This page collects all the information and mechanics related to the 4 basic city yields. For other city- and empire-wide yields and their mechanics such as Faith, Influence, and Stability, please see their own individual pages.
All the FIMS yields come from cities and outposts; an uncontrolled territory cannot produce any yields for the empire.
- And other yields that directly applies to cities, such as from Trade Routes, Infrastructures, and Luxury modifiers.
The 4 basic Districts, and many of the Infrastructures, are categorized by Food-Industry-Money-Science as well.
For Cities, they generate Food based on their exploitation from surrounding tiles or Population working Specialist Slots. Cities can build additional Districts and Infrastructures to increase their Food production and its exploitation.
Total Food Consumption Formula
Food consumption = 0.25 * P2 + 6 * PP = population count
Units, if not fully created and are still in the production queue, will still consume Food. The consumption is based on their Population cost. Once a Unit is built, they will not consume Food anymore, and will have an upkeep instead.
Food Excess formulaAny excess Food contributes towards building a % of a new Population, based on the formula below:
Pop Gain formula
% Pop Gain = 1 - 1/ (1 + 0.02 * Excess Food)
This gives diminishing returns for excessive food amounts, e.g. some values
- 10 Excess Food -> 17% Pop Growth (1 Pop every 6 Turns)
- 25 Excess Food -> 33% Pop Growth (1 Pop every 3 Turns)
- 50 Excess food -> 50% Pop Growth (1 Pop every 2 Turns)
- 100 Excess Food -> 67% Pop Growth (2 Pops over 3 Turns)
- 150 Excess Food -> 75% Pop Growth (3 Pops over 4 Turns)
- 200 Excess Food -> 80% Pop Growth (4 Pops over 5 Turns)
- 450 Excess Food -> 90% Pop Growth (9 Pops over 10 Turns)
- 950 Excess Food -> 95% Pop Growth (19 Pops over 20 Turns)
In the limit this equation tends to 1 Pop per turn (but It is impossible to actually ever reach 1 Pop per Turn).
Industry is used to build Constructibles - Units, Districts, Infrastructures, and Cultural Wonders, etc. - in the form of a City's production queue. It can be produced by Cities and its Districts, Population working in Specialist Slots, and exploitations.
Industry will not be lost if a City's Industry per turn exceeds the cost of an item in the production queue; the Industry overflow will be transferred to the next item in the queue, or stocked for the next turn.
Money is the generic "currency" and can be used to buyout constructible items, trade resources from other Empires, upgrade Units, and pay the upkeep of Units. It is mostly produced by Market Quarters and Trade Routes, and the primary resource for buyout.
Constructible Buyout Cost=
Science is used to research Technologies in the tech tree.
If you researched all the technologies of the current Era before advancing into next Era, the extra/overflowing Science generated will not be "saved up", until the new technologies of next Era are available.