The experience tells you to manage money, workers, population, resources, happiness, power, research, production, and city expansion. It does not publish incomes, costs, or caps. Use this page to see which systems are confirmed, which are only player reports, and what to check when a city stalls.
Confirmed systems
| System | What is confirmed | What is not published |
|---|---|---|
| Money | You manage money as the country grows. | Income per building, shop prices, and repair costs. |
| Workers | Workers are a managed value. | How housing or neighbourhoods raise the cap. |
| Population | Population is a managed value, separate in the description from workers. | Whether population and workers move together. |
| Resources | Resources are managed. | The full resource list and any rates. |
| Happiness | Happiness is managed. | Which buildings raise or lower it. |
| Power | Power plants are a named build, and power is a managed value. | Output per plant and what shuts down at zero power. |
| Research | You research new technology. | The tree, costs, and prerequisites. |
| Production | Production is managed, and you manufacture vehicles and missiles. | Factory recipes. |
| City expansion | The country grows from a plot into large cities. | The control that buys the next city size. |
A public game-pass list includes More City Slots. The name supports the idea that city slots are limited. The extra number of slots, and whether they are plots or building slots, is not in the pass name.
A practical order without invented prices
This order follows the experience text. It is not an official upgrade chart.
- Give the plot roads, neighbourhoods, farms, and shops so people and money have somewhere to exist.
- Add factories, power plants, and water networks before you treat a blackout or a dry city as a combat problem.
- Spend research on the technology you can already supply with workers, power, and resources.
- Manufacture vehicles and missiles after that supply exists. The description says the economy wins wars and the military protects what you built. It does not say to skip the city.
- Expand the city when the current slots are full of working systems, not when they are full of empty decorations.
Player reports that are still open
These come from comments on a 30 September 2026 missile tutorial for this place. They are questions, not patch notes.
- A player asked how to upgrade the city. Expansion is in the official description. The button or cost is not.
- A player said mines would not connect to a coal-fired power plant. That report is the public evidence that mines and a coal-fired plant are things players are trying to link. The connection rule is unpublished. Check that both buildings exist, that a road or other link the game asks for is present, and that the plant has the resource the game names on its own prompt. Do not assume a missing wire is a bug until the prompt says the link is valid.
- A player asked how to unlock the nuclear power plant. Power plants are official. A separate nuclear unlock path is not published. Do not buy a pass because a comment hopes it skips that unlock.
- A player said missile reloads failed while uranium was the missing resource, and that only the hypersonic missile reloaded. See Unlock the Missile Quests before you treat uranium as a confirmed recipe.
When the country is stuck
Compare the stall with the management list instead of restarting at random.
- No money: the description ties money to the growing country. Farms, shops, factories, and production are the named economic pieces. There is no published offline-cash rule.
- No workers or a population that will not rise: neighbourhoods are the named housing-side build. The cap formula is unknown.
- Buildings that will not run: power plants and water networks are both named. A factory with no power or no water is a stated kind of problem even though the exact shutdown message is not.
- Research that will not start: the description puts research on the same list as resources and production. A missing resource is a reasonable thing to check. The specific resource is not on the experience page.
- War that deletes the city: defense and alliances are part of the loop. Build them after the economy can replace losses, not instead of power and production.
More detail sits on Economy, City systems, and Research and production.
