City

Cities can be created after reaching the Ancient Era, from existing or newly created outposts by the city creation action. After reaching the Early Modern Era and having researched the Three-Masted Ship technology, which provides the settler unit, cities can be created by settlers with a few built-in infrastructures. Each city controls a territory, which the city was founded in. Cities can build districts, wonders, holy sites, and so on, in their own territory.

City creation
City creation is available from the Ancient Era. Existing outposts can upgrade to cities through city creation actions (listed below). The Settler and Construction Team units can create cities without outposts, but this army action consumes them. All city creation methods create a City Center district on the tile, with a Main Plaza.
 * City Creation (Ancient Era, not tech required)
 * Colony Model (Medieval Era with Feudalism technology)
 * Colony Plan (Early Modern Era with Three-Masted Ship technology)
 * Colony Blueprint (Industrial Era with Steam Engine technology)

City capacity
Each civilization starts with 2 city capacity in the Ancient Era. This value represents the number of cities the culture can handle without penalties. The cap is increased by researching certain technologies, but it can come from multiple sources (listed below).


 * City cap sources
 * Philosophy technology: +1
 * Foreign Outposts technology: +1
 * Theology technology: +1
 * Three-Masted Ship technology: +1
 * Supply Lines technology: +1
 * Mercantilism technology: +1
 * Urban Planning technology: +1
 * Leadership civic: +1
 * Materials Procurement civic: +1
 * Achaemenid Persians culture: +2

Going over the available city capacity costs an increasing amount of. If the gain per  falls below zero, all cities will suffer  loss.

Penalty formula P0 = -30

Pn = -20 * n + Pn-1

P = P0 + P1 + ... + Pn+1 n = number of cities over cap - 1

Pn = penalty for the nth city

P = overal penalty

Territory expansion
It is possible to combine multiple territories to reduce the amount of cities required to control them. Each city can absorb multiple outposts or cities to increase controlled territories. To absorb territories, cities require the Military Architecture technology in the Medieval Era. Absorption costs, with the price increasing with the Territory count of the city. Each extra territory cost the city.

It is possible to detach a territory from its city to attach it to a different city or to create a new city from it. The territory will become an outpost again and districts left uninhabited, and will no longer yield resources. The city's will increase by +20.


 * Modifiers
 * Land Rights civic: Allows to claim, attach and merge territories with instead of
 * Legitimacy civic: Modify attach outpost cost by -20%
 * Conquest technology: Modify attach outpost cost by -10%

Effects on Cities
Main Article: Status

Stability
Each city has its own overall. The city provides bonuses based on the actual  percentage. If city falls below 25%, the city loses its capability to build new districts or continue existing constructions. Should it drop even further, the city may revolt. If the city has over 90%, it receives bonuses to the and more. To keep the high, cities can build additional infrastructures, run repeatable actions, or build specific districts like the Commons Quarter. But keep in mind; most districts, as well as increasing the city territory count, can reduce.

Main Article: Stability


 * Stability effects
 * per additional territory
 * per district
 * per (adds up each turn), when  per  is negative
 * per (adds up each turn), when  per  is negative
 * See more in: Status

Growth and population
City population is required to build units and work Specialist Slots that generate additional yields based on which extension they are slotted in. When a city produces more than is needed to feed its, it is considered to be in a growth state. While in a growth state, the surplus, in turn, feeds. Surplus is calculated after the city’s current  is fed. A bigger surplus means fewer pass before the city’s  increases by 1. A negative deficit means the city will begin losing after a number of  defined by the size of the  shortfall.

The population limit of a city equals its number of Specialist Slots. Exceeding this limit gives the city a penalty per  over the limit.

Population food consumption formula Food consumption = 0.1 * P2 + 6 * P P = population count

Food Main Article: Food