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. Originally those are controlled by either Tribes or Barbarians.
During war a City's health bar will be shown. Once a city's health reaches zero a Unit can be moved on it, at which point the city enters a state of Anarchy for a few turns. If a Unit is kept on the city tile until the Anarchy ends the city will be annexed by the army's owned.
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.
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 25 Discontent unless the Monetary Reform law has been passed.
Culture Level |
Projects Tier |
Victory Points |
Governor XP/Year |
Hamlet Limit |
Can Hurry Production |
Population Upkeep |
Enabled Wonders of the World
|
Weak
|
I
|
+1
|
+4
|
0
|
No
|
1 Food
|
The Hanging Gardens The Oracle The Ziggurat
|
Developing
|
II
|
+2
|
+6
|
1
|
Yes
|
2 Food 1 Iron
|
The Apadana The Ishtar Gate The Lighthouse
|
Strong
|
III
|
+3
|
+8
|
2
|
Yes
|
3 Food 1 Iron 1 Stone
|
The Acropolis The Colossus The Mausoleum The Musaeum
|
Legendary
|
IV
|
+4
|
+10
|
3
|
Yes
|
4 Food 1 Iron 1 Stone 1 Wood
|
The Circus Maximus The Pantheon The Via Recta Souk
|
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 yield |
Specialist |
Cost |
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
|
None
|
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
|
None
|
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
|
Grove
|
Various
|
Gardener
|
20 Wood 1 Orders for 3 years
|
Citrus, Honey, Incense, Lavender, Olives, Wine
|
Land Consolidation
|
Harbor
|
+10 Money +2 Money per Adjacent Resource -1 Stone +40% Adjacent Nets Yield +10 XP for Idle Ship Units
|
None
|
60 Wood 1 Orders for 4 years
|
Coastal
|
Cartography
|
Lumbermill
|
+5 Wood
|
Woodcutter
|
20 Iron 1 Orders for 3 years
|
Trees
|
Forestry
|
Watermill
|
+2 Science
|
None
|
40 Wood 1 Orders for 2 years
|
River
|
Hydraulics
|
Wingmill
|
+2 Science
|
None
|
40 Stone 1 Orders for 2 years
|
Hill
|
Hydraulics
|
Urban improvements
Urban improvements can be constructed on Urban, Arid, Lush or Temperate tiles 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.
The following urban improvements come in three tiers. A higher tier improvement requires a lower tier one to be constructed before it can be built. Barracks and Ranges cannot be upgraded and are limited to 2 per City.
Apprentices improvement |
Master improvement |
Elder improvement |
Requiremed technology
|
Improvement |
Yearly yield |
Cost |
Improvement |
Yearly yield |
Cost |
Improvement |
Yearly yield |
Cost
|
Garrison
|
+20% Defense if own army +0.5 Orders -2 Stone Enables City Governor
|
80 Stone 1 Orders for 4 years
|
Stronghold
|
+30% Defense if own army +0.5 Orders -3 Stone Enables City Governor
|
100 Stone 1 Orders for 5 years
|
Citadel
|
+40% Defense if own army +0.5 Orders -10% Maintenance -4 Stone Enables City Governor
|
100 Stone 1 Orders for 6 years
|
Odeon
|
+3 Culture -2 Stone Enables Apprentice Poet
|
40 Stone 1 Orders for 4 years
|
Theater
|
+4 Culture +1 Happiness -3 Stone Enables Master Poet
|
60 Stone 1 Orders for 5 years
|
Amphitheater
|
+5 Culture +2 Happiness -4 Stone Enables Elder Poet
|
80 Stone 1 Orders for 6 years
|
Drama
|
Cold Baths
|
+1 Happiness -2 Stone Enables Apprentice Doctor
|
40 Stone 1 Orders for 4 years
|
Warm Baths
|
+2 Happiness -3 Stone Enables Master Doctor
|
60 Stone 1 Orders for 5 years
|
Heated Baths
|
+3 Happiness +10% Growth -4 Stone Enables Elder Doctor
|
80 Stone 1 Orders for 6 years
|
Architecture
|
Courthouse
|
+20% Civics -2 Stone Enables Scribes
|
80 Stone 1 Orders for 4 years
|
Citizenship
|
Library
|
+20% Science +1 Science per adjacent resource Enables Philosophers
|
80 Stone 1 Orders for 4 years
|
Scholarship
|
Market
|
+20% Adjacent Harbor Effects +20% Money Enables Shopkeepers
|
80 Wood 1 Orders for 4 years
|
Coinage
|
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
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
Composite Bow
|
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 turns a Hamlet will grow into a Village, and after another 20 turns the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements.
Level |
Yearly yield |
Yearly consumption
|
Hamlet
|
10 Money without a Trade Network 20 Money with a Trade Network
|
1 Food
|
Village
|
15 Money without a Trade Network 30 Money with a Trade Network
|
2 Food
|
Town
|
20 Money without a Trade Network 40 Money with a Trade Network +10% Defense Strength if own army
|
3 Food
|
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.
Shrine |
God |
Yearly yield |
Nations
|
|
Atar Nuska Vulcan
|
+1 Training per Adjacent Lumbermill +20% Adjacent Mine Yield
|
Persia Assyria Rome
|
|
Ashur Madruk Zeus
|
+2 Civics +1 Orders per Adjacent Wonder of the World
|
Assyria Babylonia Greece
|
|
Eshmun Isis Kamrusepa
|
+2 Growth per Adjacent Grove +6 HP Healing for Idle Units
|
Carthage Egypt Hatti
|
|
Arinnitti Tanit Vesta
|
+2 Culture +10 Money per Adjacent Resource
|
Hatti Carthage Rome
|
|
Halki Mithra Neith
|
+20% Adjacent Camp Yield +1 Level for New Ranged Units
|
Hatti Persia Egypt
|
|
Astarte Ishtar Venus
|
+2 Growth +20% Adjacent Pasture Yield
|
Carthage Babylonia Rome
|
|
Hvar Khshaita Ra Shamash
|
+0.5 Orders +20% Adjacent Farm Yield
|
Persia Egypt Assyria
|
|
Ereshkigal Hades Osiris
|
+2 Culture +50% Culture if Adjacent Mountain +100% Culture if Adjacent Volcano
|
Babylonia Greece Egypt
|
|
Anahita Melqart Poseidon
|
+20 Money +20% Adjacent Nets Yield
|
Persia Carthage Greece
|
|
Mars Ninurta Tarhun
|
+2 Training +10 XP for Idle Infantry Units
|
Rome Assyria Hatti
|
|
Athena Nabu
|
+1 Science +1 Civics per Adjacent Odeon
|
Greece Babylonia
|
Disciple improvements
Disciple improvements can only be constructed by Disciple units but they can be built anywhere. Despite having different appearance depending on Religion all improvements have the same yields and costs.
Improvement |
Specialist |
Construction reward |
Yearly yield |
Yearly consumption |
Cost |
Requirements
|
Christian Monastery Jewish Monastery Manichean Monastery Zoroastrian Monastery
|
Monk
|
+2 Disciple's Religion Opinion
|
+2 Science +60% Adjacent Grove Yield
|
2 Wood
|
60 Wood 1 Orders for 4 years
|
Monasticism technology
|
Christian Temple Jewish Temple Manichean Temple Zoroastrian Temple
|
Priest
|
+2 Disciple's Religion Opinion
|
+3 Culture +0.5 Orders
|
2 Stone
|
60 Stone 1 Orders for 5 years
|
Doctrine technology
|
Christian Cathedral Jewish Cathedral Manichean Cathedral Zoroastrian Cathedral
|
Bishop
|
+4 Disciple's Religion Opinion +6 Legitimacy
|
+40% Culture
|
4 Stone
|
100 Stone 1 Orders for 6 years
|
Vaulting technology Culture Level is Strong or higher Adjacent Temple of the same Religion Max 2 per Family
|
The Adur Burzen-Mihr The Cao'an The Church of the Holy Sepulchre The Temple of Solomon
|
None
|
+20 Disciple's Religion Opinion +2 Victory Points
|
+40% Culture Creates a Disciple of the same Religion every 20 years Cannot be replaced
|
None
|
200 Stone 200 Civics 1 Orders for 8 years
|
Culture Level is Developing or higher Holy City Max 1 per Nation
|
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 yield |
Cost
|
Farmer
|
Farm
|
150% Improvement Yield 1 Growth
|
40 Civics
|
Miner
|
Mine
|
150% Improvement Yield 1 Training
|
40 Civics
|
Stonecutter
|
Quarry
|
150% Improvement Yield 1 Civics
|
40 Civics
|
Woodcutter
|
Lumbermill
|
150% Improvement Yield 1 Science
|
40 Civics
|
Fisher
|
Nets
|
200% Improvement Yield
|
60 Civics 20 Food
|
Gardener
|
Grove
|
200% Improvement Yield
|
60 Civics 20 Food
|
Rancher
|
Pasture
|
200% Improvement Yield
|
60 Civics 20 Food
|
Trapper
|
Camp
|
200% Improvement Yield
|
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 yield |
Master yearly yield |
Elder yearly yield
|
Acolyte
|
Shrine
|
1 Religion Opinion 2 Culture
|
2 Religion Opinion 3 Culture 0.5 Orders
|
3 Religion Opinion 4 Culture 1 Orders
|
Monk
|
Christian Monastery Jewish Monastery Manichean Monastery Zoroastrian 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
|
Christian Temple Jewish Temple Manichean Temple Zoroastrian 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
|
Bishop
|
Christian Cathedral Jewish Cathedral Manichean Cathedral Zoroastrian Cathedral
|
1 Religion Opinion 10 Money per Culture Level
|
2 Religion Opinion 15 Money per Culture Level 0.5 Orders
|
3 Religion Opinion 20 Money per Culture Level 1 Orders
|
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
|
Doctor
|
Cold Baths
|
2 Growth
|
3 Growth 1 Science per Culture Level
|
4 Growth 2 Science per Culture Level
|
Philosopher
|
Library
|
2 Science
|
3 Science 1 Culture per Citizen
|
4 Science 2 Culture per Citizen
|
Scribe
|
Courthouse
|
2 Civics
|
3 Civics 1 Money per Citizen
|
4 Civics 2 Money per Citizen
|
Shopkeeper
|
Market
|
20 Money
|
30 Money 1 Growth per Culture Level
|
40 Money 2 Growth per Culture Level
|
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
|
The Hanging Gardens
|
+4 Culture per year +20% Growth [All Cities]
|
100 Civics 400 Stone 200 Wood 1 Orders for 10 years
|
Weak
|
River
|
The Oracle
|
+4 Culture per year +10 Money per year per Religion +1 Tech Hand Card Size Free Agent Network in all Holy Cities on completion
|
100 Civics 400 Stone 200 Food 1 Orders for 10 years
|
Weak
|
Hill
|
The Pyramids
|
+4 Culture per year +1 Orders per year per Religion -50% Start Law Cost
|
100 Civics 600 Stone 1 Orders for 10 years
|
Weak
|
Arid or Sand
|
The Ziggurat
|
+4 Culture per year +20 Civics per year -20% Improvement Costs [All Cities]
|
100 Civics 600 Stone 1 Orders for 10 years
|
Weak
|
Holy City (Any Religion)
|
The Apadana
|
+6 Culture per year +20 Civics per year -50% Maintenance [All Cities]
|
200 Civics 900 Stone 1 Orders for 12 years
|
Developing
|
Adjacent City Center
|
The Ishtar Gate
|
+6 Culture per year +1 Growth per year per Culture Level 100 Culture in all Cities on completion
|
200 Civics 600 Stone 300 Iron 1 Orders for 12 years
|
Developing
|
Adjacent City Center
|
The Lighthouse
|
+6 Culture per year +100% Nets Yield [All Cities] -10 Upgrade Years for Hamlet Improvements
|
200 Civics 600 Stone 300 Iron 1 Orders for 12 years
|
Developing
|
Adjacent City Center
|
The Necropolis
|
+2 Happiness per year per Temple
|
200 Civics 900 Stone 1 Orders for 12 years
|
Developing
|
Hill
|
The Acropolis
|
+8 Culture per year +2 Civics per year per Religion +0.5 Orders per year with Forum
|
300 Civics 1200 Stone 1 Orders for 14 years
|
Strong
|
Hill
|
The Colossus
|
+8 Culture per year +2 Civics per year with Road Connection +1 Level for New Units
|
300 Civics 400 Stone 800 Iron 1 Orders for 14 years
|
Strong
|
Coastal Water
|
The Mausoleum
|
+8 Culture per year +40% Culture [All Cities] New Units start with Guard I promotion
|
300 Civics 1200 Stone 1 Orders for 14 years
|
Strong
|
Hill
|
The Musaeum
|
+8 Culture per year +50% Science New Units start with Guard I promotion +1 Civics per year per Elder Specialist
|
300 Civics 800 Stone 400 Wood 1 Orders for 14 years
|
Strong
|
Adjacent City Center
|
The Circus Maximus
|
+10 Culture per year +40 Training per year +10 XP per year for Idle Mounted Units New Mounted Units start with Swift promotion [All Cities]
|
400 Civics 1200 Stone 600 Food 1 Orders for 16 years
|
Legendary
|
Adjacent City Center
|
The Hagia Sophia
|
+10 Culture per year +40 Civics per year +2 Happiness per year [All Cities]
|
400 Civics 1800 Stone 1 Orders for 16 years
|
Legendary
|
Holy City (Any Religion)
|
The Pantheon
|
+10 Culture per year +40 Training per year +2 Civics per Culture Level [State Religion Cities]
|
400 Civics 1800 Stone 1 Orders for 16 years
|
Legendary
|
Holy City (Any Religion)
|
The Via Recta Souk
|
+10 Culture per year +2 Growth per year +1 Happiness per City Luxury [All Cities]
|
400 Civics 1200 Stone 600 Food 1 Orders for 16 years
|
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 |
Tier I |
Tier II |
Tier III |
Tier IV |
Requirements
|
Yearly Yield |
On Completion |
Cost |
Yearly Yield |
On Completion |
Cost |
Yearly Yield |
On Completion |
Cost |
Yearly Yield |
On Completion |
Cost
|
Council
|
|
+40% (1 turn) +40% (1 turn) +40% (1 turn) |
1 Turn
|
|
+60% (1 turn) +60% (1 turn) +60% (1 turn) |
1 Turn
|
|
+80% (1 turn) +80% (1 turn) +80% (1 turn) |
1 Turn
|
|
+100% (1 turn) +100% (1 turn) +100% (1 turn) |
1 Turn
|
|
Festival
|
1 |
20 20 |
40
|
1 |
40 40 |
60
|
1 |
60 60 |
80
|
1 |
80 80 |
100
|
|
Treasury
|
10 |
100 |
40 20
|
20 |
200 |
60 40
|
30 |
300 |
80 60
|
40 1 |
400 |
100 80
|
Administration technology
|
Forum
|
1 |
20 |
40 20
|
2 |
40 |
60 40
|
3 |
60 |
80 60
|
4 1 |
80 |
100 80
|
Rhetoric technology
|
Archive
|
1 |
10 |
40 20
|
2 |
20 |
60 40
|
3 |
30 |
80 60
|
4 1 |
40 |
100 80
|
Metaphysics technology
|
Inquiry
|
1 |
40 |
80
|
1 |
80 |
120
|
1 |
120 |
160
|
1 |
160 |
200
|
Scholar governor
|
Convoy
|
1 |
100 40 |
40
|
1 |
200 60 |
60
|
1 |
300 80 |
80
|
1 |
400 100 |
100
|
Trade League law
|
Decree
|
|
3 |
40
|
|
6 |
60
|
|
9 |
80
|
|
10 |
100
|
Constitution law or Statesman family
|
Olympiad
|
1 |
50 |
40
|
1 |
100 |
60
|
1 |
150 |
80
|
1 |
200 |
100
|
Greece nation
|
Defenses
Cities can also construct 3 permanent projects that give defenses to the city. Each one requires the previous project to be constructed but none of them have any Culture Level requirements.
Project |
Effects |
Cost
|
Walls
|
+10 City HP +1 Happiness per year if there is any Family Military Unit in City Territory
|
40 Stone 60 Civics
|
Moat
|
+10 City HP +1 Happiness per year if there is any Family Military Unit in City Territory +25% City Defense
|
60 Stone 80 Civics
|
Towers
|
+10 City HP +1 Happiness per year if there is any Family Military Unit in City Territory +25% City Defense +1 Unit Range
|
80 Stone 100 Civics
|