Cities send status reports to 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. Gaining Control
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. 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. 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. 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 Empires page discusses other aspects of an empire's capital city. 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. |
|
| Cause |
Morale
Effect |
Notes |
| 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 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
4 days since last visited |
Cities
need
to
be visited by your empire or they feel abandoned. A city is
"visited" when an officer commands a ship in the solar system or when a
player who is online is in the solar system. |
| 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
apartments
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. |
| Bases |
-1
for
every
excess base |
Citizens
will
tolerate
1 base per 150 population. |
| Cantina |
-1
for
every
cantina needed, max -2 +1 for every excess cantina, max +2 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 +1 for every excess church, max +2 Starving, hungry, suffocating or gasping reduces the + bonus by 1. |
Citizens
want
1
church per 45 population. |
| Fire
Station |
-1 for every fire station needed, max -2 | Citizens
want
1
fire station per 40 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 per 60 population. |
| Retail
Store |
-1 for every retail store needed, max -2 | Citizens want 1 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. |