Citadel

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A Citadel functions as your "capital" and is the main focal point of your colonies. Generally,

  • Citadels push your Sphere of Influence and increase your Population Cap, at a base of +15 (Space Bases also boost it by 15 apiece).
  • They spawn your Commander units, but each Commander unit spawned takes successively longer to construct (so be careful).
  • If you lose both your Commander and your Citadel(s) you will eventually lose your game.

Citizens cannot build anything other than space base - only your Commander and military units can do that. These are based off the four "dictators' cities", ie Vidalgrad for the Vidalists, the Salvburg for Salviatia, and maybe the Picou complex for ASTRO.

Building a Citadel[edit | edit source]

If you start a game without having built a Citadel, you will get a Commander unit which you must deploy. Doing so consumes the Commander, but instantaneously creates a new Citadel. If you wait long enough, a new Commander unit will then respawn from the Citadel, ready to do your bidding so when beginning a new game on Nomad, always deploy your Citadel preferably in a defensible position.

Once you research Planetary Federalism from the Politics tech track, you will be given the option to create a second Citadel. This allows you to choose respawn points for your Commander, and also makes it much harder for you to be defeated in a game, since you will have two Citadels that need to be captured in order to begin your defeat countdown timer.

Sanctum[edit | edit source]

G_SALV is able to pay a 1,500 Influence fee to convert a Citadel into a Sanctum. The Sanctum is a tougher and more powerful version of the Citadel, capable of researching the Vril track which is a unique set of technologies for G_SALV. This ability is reserved for all Citadels, including those captured from the enemy.

Whenever a Citadel is destroyed, it reverts into a city.

Economic functions[edit | edit source]

Citadels function very much like Space Bases, save that you can only build a maximum of two in a single game. Equally, Citadels are vital in Market-based trading by being waypoints for Freighters.

For trade to take place,

  • A Freighter must be assigned to your Citadel;
  • Then it must be told to create a new trade route with a Space Base with a Commerce Yard.

The Freighter will subsequently leave and return back depositing Wealth into your coffers.

  • The number of buildings attached to a Space Base increases the yield of wealth obtained per trip.
  • The farther the Space Base is from its chosen Citadel, the more profitable the yield.

In addition, Citadels are the only Settlement building capable of creating Fuel and Food.

Citadel as a victory condition[edit | edit source]

Each Citadel built generates a small trickle of Wealth and Fuel, and can function as your "capital" and is wholly indestructible. It is from the Citadels that your Command units (Commissars, Captains, Taishos, Executives) are spawned from. In every game, you are permitted only to build one Citadel. If you have no Commanders left and no Citadel, a timer will begin whereby you must reclaim your Citadel or else you will lose the game.

If you have captured Citadels from other factions, they will not spawn Commander units, nor will they be able to function as "new Citadels". Only Citadels constructed by your Commander will retain the full function of a Citadel in the game.

Units trained[edit | edit source]

  • Civilian: Is required to staff economic buildings to get them running. Can't be used to construct buildings but can repair them like normal combat engineers.