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== Introduction ==
 
== Introduction ==
A '''city''' is the basic unit of a Colony, and easily it's most valuable asset. Cities do most of the advancement in your civilization, generating {{FoodBE}}, {{ProductionBE}}, {{EnergyBE}} (Replacement of gold), {{ScienceBE}}, {{CultureBE}}, and {{HealthBE}}. Cities are used as the launching point for orbital units and exert a launch range in all directions. All cities start with a road (or magrail if unlocked).
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A '''city''' is the basic unit of a Colony, and easily its most valuable asset. Cities do most of the advancement in your civilization, generating {{FoodBE}}, {{ProductionBE}}, {{EnergyBE}} (replacement of [[Gold (currency)|gold]]), {{ScienceBE}}, {{CultureBE}}, and {{HealthBE}}. Cities are used as the launching point for orbital units and exert a launch range in all directions. All cities start with a [[Roads (CivBE)|road]] (or [[Magrails (CivBE)|magrail]] if unlocked).
 
In ''[[Civilization: Beyond Earth]]'', Cities have four appearances, based on what affinity the civilization that owns them chooses to advance furthest into; hybrid affinities with be visible in hybrid city architecture.
 
In ''[[Civilization: Beyond Earth]]'', Cities have four appearances, based on what affinity the civilization that owns them chooses to advance furthest into; hybrid affinities with be visible in hybrid city architecture.
   

Revision as of 02:30, 9 May 2015

Introduction

A city is the basic unit of a Colony, and easily its most valuable asset. Cities do most of the advancement in your civilization, generating Food Food, Production Production, Energy Energy (replacement of gold), Science Science, Culture Culture, and Health Health. Cities are used as the launching point for orbital units and exert a launch range in all directions. All cities start with a road (or magrail if unlocked). In Civilization: Beyond Earth, Cities have four appearances, based on what affinity the civilization that owns them chooses to advance furthest into; hybrid affinities with be visible in hybrid city architecture.

Outposts

Newly founded cities begin as 0-population Outposts, which can't produce anything and are vulnerable. An Outpost grows into a full City over time, once it has acquired all adjacent tiles. Establishing Trade Routes with an Outpost accelerates this process. If an Outpost is captured by a rival faction, it is destroyed (it becomes a Derelict Settlement); it is not converted (unless that faction has purchased the Might virtue Liberation Army). Outposts cannot be attacked without declaring war on the owner.

Starting city

Purity city

Supremacy city

Harmony city