Building and developing Cities is the primary means for an Empire to expand and amass Resources.
Food: Feed the Populationof your City. Surplus Food will lead to Population Growth while not having enough Food will impact the Stability of your City.
Industry: Increase the speed of completion of everything you can build within your City.
Money: All the Money generated by your Cities is gathered in one place -- your Money Stock. You can use this Money to buy Resources from other players and instantly complete Constructibles that are underway.
Science: All the Science produced by your Cities is pooled together and used to research Technologies.
Population in any City can be freely assigned to produce more Food, Industry, Money or Science, allowing you to change your strategy quickly to face new challenges. For instance, if your Empire is bankrupt, you can, and probably should, assign most of your population to produce more Money.
Population Growth in each City defined by that City’s Food production. If the City is producing more than enough Food for its current Population then the City will have a Food surplus, fuelling Population Growth.
Watch out though -- more Population means more mouths to feed. If you don’t have enough Food to sustain your Population, starvation will soon set in and your Population will decline.
To avoid that, ensure that you always have enough Food by building Farmers Quarters and other Food-producing Constructibles, exploiting Food tiles, and acquiring Civics, Legacy Traits and Technologies that boost your Food yields. Having more than enough Food will allow you to gain new Population.
Population can also be used as a resource to produce Units and, with the Empire Trait “Forced Labor” used to instantly complete a construction.
When you select a City, in the same panel as you manage Population, there is a drop-down menu where you can select a City Assignment Policy. These policies will allow you to automatically manage your Population by having a priority order on the FIMS sectors. Population will be distributed evenly between the prioritised sectors until they are at full capacity; any remaining population will be assigned to the remaining sectors.
Assigning your population to a specific FIMS allows the city to be more versatile with its economy, and better suit its needs.
For example, if you see that war is coming and you have few units, it might be a good option to prioritize Food production first to get more population, then once you have enough you can prioritize Industry to quickly produce the military units you need, and then prioritize Money to mitigate the upkeep cost.
The Stability of a City is the degree of control that you, as a ruler, exert over its population: if it gets too low there will be rioting in the streets! It can be in one of three states:
Strained: This City’s Population is becoming agitated: positive and negative Events are equally likely to occur in this City.
Mutinous: This City’s Population has gotten so out of control that building new Districts. Soon they will take arms against you and attempt to secede from your Empire! Building Stability-focused Infrastructures or acquiring Luxury Resources should help resolve the situation.
Settled: This City’s Population either love or fear you, perhaps both: positive Events are more likely to occur in this City.
To increase the Stability of your Cities you can build Stability-enhancing Districts and Infrastructures, harvest or purchase Luxury Resources, and gather Legacy Traits and Technologies that grant Stability bonuses.
On the other hand, Stability is reduced as Cities get larger by attaching Territories or building Districts (except the Commons Quarter, of course) or when they come under Siege.
Note that Stability changes over several turns. If a City receives a Stability bonus or malus, it will take a few turns to reach the final equilibrium value. This delay allows players to find solutions when a City suffers a Stability penalty before it becomes a severe problem.
The fully colored part of the gauge is the actual Stability of the City, while the semi-transparent part represents the Stability the City will reach in few turns.
The City and Outpost Panel is the frame that appears on the right of the screen when you select a City. It contains all the information about the City, like the population count, the fortification value, the number of Districts built and Territories attached.
The most important part of the City Panel is the Construction Queue. It allows you to select any available Constructible and add it to the Construction Queue so at the end of the turn, all the Industry created will be spent toward the completion of the Constructibles set in the Construction Queue in order.
You can cancel a Constructible in the queue, and by doing so all the Industry spent will be sent to the next Constructible in the queue. Also, via specific Technologies and Civics, you’ll be able to instantly complete a Constructible by either spending Money, Influence or Population.
Districts are all the Constructibles that you must place on tiles. Most Districts come with a Stability penalty, and you can only build them if your City isn’t in a Mutinous state.
Districts usually exploit all the surrounding, undeveloped tiles. While the initial output of a District can be low, especially for the primary Quarters, they can easily gain bonuses from synergies with Infrastructures or other adjacent Districts, so look out for opportunities as you build your Cities!
Each Culture has access to an Emblematic District that is powerful but limited to one per Territory.
Your City can exploit any adjacent and accessible tile from its region to one of its Districts, provided no other District exists on the tile under consideration. (Note that if another District does exist on the tile, that might lead to FIMS-generating synergies that help compensate for the lack of exploitation). The FIMS on any given tile are harvested for your City if there is an adjacent District that allows the exploitation of that FIMS Resource.
For example, if a tile has both Food and Industry and there is only a Makers Quarter (Industry District) adjacent to it, then the City will only gather the Industry from that tile. If you also build a Farmers Quarter (Food District) next to it, you will exploit both the Food and the Industry from that tile.
Some Districts, like the Main Plaza, the Harbour, and a lot of Emblematic Districts can exploit multiple FIMS simultaneously.
Infrastructures are all the Constructibles which don’t need to be placed on a tile, but represent smaller, more specialized parts of a City. Unlike Districts, they don’t come with a stability penalty, but each can only be built once in any given City. They can give a huge variety of bonuses and can greatly improve the FIMS output of your Districts.
Each Infrastructure comes as part of an Infrastructure Family that represents the evolution of the underlying original idea through history. For example, Coal Energy is an Industry-related Family that manifests in four different Infrastructures through the Eras: Forge -> Charcoal Kiln -> High Furnace -> Coal Plant. Only the Forge is available to build in the Ancient Era after it is researched through the Technology Tree, with the Charcoal Kiln becoming available to build once researched in the Classical Era. Note that the preceding member of any Infrastructure Family must have been built in a City before the next one up can be built, so bear that in mind when planning your Technology research and Construction Queues .
Public Ceremonies like a Festival or a Symposium are one-off events that a City can undertake in order to increase its productivity in a specific sector. Although not strictly places that are constructed, they are considered a special form of Infrastructures that can be added repeatedly to the Construction Queue with an increasing Industry-cost each time. Every time the Public Ceremony is completed, a gain per turn of the specified resource is added to the City.
Wonders, Holy sites and National projects are called Shared Projects. They are built on at least a tile in a Region under your control. They all have the ability to ask for multiple cities to help in their construction simultaneously to build them faster.
National Projects like the Planetary Observation Satellite Launch are Shared Projects that can be considered as specialized Districts that are built across multiple, empty tiles located in a Territory possessed by the player. Although they occupy tiles during their construction and can provide lasting effects, once completed the tiles become available again.
Wonders like the Machu Picchu or the Eiffel Tower are Shared Projects that you can claim with Influence. Once a Wonder is claimed, only your Empire can start its construction. You cannot claim a new Wonder until the last one you claimed has been built. Some Wonders have prerequisites in their placement like asking to be adjacent to a river or built on coastal water. Once built, Wonders will provide strong effects for your Empire.
There are 4 kinds of Spawn Points :
For each City, you can set one of each kind as active, and all the Units produced by that City will spawn on the corresponding Spawn Point.
You can set any Spawn Point as active by clicking on it. Only some specific Districts serve as spawn points:
Spawn Points are only visible when you select a City.