
Each region is defined by several factors that you'll have to balance in order to keep the region and maximized it's resource output. E.g. just upping the resource production without taking care of the populations loyalty and pollution wouldn't make it in the long run as you'd just loose the region due to either social uprisings or a dying population.
Population
The number of people living in this region. A bigger population can produce more resources, but also makes it harder to keep your people loyal. Tied to the population limit, which is the maximum number of people that can populate this region. This cap is different for each region and can be increased by constructing appropriate buildings.
Growth
This is the population growth per turn, i.e. the number of new people born each turn. Can be increased by constructing appropriate buildings.
Loyalty
The population's loyality towards their government (meaning : you). It basicaly tells you how happy the people in this region are, making it a very important factor. If it falls below a certain threshold, the region will separete itself and is lost for you. The loyality factor also directly influences the resource output of this region, so keeping it high makes a region much more productive. You can construct buildings or use research to raise this factor.
Economic power (aka resources)
This is the number of resources produced by this region per turn, converted to the game's currency system. It's calculated from the population count and the current loyalty as well as all buildings in that region that generate resources.
Energy
Except for power plants (and a few other exceptions), all buildings need power in order to work. So if your region is out of energy, which is the case if the constructed buildings consume more energy than your power plants generate, the lights will go black and the region won't generate any resources. If this happens, you need to either demolish power consuming buildings, construct new power plants or upgrade your existing ones.
Pollution
A lot of buildings are bad for the environment and raise pollution. This is a factor that you should keep an eye on as a high pollution will have your population shrink and will also lower loyality, and in the end can wipe out your whole population. This will then result in loosing this region. Most buildings that produce ressources also pollute the environment, so it's clever to construct other buildings to counter this and replace buildings with more modern environmental-friendly versions.
Defense
This factor determines the strength of the local defensive division that's used to defend your region if it's attacked and no real division is deployed to this region. This is a natural factor, so some regions come with a low defense factor and others with a higher one. This factor can be increased by constructing e.g. bunkers.
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