Cities form the heart of your civilization. You need cities to create armies to crush your foes. You need them to generate wealth and create culture. You need them a whole lot. In almost all circumstances a civilization with a large number of cities will have a significant advantage over a civilization with fewer cities.
Building Cities
Cities are built by settler units. You begin the game with one settler; you can construct additional settlers later on in any city of size three or greater.
Va lid City Locations
Cities can be constructed on any land space except for icecaps and mountains. Cities cannot be constructed adjacent to other cities or next to barbarian villages.
Finding Good City Sites
A city's wealth, culture and productivity are largely dependent upon the terrain surrounding it. Each type of terrain supplies a specific amount of trade, food, or productivity to a nearby city. When a settler unit is active, it displays the surrounding spaces' productivity. Remember that resources provide additional bonuses to trade, food, or productivity, once you learn the technology necessary to access the resource.
 
= Food =Production = Trade
Important: Note that the specific square the city itself occupies is unimportant: it's the ring (or "donut," as it is often called) of spaces around the city that determine its productivity.
Building the City
Once the settler has reached the desired location, press the "Build City" Action Button. The settler is consumed and the city appears.
1. City Name and Population
2. Production in Storage
3. Production Generated this Turn
4. Food in Storage
5. Food Generated this Turn
City Info Bar
The City Info Bar on the main screen shows your city's name, present population, and how much food and production it has and how much it is generating each turn.
The City Screen
The city screen is where you manage your cities.

Reaching the City Screen

When a city needs instructions on production, the city screen will open
automatically. Otherwise, press the "Open Nearest City" Button to open the city
screen nearest to the cursor's location.
1. Move to Nearest City to the Left
2. City Name and Population
3. Move to Nearest City to the Right
4. Construct Unit Button
5. Construct Building Button
6. Construct Wonder Button
7. Construct Road Button
8. Rush Construction
9. Currently Under Construction
10. Science Counter
11. Wealth Counter
12. Culture Counter
13. Food Counter
14. Population Growth Counter
15. Your Civilization's Wealth
16. Great Person List
17. Buildings List
18. City Focus Button
19. Exit City Button
Actions on the City Screen
There are four things that you can do while on the city screen: pick what the city will produce, rush production (for a fee), construct roads, and determine the city's "focus."
Construction of Buildings, Wonders and Units
Depending upon your current level of technology, your city may be able to construct a variety of units, buildings, and wonders. Press on the top three Construct buttons (Units, Buildings and Wonders) to see what is available in each category to construct.
Availability of Items to Construct
With the exception of the most primitive of units (warriors, galleys), most items require knowledge of specific technologies to construct. Once you've learned the necessary tech, the building, unit or wonder will appear in the appropriate construction list. Note that only one wonder can be constructed in a game. Once somebody's built a wonder, nobody else can do so.
The earliest available units are the warrior and the galley. The earliest available buildings include barracks (improve your military units' fighting skill), temples (generate culture), granaries (speed up city growth), and walls (improve your city's defenses against attack). The earliest wonders include the Pyramids, Stonehenge, and the Hanging Gardens of Babylon. Each provides its builder with a significant advantage. A complete list of the units, buildings and wonders appear at the end of this manual.
Duration of Construction
Each item requires a specific number of production (hammers) to complete. The duration of construction depends upon the city's total hammer intake per turn. Certain buildings, wonders, and great people can greatly speed up construction of various items.
Changing Construction
You can order the city to change construction at any time. Hammers gathered in previous turns are immediately applied to the new orders.
Completing Construction
Once the city has completed construction of a building or wonder, the city menu opens and you are asked for further instructions.
Rushing Production
You can expend gold to rush construction of any object. If you have enough gold in your treasury, The "Rush" button will appear on the City Screen. Tap that button, confirm your decision, and the item is immediately constructed and the money subtracted from your treasury. If the Rush Production button is not visible, you can't afford to rush production on the item being constructed.
 
Resources and the City's Focus
Each turn the city deploys workers to gather resources from the surrounding spaces. The number of workers available is equal to the city's population - a city with a population of three can work three of the surrounding spaces. In order to be worked, a space must be within a civ's borders, free of foreign workers, and not being worked by another city's workers. Cities can only work the eight spaces directly adjacent to the city until they construct the Courthouse building, which allows them to work the spaces adjacent to these eight spaces as well. Left to its own devices, the city will attempt to balance its workers, with the first
worker being placed on a space that produces food, the second a space that produces hammers (production), the third a space that produces trade, the fourth a space that produces food again, and so forth, until it runs out of workers (or available spaces). This is a "balanced" focus.
1. Focus on Gold
2. Focus on Food
3. Focus on Production
4. Focus on Science
5. Balanced Focus
6. Manually Adjust Workers
7. Current Output

City Focus Screen

Press on the "City Focus" button to bring up the City Focus Screen. Once on this screen press on the appropriate button to focus the city's energies as you wish. You can focus on Gold, Food, Production, or Science, or you can demand a Balanced focus. You can also press the "Manually Adjust Workers" button to further customize the city.
Manually Adjust Workers
On this screen you can assign workers to work specific spaces surrounding your city. You can also assign workers to be "Tradesmen" see below. Tap a worker in a space to remove the worker from the map; he will immediately be assigned as a
tradesman (see below). Tap an empty space to assign a tradesman to work that space.
Trade into Gold or Science
Each turn the city gathers in a certain amount of "trade." The amount of trade you generate is determined by the spaces the city works, plus the effects of any buildings, wonders, great people, and civilization bonuses. This trade can be assigned to research (necessary to learn new technology) or to wealth (necessary to generate shiny, shiny gold). When first created, a city's trade will be automatically assigned to generate either wealth or research. You can manually assign a city's trade to either gold or science
by pressing the City Emphasis Arrow on the bottom of the City Screen.
Effects of Trade Assignment
When a city's trade is assigned to research, all of its trade is turned into research (beakers). Libraries, universities and the like will greatly increase the beakers the city produces. Financial buildings like markets and banks will produce very little gold (markets produce only 2 gold and banks only 5). In short, a city will produce a lot of science but little or no wealth while its trade is assigned to research. When a city's trade is assigned to gold, all of its trade is turned into wealth (gold bars). Markets, banks and the like will greatly increase the amount of gold the city produces. Research buildings like libraries and universities will produce little research (libraries produce only 2 beakers and universities only 5). In short, a city will produce a lot of gold but little or no research while its trade is assigned to wealth.
You can change a city's trade assignment as often as you want.
Tradesmen
When a city has more workers than spaces available for them to work, the excess workers stay in the city itself and become "Tradesmen." (Further, you can manually assign workers to become Tradesmen; see "Manually Shifting Workers" above.) The productivity of each Tradesman is determined by the size of the city and by the number of Tradesmen in the city.

City Size Tradesman Type Productivity
1-6 Laborers +1 production
7-12 Vendors +1 production, +1 trade
13-18 Traders +1 production, +2 trade
19-24 Merchants +1 production, +3 trade
25-30 Importers +1 production, +4 trade
31+ Exporters +1 production, +5 trade

The first six tradesmen in a city will be of the highest type available to a city of that size. The next six will be one step lower, and the following six one step lower than those, and so forth.
For example, say New York is a city of size 26 and has 13 Tradesmen working in that city. Six of the Tradesmen will be Importers (the best type for a size 26 city), six will be Merchants, and one will be a Trader. These Tradesmen will provide New
York with a total of 13 hammers and 44 trade per turn.
Constructing Roads
You can for a fee construct roads between any two cities on the same continent. To initiate construction, tap the "Build Road" button. A menu will appear, listing all of the cities that city can connect to. Tap the target city; the cost will be deducted from your treasury and the road constructed immediately.
City Growth
Each turn, your city's workers will generate a certain amount of food for the city's coffers. Once enough food has accumulated, the city will increase in size. The amount required for growth increases as the city's size increases. Certain buildings, wonders, and great people will greatly accelerate a city's growth. Since each population in a city means one more worker is available to generate resources, the larger the city, the more powerful it becomes.
No Starvation
Cities do not ever starve. If a city is generating no food, that city will not grow -
but it won't decrease in size, either. The only way a city will decrease in size is if
the owner constructs settlers in the city.
City Culture
A city's cultural strength greatly determines its success or failure. A city with a high cultural output will extend a civ's borders, expanding its empire. If an uncultured city is near to a culturally superior foreign city, the uncultured city might even "flip" - abandon its current civ and join the foreign city's dominating civ. Further, you can achieve a cultural victory once your cities have generated enough culture.
Generating Culture
Buildings like temples and cathedrals generate culture, as do wonders. Some great people will increase a city's cultural output.
Culture Flipping
When cities from different civs are near to one-another, the city with the higher cultural output will control the spaces between the cities. If a city has a significantly higher cultural output, the nearby foreign city may even abandon its allegiance and switch sides.
Your advisors will inform you if any of your cities are in danger of flipping.
Avoiding Culture Flipping
A city with a wall will never culture flip (unless the opponent has constructed the Hollywood wonder). Alternatively you can increase a city's cultural output - making it tougher to flip - by constructing temples, cathedrals, and wonders, and by settling appropriate great people in the city.
Effects of Culture Flipping
If a city culture flips, the city immediately switches sides. The city retains all of its buildings and wonders, except for temples and cathedrals, which are lost. The new owner gains all of the non-combat units in the city as well. Finally, the best defensive unit in the city defects with the city, becoming the property of the new civ. All other combat units in the city are destroyed and lost to both sides. Remember that culture-flipping a city also brings the civilization one step closer to a cultural victory.
Capturing Cities
You can capture a city by marching a military unit into the city. Once you capture a city, you get all of the city's buildings (except temples and cathedrals), wonders and great people along with it. You may also get a portion of gold and perhaps a new technology as well.
Capturing a civ's capital does not automatically destroy that civ, but it does bring you one step closer to a Domination Victory (see "Victory" on page 55) If you capture a civ's last city, that civ is destroyed and out of the game. Note that cities cannot be destroyed, except by barbarians and nuclear weapons.
1. List of Cities in Your Empire (Tap to highlight city.)
2. Info on Highlighted City
3. Press to Go To Highlighted City's City Screen
The City Report Screen
To access the City Report Screen, press the Advisor Button, then tap on "View Cities Report." The City Report Screen lists the cities in your civ. Tap on a city to bring up information on that city.
 
Back to Contents