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Cities are the backbone of every empire. They are the primary generators of FidsSmall.png FIDS and InfluenceIcon.png Influence, and the production hubs for units and city improvements.

FIDSI Production[edit | edit source]

FIDSI (FoodSmall.png Food, IndustrySmall.png Industry, DustSmall.png Dust, ScienceSmall.png Science, and InfluenceIcon.png Influence) are produced every turn at cities by three routes: through exploited Terrain hexes, City Improvements, or the deployment of PopulationSmall.png Population Units.

FIDS FidsSmall.png is produced every turn for a city through all exploited Terrain tiles. Terrain is exploited if it is, or directly adjacent to a city center tile, or it is or directly adjacent to a city borough tile. Note that Terrain tiles that reside on the boundary of a region cannot be exploited by cities in other regions. The CultistsIcon.png Cultists faction can exploit tiles from Minor Faction Villages, and their adjacent tiles, through their "Conversion" Faction Trait. Winter reduces the FoodSmall.png Food and DustSmall.png Dust output of all Terrain tiles by 1.

City Improvements can be built within a city to further increase the production of FidsSmall.png FIDSI through a few different techniques: a flat bonus, a percentage based bonus, a Terrain tile based bonus, or a Population based bonus. Most improvements require a specific Technology to be available. Also, most of the non-Dust producing Improvements have a DustSmall.png Dust upkeep cost, which is subtracted from your Empire's total DustSmall.png Dust every turn.

Individual PopulationSmall.png Population Units can be manually deployed within a city to further increase FidsSmall.png FIDSI. For a new city, each unit of population can increase the per-turn production of FidsSmall.png FIDS by 4, and InfluenceIcon.png Influence by 2. City Improvements can further increase these amounts.

Population Growth[edit | edit source]

Each city begins with a PopulationSmall.png Population of 1. Pacifying a village in the region gives the city in that region +1 PopulationSmall.png Population, this population is not counted for purposes of growth nor food consumption. Each turn every unit of Population consumes 2 FoodSmall.png Food from the city's stockpile. If a city's FoodSmall.png Food Stockpile increases above a threshold it will grow and gain an additional Population Unit, alternatively if it falls below a threshold it will starve and lose a Population Unit. The threshold amounts are given in the table below, and follows the formula:

FoodSmall.png Food Threshold for Growth = 1 + 5 × PopulationSmall.png2.75.

Bounds on Food Stockpile for Population Growth
PopulationSmall.png Units Lower FoodSmall.png Upper FoodSmall.png
1 0 34
2 34 103
3 103 227
4 227 418
5 418 691
6 691 1055
7 1055 1523
8 1523 2105

Approval[edit | edit source]

Approval is a measure of the happiness of your people. It is tracked on both the level of individual cities, and the empire as a whole. Faction traits, City Improvements, Hero capacities, and skills, can all generate ApprovalSmall.png Approval. Alternatively, Disapproval is generated by settling new (called Expansion Disapproval), building new city borough, and sieging armies. Approval yields a direct percentage modifier to the amount of FidsSmall.png FIDS generated by an empire's cities.

Empire-level approval is a weighted average over all cities by population, and affects the total production of ScienceSmall.png Science and DustSmall.png Dust from every city.

State ApprovalSmall.png Approval ScienceSmall.png, DustSmall.png Modifier
Rebellion 0 - 10 -50%
Unhappy 20 - 39 -20%
Content 40 - 59 +0%
Happy 60 - 89 +15%
Fervent 90 - 100 +30%

City-level approval effects the production of FoodSmall.png Food and IndustrySmall.png Industry for the individual city.

State ApprovalSmall.png Approval FoodSmall.png, IndustrySmall.png Modifier
Rebellion 0 - 10 -50%
Unhappy 20 - 39 -20%
Content 40 - 59 +0%
Happy 60 - 89 +15%
Fervent 90 - 100 +30%

Sieging Cities[edit | edit source]

  1. Exploitation tiles are no longer productive; only tiles with Districts and the city center bring FidsSmall.png FIDS
  2. All the region buildings outside the city are disabled due to the loss of their connection with the city; their vision range is also set to 0. The region buildings within a district are still active
  3. The city cannot build any more region buildings
  4. Science and Dust production are halved
  5. The besieged city suffers from a loss of Approval
  6. Units within a besieged city or on a city tile have their regeneration disabled
  7. Each turn, the battle between the sieging army and the garrison must be resolved before any army outside the area can attack the sieging army
  8. Each turn the city loses fortification points equal to the siege strength of the besieger. Once the fortification is reduced to 0, units within the city garrison or on a city tile lose health each turn in proportion to the siege strength
  9. The Governor (Hero) of a besieged city gains more experience