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Cities are made up of Foundations and Districts, both of which retain the yields of the underlying land. Foundations can only be constructed next to Districts. They are created instantly but cost 10 Influence for every existing Foundation the city has. The first city an empire creates will always be its capital.
Cities are made up of Foundations and Districts, both of which retain the yields of the underlying land. Foundations can only be constructed next to Districts. They are created instantly but cost 45 Influence and the cost is increased by 10 for every territory the empire controls. The first city an empire creates will always be its capital.


Every empire has a city cap, which starts at 3. Having more cities than the city cap will give increasing empire-wide Approval penalties.
Every empire has a city cap, which starts at 3. Having more cities than the city cap will give increasing empire-wide Approval penalties.

Revision as of 10:48, 7 September 2025

Cities are made up of Foundations and Districts, both of which retain the yields of the underlying land. Foundations can only be constructed next to Districts. They are created instantly but cost 45 Influence and the cost is increased by 10 for every territory the empire controls. The first city an empire creates will always be its capital.

Every empire has a city cap, which starts at 3. Having more cities than the city cap will give increasing empire-wide Approval penalties.

Approval

Each city has an Approval value, which ranges from 0% to 100% affects the city's FIDSI production. Every city has a base value for 40% Approval. The capital has a base value of 50% Approval instead. If Approval drops too low, population will be consumed and become rebel armies. The strength of rebel armies scales with the strength of the city.

The average Approval in every city becomes the Empire Approval, which affects the empire's Dust, Science and influence production.

Both city and empire Approval have four distinct states: Mutinous (0-24), Content (25-60), Happy and Jubilant.

Population

Each city has four vocations. Population can be assigned to these vocations to affect their yield and slots in these vocations are obtained from certain Districts.

  • Citizens produce +4 Food, +2 Dust and -3 Approval each.
  • Artisans produce 4 Industry, 2 Dust and -3 Approval each.
  • Scribes produce 1 Science and 2 Influence each.
  • Destitute appears when population is higher than the available slots in the other vocations and will start building Shanty districts.

The Population tab can be automated to assign all new population to one vocation or balance it between the three vocations.

Populations possess inherent effects based on their faction. If a city has population from multiple factions it can choose the faction of the next population to grow.

Districts

Most Districts can only be constructed over a Foundation. They provide their own resource output in addition to their tile's native production. Districts will level up when surrounded by 4 other Districts. Clicking on a Foundation will display all Districts that can be constructed.

District Effects per level Cost Required technology Description
Communal Habitations +1 Population Vocation Slot 75 Nice and cozy, how everyone likes it.
Keep +1 Vision Range
+100 District Fortification
+50 Fortification per adjacent District
+6 Approval of Military Districts
Is Fortified
86 On the outside, hard walls repel the enemy. On the inside, hard truths forge new soldiers.
Works +2 Industry
+1 Industry on tile producing the resource
+1 Industry per adjacent Communal Habitations
+1 Industry per adjacent Bridge
+1 Industry per adjacent Ridge
86 The ceaseless noise of industry is music to a leader's ears.
Farm +2 Food
+1 Food on tile producing the resource
+1 Food per adjacent Communal Habitations
+1 Food per adjacent Bridge
+1 Food per adjacent River
+1 Food per adjacent Lake
86 Fencing With dedicated toil, this land can feed many.
Merchant's House +6 Dust
+2 Dust on tile producing the resource
+2 Dust per adjacent Communal Habitations
+2 Dust per adjacent Bridge
86 Currency A convenient place for handling just about every need related to Dust.
Laboratory +2 Science
+1 Science on tile producing at least two types of yields
+1 Science per adjacent Communal Habitations
+1 Science per adjacent Bridge
+2 Science per adjacent Anomaly
86 Scientific Charter Scholars from all corners of the land come together here to learn the secrets of the world.
Forum +2 Influence
+1 Influence per adjacent District
+2 Influence per adjacent level 2 District
86 Voice of the Masses A lively square where citizens can meet and mingle.

Improvements

Improvements confer extra benefits to the city. Most improvements can only be built once per city and the most powerful ones can only be built once per empire. The main way of unlocking improvements is via technologies but a few can also be obtained from quests, deed rewards, or population thresholds.