"Small towns and outposts can make do for a while with simple landing pads and runways, but if a city expects to continue growing, it will eventually need a proper spaceport. This will allow not only the flow of visitors and new colonists, but will also stimulate the local economy and increase the city's overall revenue."
Introduction[edit | edit source]
The spaceport provides an enormous boost to the population of the city it is in. This facility also generates the highest amount of credits out of any city building, and a little bit of pressure due to rocket exhaust fumes. This facility is needed for the construction of Satellites.
Make sure to have at least one city with a spaceport sitting at within or less than 3 degrees from the equator so it can serve as the socket city for a Space Elevator. You can see how far from the equator a city is when you place it.
Levels beyond V are only reached through events, but if the world is habitable by humans, the extreme increase in population growth from a Level X Spaceport will overwhelm and the 55 pressure will overtake, and eventually devastate the biomass and pressure. You will need the Sky Farm satellite so humans don't eat biomass and balance out the pressure (if you can).
Level Charts[edit | edit source]
Beginner Mode differs in time needed compared to Normal Mode. The Culture modifiers accounts to the total Biomass, Population, Credits, Research Time and/or Construction Time gained/lost for the buildings/research.
Beginner Mode[edit | edit source]
Normal & Expert Mode[edit | edit source]
|Maintenance Cost (credits)||Base Time
*In expert mode you get no credits.