Cities are the centers of population, production and power. When founded or captured, a city is assigned to a Family.
City sites
City sites are the only locations where Settlers can found new Cities. A city site can be claimed by a Nation as long as a unit is located on it.
Barbarians
Barbarians occupy City-States like other Tribes, but they are in a permanent state of War with all Nations. They have a number of special units: Marauders, Skirmishers, Elite Marauders and Elite Skirmishers.
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 population.
Culture Level |
Projects Tier |
Hamlet Limit |
Victory Points |
Governor XP/Year |
Can Hurry Production |
Population Upkeep |
Improvements
|
Weak
|
I
|
1
|
+1
|
+4
|
No
|
1 Food
|
Developing
|
II
|
2
|
+2
|
+6
|
Yes
|
2 Food 1 Iron
|
Strong
|
III
|
3
|
+3
|
+8
|
Yes
|
3 Food 1 Iron 1 Stone
|
Legendary
|
IV
|
4
|
+4
|
+10
|
Yes
|
4 Food 1 Iron 1 Stone 1 Wood
|
Improvements
Improvements can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker is selected the game will suggest the tile where each improvement is most effective.
Improvements without a Specialist will increase the City's Maintenance.
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.
Improvement |
Yearly output |
Specialist |
Cost |
Required terrain or natural resource |
Required technology
|
Farm
|
+5 Food
|
Farmer
|
20 Wood 1 Orders for 3 years
|
Arid, Lush, Temperate, Marsh (requires Centralization law) Barley, Sorghum, Wheat
|
None
|
Mine
|
+5 Iron
|
Miner
|
20 Wood 1 Orders for 3 years
|
Arid, Lush, Temperate, Hill Gems, Gold, Ore, Salt, Silver
|
None
|
Nets
|
Various
|
Fisher
|
20 Wood 1 Orders for 3 years
|
Crabs, Dyes, Fish, Pearls
|
None
|
Fort
|
+50% Defense if Friendly/Neutral Territory +2 Unit Vision Can Heal in Neutral Territory Destroyed when Pillaged
|
|
40 Stone 1 Orders
|
Arid, Lush, Temperate
|
Stonecutting
|
Quarry
|
+5 Stone
|
Stonecutter
|
20 Iron 1 Orders for 3 years
|
Arid, Lush, Temperate, Adjacent Mountain, Adjacent Volcano Marble
|
Stonecutting
|
Granary
|
+2 Growth -1 Wood +60% Adjacent Farm Yield
|
|
40 Wood 1 Orders for 4 years
|
Arid, Lush, Temperate
|
Administration
|
Camp
|
+20% Adjacent Lumbermill Yield
|
Trapper
|
20 Wood 1 Orders for 3 years
|
Camels, Elephants, Fur, Game
|
Trapping
|
Pasture
|
+40% Adjacent Farms Yield
|
Rancher
|
20 Wood 1 Orders for 3 years
|
Cattle, Goats, Horses, Pigs, Sheep
|
Husbandry
|
Lumbermill
|
+5 Wood
|
Woodcutter
|
20 Iron 1 Orders for 3 years
|
Trees
|
Forestry
|
Grove
|
Various
|
Gardener
|
20 Wood 1 Orders for 3 years
|
Citrus, Honey, Incense, Lavender, Olives, Wine
|
Land Consolidation
|
Urban improvements
Urban improvements can be constructed only in the following:
- 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.
Improvement |
Yearly output |
Cost |
Terrain if not urban |
Required technology
|
Odeon
|
+3 Culture -2 Stone Enables Poets
|
40 Stone 1 Orders for 4 years
|
Arid, Lush, Temperate
|
Drama
|
Barracks
|
+10 XP per year for Idle Melee Units +20% Adjacent Garrison Effects +20% Training -2 Iron Enables Officers
|
40 Stone 1 Orders for 4 years
|
Arid, Lush, Temperate
|
Military Drill
|
Range
|
+10 XP per year for Idle Ranged Units +20% Adjacent Garrison Effects +20% Training -2 Wood Enables Officers
|
40 Wood 1 Orders for 4 years
|
Arid, Lush, Temperate
|
Composite Bow
|
Barracks and Ranges are limited to 2 per City.
Hamlets
Hamlets may be built anywhere. In 20 turns it will grow into a Village, and in another 20 turns it will grow into a Town. Only one Hamlet may be built for each Culture Level of a City.
Shrines
Shrines may be built anywhere and gain various bonuses depending on their location and the Nation's Religion. They may not be built next to each other.
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.
Specialist |
Improvement |
Yearly effect |
Cost
|
Farmer
|
Farm
|
150% Improvement Production 1 Growth
|
40 Civics
|
Miner
|
Mine
|
150% Improvement Production 1 Training
|
40 Civics
|
Stonecutter
|
Quarry
|
150% Improvement Production 1 Civics
|
40 Civics
|
Woodcutter
|
Lumbermill
|
150% Improvement Production 1 Science
|
40 Civics
|
Fisher
|
Nets
|
200% Improvement Production
|
60 Civics 20 Food
|
Gardener
|
Grove
|
200% Improvement Production
|
60 Civics 20 Food
|
Rancher
|
Pasture
|
200% Improvement Production
|
60 Civics 20 Food
|
Trapper
|
Camp
|
200% Improvement Production
|
60 Civics 20 Food
|
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.
Specialist |
Improvement |
Apprentice yearly effect |
Master yearly effect |
Elder yearly effect
|
Acolyte
|
Shrine
|
1 Religion Opinion 2 Culture
|
2 Religion Opinion 3 Culture 0.5 Orders
|
3 Religion Opinion 4 Culture 1 Orders
|
Monk
|
Monastery
|
1 Religion Opinion 4 Culture
|
2 Religion Opinion 6 Culture 1 Civics per Culture Level
|
3 Religion Opinion 8 Culture 2 Civics per Culture Level
|
Priest
|
Temple
|
1 Religion Opinion 1 Happiness
|
2 Religion Opinion 1.5 Happiness 0.5 Training per Citizen
|
3 Religion Opinion 2 Happiness 1 Training per Citizen
|
Officer
|
Barracks Range
|
2 Training
|
3 Training 20 XP for New Units
|
4 Training 50 XP for New Units
|
Poet
|
Odeon
|
3 Culture
|
4 Culture 0.5 Civics per Citizen
|
5 Culture 1 Civics per Citizen
|
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 |
Tier I |
Tier II |
Tier III |
Tier IV |
Requirements
|
Production |
On Completion |
Cost |
Production |
On Completion |
Cost |
Production |
On Completion |
Cost |
Production |
On Completion |
Cost
|
Council
|
|
+40% (one turn) +40% (one turn) +40% (one turn) |
1 Turn
|
|
+60% (one turn) +60% (one turn) +60% (one turn) |
1 Turn
|
|
+80% (one turn) +80% (one turn) +80% (one turn) |
1 Turn
|
|
+100% (one turn) +100% (one turn) +100% (one turn) |
1 Turn
|
|
Festival
|
1 per year |
20 20 |
40
|
1 per year |
40 40 |
60
|
1 per year |
60 60 |
80
|
1 per year |
80 80 |
100
|
|
Treasury
|
10 per year |
100 |
40 20
|
20 per year |
200 |
60 40
|
30 per year |
300 |
80 60
|
40 per year 1 per year |
400 |
100 80
|
Administration technology
|
Forum
|
1 per year |
20 |
40 20
|
2 per year |
40 |
60 40
|
3 per year |
60 |
80 60
|
4 per year 1 per year |
80 |
100 80
|
Rhetoric technology
|
Archive
|
1 per year |
10 |
40 20
|
2 per year |
20 |
60 40
|
3 per year |
30 |
80 60
|
4 per year 1 per year |
40 |
100 80
|
Metaphysics technology
|
Olympiad
|
1 per year |
50 |
40
|
1 per year |
100 |
60
|
1 per year |
150 |
80
|
1 per year |
200 |
100
|
Greece nation
|