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Buildings rarely provide housing, so Cities are also necessary to house the specialists working them. The first Building on a planet is always the Capital, and more slots are unlocked as you develop more Technologies and construct Cities. Buildingsīuildings provide more advanced jobs for your people than Districts, allowing you to produce key resources like Research and Unity or enhance a planet's overall effectiveness. You may need a specific Technology to get rid of Blockers. Click the Features button on the planet window to see which of these Blockers can be cleared away. Furthermore, some District slots must be cleared on newly-settled worlds before they can be used.
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Technicians produce Energy Credits for your empire.Provides housing and employment for two Pops as Technicians.Metallurgists convert Minerals into Alloys.Artisans convert Minerals into Consumer Goods.Provides housing for two pops, with employment for one Artisan and one Metallurgist.Clerks also produce Trade Value, helping your empire's income.Clerks provide Amenities, keeping the planet's people happy.Provides employment for one Pop as a Clerk.Each City on a planet adds a Building slot.The ship itself is converted into a shelter when the colonists make planetfall, so each Colony Ship can only settle one planet. Colony ShipsĬolony Ships don't usually stay on the map very long, as their purpose is to go from the shipyard where they were built to an uninhabited world and settle it for your empire.
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Ships will automatically engage any enemy vessels that come within weapons range. Each ship can be equipped with a wide variety of weapons and equipment based on which Technologies you've researched, so it's important to have the latest tech. Military ships, as you might expect, are for fighting your enemies.
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Anomalies are almost always beneficial, but in very rare cases they will result in a negative effect like the destruction of the Science Vessel. The process takes time, so it may slow your exploration - that's why it's good to have several active Science Vessels. You can assign a Science Vessel, usually the one that found the Anomaly, to analyze it for unknown results. Science Vessels will occasionally find Anomalies.
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