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ah interesting. i kind of thought it might work that way but wasnt to sure
I'm pretty new to city management myself, but upgrading the town centre building (requires pop thresholds, 1.2k - 2k - 5k etc), gives you more build points. You can also build a building (think it's called a workshop or something, hammer icon) that trades workforce for build points, and you can then upgrade that as well to get even more build points.
My problem with cities is that they reach a certain population point then stop growing and I'm unsure how to get it higher.
Also I conquered the capital city of an enemy empire, which had 4k pop, and it swiftly dropped down to just 50 pops or so and won't grow from there. Not sure why that happened!
suitable building hall level (it will tell you how many minimum pop required for each level) and its respective admin costs
loyalty (through providing services and paying attention to clashes from races and religions)
build points and work force (these will dictate the effectiveness of your buildings)
you get build points and work force from your current population level, and you having minus in them both do not mean the facilities will be halted; they will simply lose effectiveness until it became zero so do keep that in mind.
in conclusion, some cities are meant to be small while some cities (mainly ex-capitals) will be able to support large population. i suggest to not overbuild in one city and instead, maintain a plethora of cities simultaneously because from what ive seen so far, there are some facilities that offer global wide bonuses which would stack quickly if you have multiple cities.
Seems like the gold tier buildings for build points / workforce are key as Hugh Eric Sean mentioned - the level 5 gives bonuses globally - similarly for roads / palaces you can get proximity and tax bonuses globally at the top tier building. Proximity seems to help for resource generation in the city and helping with loyalty bonuses.
When conquering - try to keep your empire connected - if you conquer areas further away that can trace routes through your own territory to the capital you'll have a pretty big proximity hit - which eats away at loyalty significantly.
The new building system is pretty interesting - and does give a place to sink money into late game as you turn from developing your capital to developing regions around it to support it better.