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New FrontiersHandbook
Player Manual · Live Catalog · v0.68.6

Colonies, Regions, and Administration

Distant settlements, labels, governors, capitals, policy, and distance penalties.

← Player GuidesCatalog ID: regions_and_colonies

Three cities come from research

Your civilization begins with one capital. Regional Administration raises the total city cap to two, and Provincial Governance raises it to three. Administrative District buildings no longer add city slots. The permanent Founder Supporter Pack grants two additional slots on top of the researched cap, allowing five cities after Provincial Governance.

Train a Colonist at the capital

Upgrade the permanent capital to City, research Record Keeping, Cartography, and Regional Administration, then select the capital center and open Produce Unit. Use Next Unit to choose Colonist. A Colonist costs 120 Timber, 60 Stone, 100 Food, and three population; one citizen must remain behind.

Found on explored open land

Move the completed Colonist to explored, unclaimed land and tap it again after travel finishes. The server checks land coverage, settlement spacing, and regional capacity before offering Found Colony. Only one Colonist expedition can be active at a time.

Geographic labels are neutral context

Countries, states, provinces, counties, and places can label the map without assigning modern political ownership. Ownership comes only from the persistent game world.

Player-created regions

Group cities into administrative regions, name a regional capital, appoint a governor specialty, and select a regional policy. Regions summarize production, logistics, stability, and needs.

Centralized versus federal

Centralized administration is strongest near the national capital. Federal administration reduces distance strain and empowers regional policy at a national-efficiency tradeoff.