || -1 || Homes are full and jobs are available. There's work to do but no room for more people to move in to help so the current population must do every job.
|-
| Arena || -1 for every arena needed, max -2 || Citizens want 1 [[arena]] per 175 population.
|-
| Cantina || -1 for every cantina needed, max -2<br>+1 for every excess cantina, max +2<br>Starving, hungry, suffocating or gasping reduces the + bonus by 1. || Citizens want 1 [[cantina]] per 50 population, minus one if they have [[liquor]].
|-
| Casino || -1 for every casino needed, max -2 || Citizens want 1 [[casino]] per 200 population.
|-
| Church || -1 for every church needed, max -2<br>+1 for every excess church, max +2<br>Starving, hungry, suffocating or gasping reduces the + bonus by 1. || Citizens want 1 [[church]] per 45 population.
|-
| Garrison Troops || -1 for every 5 excess garrison troops. || Citizens will tolerate 1 garrison troop per 30 population, not including the troops at the town square.<br>Each military flag adds up to 5 garrison troops to the troop contingent.<br>Another way to look at it, citizens will tolerate 1 fully manned military flag per 150 population.
|-
| Grocery || -1 for every grocery needed, max -2 || Citizens want 1 [[grocery]] per 100 population.
|-
| Hospital || -1 for every hospital needed, max -2 || Citizens want 1 [[hospital]] per 80 population.
|-
| Park || -1 for every park needed, max -2 || Citizens want 1 [[park]] per 90 population.
|-
| Police Station || -1 for every police station needed, max -2 || Citizens want 1 [[Police Station|police station]] per 60 population.
|-
| Retail Store || -1 for every retail store needed, max -2 || Citizens want 1 [[Retail Store|retail store]] per 55 population.
|-
| University || -1 for every university needed, max -2 || Citizens want 1 [[university]] per 70 population.
|-
| Zoo || -1 for every zoo needed, max -2 || Citizens want 1 [[zoo]] per 150 population.
|}


=Loyalty and Occupation=
* In a habitable environment, where the citizens are sexually incompatible with the indigenous population, all citizens will have the citizen DNA of the city. The city will then also get a -1 alien invader [[morale]] penalty.
Citizens of a city are loyal to their empire. Loyalty is reported as a percentage on the city status report. This is the percentage of the citizens who are loyal towards the empire who controls their city.


When citizens move into a city, they are not immediately loyal to the controlling empire. Their loyalty is gained slowly, at about one person per city report cycle. It is typical for the loyalty percentage to change a lot when the population of a small city grows quickly.
The citizen DNA of a city is set to that of the avatar founding the city, it can however changed the following ways.


When a city is conquered, citizens remain loyal to their previous empire. This is reported as disloyalty to the occupier in their city status reports. The disloyalty of citizens drops slowly, at about one person per city report cycle. When the disloyalty level reaches zero, the citizens change their allegiance to the empire who controls the city; then loyalty toward their new empire begins to rise.
* Citizen DNA of a city is changed when a citizen is added to a city that has a population of 0. Citizens unloaded, garrisoned, deserted, or lost in a city are added to the city's population.


A city that is disloyal toward the controlling empire is an occupied city.
* Citizen DNA of a city is changed to the indigenous population DNA when the population of the city is reduced to zero. Only habitable worlds in the habitable [[Orbit_Zone|orbit zone]] have an indigenous population.


Occupied cities may send city occupation reports to their previous empire at the same time that they send city status reports to the controlling empire. The likelihood of a city occupation report at each city report cycle decreases as loyalty toward the previous empire decreases.
==Surrender==
[[File:CitiesSurrender.png|thumb|200px|right|Surrendering a city to the ''Imperium''.]]
It is possible to surrender cities to another empire.


While a city is occupied, the controlling empire cannot construct or demolish any buildings or roads. Construction must wait until the citizens change their allegiance.
{{Bug|Currently this feature does not work. The [[pirate]]s will never accept your surrender offer.}}


Disloyalty towards an occupier affects the productivity of the citizens. Citizens become more productive as disloyalty decreases. While disloyalty is high, construction and manufacture by citizens is slowed.
[[Category:Colonization]]
 
[[Category:Science]]
Occupation affects the morale of citizens. Citizens incur a morale penalty that decreases as disloyalty decreases.
 
Occupation prevents drafting of local citizens. While a city is occupied, troops cannot be drafted from the populace by defense bases. The only way to increase the number of troops at a defense base in an occupied city is to bring them to the base from elsewhere.
 
=Inventory and Power Reserve=
Each city maintains an inventory of all commodities stored within its buildings. The size of the inventory depends upon the buildings present in the city. The construction page contains a table showing the amount of storage added by different buildings. The inventory size limit is applied to each commodity individually. A city with an inventory size of 100 can store up to 100 units of each commodity: 100 vegetables, 100 beans, and 100 mechanical parts for example.
 
A city's inventory may contain a mixture of qualities of the same commodity. The combined total may not exceed the inventory size. A city with an inventory size of 100 might have 30 beans of quality 200 and 45 beans of quality 125, leaving room for 25 more beans, but the total amount of beans in stock will not exceed 100.
 
Construction and manufacturing processes fetch materials from the city's inventory as needed. The resulting quality of construction and manufacturing is the average quality of the components used to make the building or product. To produce the best products and buildings, a city supplies the best quality commodities from its inventory before the poorer quality commodities.
 
A city will buy and sell commodities from its inventory to spacecraft. A spacecraft may trade cargo with any city if the ship is physically present on a road slab of the city. When a city has an airport, spacecraft may trade cargo with the city if they are near a friendly space station in the solar system. A space station acts as a trade hub for all friendly cities in the solar system.
 
Cities strive to improve the quality of their inventories. When a city manufactures, imports, or buys commodities, the city replaces lower quality commodities if necessary to fit the new commodities into its inventory. A city will not buy, import, or manufacture commodities of lower quality if they will not fit into its inventory. This improves the quality of its inventory whenever possible, which improves the quality of the commodities it manufactures and the buildings it constructs.
 
Power reserve is treated much like the city's inventory. Electricity is stored in the power reserve when it is produced, not in the city's inventory. Electricity always has quality 255; there is no poor quality electricity. The size of the power reserve is based on the presence of certain buildings; the power reserve added by each building is shown on the table on the construction page. Buildings and roads use varying amounts of electricity from the power reserve depending upon the size of buildings, manufacturing processes, life support, and electric lighting. Spacecraft may purchase electricity from the power reserve to recharge their capacitors and cities will purchase electricity from spacecraft.
 
Ringworlds provide power as part of the ring hull infrastructure. Ringworld power is adequate to supply manufacturing processes and lighting. Defense bases require a great deal of power to be readily available in city capacitors. For this reason, power plants should be built in ringworld cities that have defense bases.
 
=Abandonment Decay=
Cities decay to remove unused and unwanted data from the game Universe. Limited server resources require that unused things be removed, for the benefit of those things that matter to active players.
 
For information on this, read the [[Decay#City_Decay|Decay]] page.

Latest revision as of 00:33, 2 April 2024

A neatly built downtown area of a city.

Buildings can be left independent and function just fine on their own, but there are advantages to making them into a city. Cities are formed when a capitol and a police station are built.

Cities allows the construction of banks, declaring of capitals, increased population migration, easier management and creation of city reports.

Jurisdiction

A city controls the jurisdiction area created by its capitol and police stations. Empires are blocked from constructing any buildings inside the jurisdiction of another empire's city.

The size of the jurisdiction depends on the police station building design used. The jurisdiction area of a city can be further extended by building more police stations.

City Control

When a capitol and a police station is built, all buildings inside the jurisdiction area will change ownership to that of the capitol building.

World Claim

When a world is claimed, all cities and buildings on the world will change ownership to that of the claim.

For more information, see the Claim page.

Morale

The morale of a city's population determines if population is immigrating or emigrating. When morale is zero or positive, population will try to immigrate into the city. When morale is negative, the population will emigrate out of the city.

For more information, see the City Morale page.

Citizen DNA

A mix of glabrian citizens.

The DNA of a city's population may differ from the DNA of the indigenous population.

Citizens emerge from a city to greet visiting avatars and when they are loaded as officers, crew, troops and passengers. When citizens emerge, their DNA is determined as follows.

  • In a harsh environment, all citizens will have the citizen DNA of the city.
  • In a habitable environment, where the citizens are sexually compatible with the indigenous population, 15% of citizens will have the citizen DNA of the city, 25% of citizens will have the indigenous DNA, and the remaining 60% will be a combination of the citizen and indigenous DNA.
  • In a habitable environment, where the citizens are sexually incompatible with the indigenous population, all citizens will have the citizen DNA of the city. The city will then also get a -1 alien invader morale penalty.

The citizen DNA of a city is set to that of the avatar founding the city, it can however changed the following ways.

  • Citizen DNA of a city is changed when a citizen is added to a city that has a population of 0. Citizens unloaded, garrisoned, deserted, or lost in a city are added to the city's population.
  • Citizen DNA of a city is changed to the indigenous population DNA when the population of the city is reduced to zero. Only habitable worlds in the habitable orbit zone have an indigenous population.

Surrender

Surrendering a city to the Imperium.

It is possible to surrender cities to another empire.

This content has one or more bugs associated with it.
Details: Currently this feature does not work. The pirates will never accept your surrender offer.