Cities: Difference between revisions
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| [[File:PROJECT SYNCRETISM.png|50px]] Syncretism | | [[File:PROJECT SYNCRETISM.png|50px]] Syncretism | ||
| ||+10 Hittite Paganism Option || [[File:YIELD ORDERS.png|25px]] +0.5 [[File:YIELD CIVICS.png|25px]] 60 || || || || || || || || || || Requires "Third Founder" trait (ex. Marius - Rome)<br> Wonders and Dynasties DLC | | ||+10 Hittite Paganism Option || [[File:YIELD ORDERS.png|25px]] +0.5 || [[File:YIELD CIVICS.png|25px]] 60 || || || || || || || || || || Requires "Third Founder" trait (ex. Marius - Rome)<br> Wonders and Dynasties DLC | ||
|- | |- | ||
| [[File:PROJECT REPAIR.png|50px]] Repair Damage || || +10% HP || 1 Year || || || || || || || || || || City has below 20 HP | | [[File:PROJECT REPAIR.png|50px]] Repair Damage || || +10% HP || 1 Year || || || || || || || || || || City has below 20 HP | ||
Revision as of 17:11, 17 November 2025

Cities are the centers of population, production and power. When founded or captured, a City is assigned to a Family. The first City founded by a Nation is its Capital and gains a yearly bonus of +2
Culture and
+2 Money. Cities can only be founded on certain locations called City Sites, which are initially controlled by Tribes.
During war a City's HP bar will be shown. Once a City's HP reaches zero a Unit can be moved on it, at which point the City enters a state of Anarchy for a few turns (1 turn per culture level it had achieved prior to its capture). If a Unit is kept on the City tile until the Anarchy ends the City will be annexed by the unit's owner. Each point of HP damage also reduces a City's yields by 2.5% until repaired. Cities regain 1 HP each year.
Culture level
Each city has a culture level, which is increased each time the Culture bar fills. Culture level provides increasing bonuses to the city but also increasing costs per Citizen and Specialist.
Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces
Discontent unless the
Monetary Reform law has been passed.
| Culture Level | Projects Tier | Victory Points | Governor XP/Year | Hamlet Limit | Can Hurry Production | Citizen and Specialist Upkeep | Enabled Wonders of the World |
|---|---|---|---|---|---|---|---|
| I | +1 | +4 | 0 | No | File:IMPROVEMENT JERWAN AQUEDUCT.png The Jerwan Aqueduct (DLC) File:IMPROVEMENT YAZILIKAYA.png The Yazilikaya (DLC) | ||
| II | +2 | +6 | 1 | Yes | File:IMPROVEMENT JEBEL BARKAL.png The Jebel Barkal (DLC) File:IMPROVEMENT ROYAL LIBRARY.png The Royal Library (DLC) | ||
| III | +3 | +8 | 2 | Yes | File:IMPROVEMENT COTHON.png The Cothon (DLC) | ||
| IV | +4 | +10 | 3 | Yes | File:IMPROVEMENT COLOSSEUM.png The Colosseum (DLC) File:IMPROVEMENT HELIOPOLIS.png The Heliopolis (DLC) |
Improvements
Improvements are constructed by Worker units can be used to grant various bonuses to a City. There are two types of improvements: rural and urban. If a Worker unit is selected the game will suggest the tile where each improvement is most effective, as long as said improvement can be constructed either immediately or after buying resources.
Improvements without a Specialist will increase the City's
Maintenance.
Improvements may be pillaged by military units. A pillaged improvement does not produce anything and will be destroyed in 10 turns unless repaired by a Worker unit. Repairing an improvement costs half of its construction cost. Damaged Worker units also take an extra turn to build improvements
Rural improvements
Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.
Urban improvements
Most urban improvements come in three tiers. A higher tier improvement requires a lower tier one to be constructed before it can be built, as well as increasing the city's Culture Level by one for each tier. Urban improvements can be constructed on
Urban,
Arid,
Lush or
Temperate tiles, and
Sand tiles if the city is run by a family of Clerics, but only if one the following is true:
- An urban tile.
- A tile adjacent to two urban tiles. The tile will become urban once the improvement is completed.
- A tile adjacent to one urban tile and one water tile. The tile will become urban once the improvement is completed.
Hamlets
Once the City reaches at least Developing Culture Level and the Nation has the
Polis technology, Workers will be able to construct Hamlets the cost of 40
Stone and 1
Orders for 4 years. Only one Hamlet may be build per Culture Level. After 20 years a Hamlet will grow into a Village, and after another 20 years the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements. Hovering over a Hamlet or Town will show the number of years until it upgrades.
Shrines
Shrines require the
Divination technology, 40
Stone and 1
Orders for 4 years. They can be built anywhere except near another shrine. They provide resources like other improvements but their main purpose is spreading the Nation's Paganism Religion and enabling the
Acolyte specialist. Each Shrine can only be built once unless the
Polytheism law is passed.
World religion improvements
World Religion improvements can only be constructed by Disciple units of the same Religion but they can be built anywhere. Despite having different appearance depending on Religion all improvements have the same yields and costs.
Specialists
Specialists are unlocked by certain Improvements that can be trained to boost the yield of the Improvement. All Specialists also produce a small amount of Science. A Specialist's production cost increases with each one built in a city.
Rural specialists
Rural specialists produce
1 Science. They can also provide Luxuries if the Improvement is built on a natural resource that can produce it.
Urban specialists
Urban specialists can be upgraded, improving their bonuses. Upgrading a specialist does not require Citizens.
- Training an Apprentice specialist costs 40
Food and 40
Civics and produces a bonus of
2 Science each year. - Upgrading to Master specialist costs 60
Food and 60
Civics and produces a bonus of
3 Science each year. - Upgrading to Elder specialist costs 80
Food and 80
Civics and produces a bonus of
4 Science each year.
Wonders of the World
Wonders of the World are powerful improvements that can only be constructed once. As soon as a Nation begins constructing a Wonder of the World other Nations cannot start it unless a hostile unit enters the tile of an unfinished Wonder of the World and destroys it. Not all Wonders of the World are available each game. They are chosen randomly at the start of each game. Most Wonders of the World require the City to reach a certain Culture Level before they can be constructed. Each Wonder of the World provides 2 Victory Points and cannot be replaced by other improvements.
| Wonder of the World | Yield | Cost | Min. Culture Level | Requirements |
|---|---|---|---|---|
| Weak | River | |||
| File:IMPROVEMENT JERWAN AQUEDUCT.png The Jerwan Aqueduct (DLC) | (On Completion) Free Farmer specialist in Farms adjacent to the Wonder |
Weak | Mountain or Volcano | |
+1 Tech Hand Card Size Free Agent Network in all Holy Cities on completion |
Weak | Hill | ||
-50% Start Law Cost |
Weak | Arid or Sand | ||
| File:IMPROVEMENT YAZILIKAYA.png The Yazilikaya (DLC) | Weak | Holy City OR Adjacent Mountain | ||
-20% Improvement Costs [All Cities] |
Weak | Holy City (Any Religion) | ||
| Developing | Adjacent City Center | |||
| Developing | Adjacent City Center | |||
| File:IMPROVEMENT JEBEL BARKAL.png The Jebel Barkal (DLC) | On completion, gain 1 Random Temple [All Cities] |
Developing | Hill | |
| Developing | Adjacent City Center | |||
| Developing | Hill | |||
| File:IMPROVEMENT ROYAL LIBRARY.png The Royal Library (DLC) | Developing | Adjacent to City Center | ||
On completion gain +3 Caravans |
Developing | Adjacent to Mountain | ||
| Strong | Hill | |||
+1 Level for New Units |
Strong | Coastal Water | ||
| File:IMPROVEMENT COTHON.png The Cothon (DLC) | +1 Level for New Ship Units from this city +10 XP per year for all Ship units Creates a Trireme Unit every 10 years |
Strong | Coastal Water | |
New Units start with Guard I |
Strong | Hill | ||
New Units start with Guard I |
Strong | Adjacent City Center | ||
+10 XP per year for Idle Mounted Units New Mounted Units start with Swift[All Cities] |
Legendary | Adjacent City Center | ||
| File:IMPROVEMENT COLOSSEUM.png The Colosseum (DLC) | Creates a Swordsman unit every 10 years |
Legendary | Adjacent to River | |
| Legendary | Holy City (Any Religion) | |||
| File:IMPROVEMENT HELIPOLIS.png The Heliopolis (DLC) | Legendary | Arid or Sand tiles | ||
| Legendary | Holy City (Any Religion) | |||
| Legendary | Adjacent City Center |
Projects
Projects are internal City enhancements that on completion grant an instant bonus and a permanent bonus. Each Project can only be constructed in Cities with the same tier of Culture Level.
| Project | Requirements | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Yearly Yield | On Completion | Cost | Yearly Yield | On Completion | Cost | Yearly Yield | On Completion | Cost | Yearly Yield | On Completion | Cost | |||
| 1 Year | 1 Year | 1 Year | 1 Year | |||||||||||
| Hunters family seat | ||||||||||||||
| Greece nation | ||||||||||||||
| Camel Supply | Enables units with camels to be built in the city | |||||||||||||
| Elephant Supply | Enables units with elephants to be built in the city | |||||||||||||
| Horse Supply | Enables units with horses to be built in the city | |||||||||||||
| Wrath of Gods DLC | ||||||||||||||
| -25% production time for Warriors | Requires "Third Founder" trait (ex. Marius - Rome) Wonders and Dynasties DLC | |||||||||||||
| File:PROJECT SYNCRETISM.png Syncretism | +10 Hittite Paganism Option | Requires "Third Founder" trait (ex. Marius - Rome) Wonders and Dynasties DLC | ||||||||||||
| +10% HP | 1 Year | City has below 20 HP | ||||||||||||
Defenses
Cities can also construct 3 permanent projects that give defenses to the city and are visible on the world map. Each one requires the previous project to be constructed but none of them have any Culture Level requirements.
Suppress Dissent
Suppress Dissent projects are only available for Cities that suffer from Religion Dissent and have a Governor. The project will remove the Dissent at the cost of 100
Training and 60
Discontent.


