Tech Support
AI & Tools
Patch Notes
This is documentation for the Cities changes.

General BalanceEdit

  • Separated some early yields from the capital. Click for details.
    • 2Science, 2Gold, 2Culture, 2Production Palace (was 5, 5, 5, 5).
    • Food, 3Production, 1Gold per city (was 2, 1, 0)
  • Happiness
    4Angry per city (was 3).
    4Angry per Puppet city (unchanged).
    5Angry per Occupied city (unchanged).
    4Angry per 4Citizen in non-occupied cities (unchanged).
    4Angry per 3Citizen in Occupied cities (unchanged).
  • Golden Ages
    • Cities produce +20% to all yields during Golden Ages. Click for details.
    • 400GoldenAge base cost for a Golden age, and +300GoldenAge more for each additional GA (was 500, 250).
    • Happiness continues to contribute to the golden age counter during golden ages (disabled currently)
  • Increased all non-specialist ScienceCultureFaith income and expenses to 200%. Changing both income and expenses has minimal direct effect on gameplay, but alters the percieved value between these and other yields, which has a positive impact on other balance efforts.
  • 30Food base cost to grow cities (was 15).
  • City border expansion via culture is slightly slower than vanilla. Via gold it is cheaper at first and more expensive later. Both Gold and Culture can expand to the 4th ring around cities (was only culture). Click for details.(disabled gold ring change currently)
  • Doubled the gold return when an opponent beats us to a World Wonder.
  • Most early buildings no longer have a purchase cost penalty. Purchase efficiency now depends mainly on the cost of each individual building (more expensive buildings are more efficient to buy).
  • All buildings cost increased roughly 2x. Wonders and Projects increased in cost roughly 1.4x
  • Domestic Trade trade routes favor large, populated cities more, and tiny cities less. Less gold earned from trade routes than vanilla.
  • Settlers cost more to purchase.
  • Minimum city distance is 2.
  • The capital’s radius is visible at the start of the game. Click for details.
  • Improved A.I. city placement.
  • Borders expand more easily to resources and natural wonders.


Building Theme +1 for Resource
Granary grains Food

wheat, sugar, spice


fishing Food fish
Aqueduct Irrigation Food truffles, bananas, citrus, lakes, salt
Stable livestock Production horse, ivory, sheep, cows, deer
Lighthouse seafood Production fish, whale, crab, pearls
Barracks steel Production All strategic resources
Stoneworks sculpture Production marble, stone
Caravansary Luxuries Gold All luxury resources.
Mint currency Gold copper, silver, gold, gems
Circus performers Gold horse, ivory
Amphitheater costumes Culture cotton, furs, silk, dye
Temple rituals Faith wine, incense

World WondersEdit

  • Great Wall gives a free Great General. Available at Masonry (was Engineering). 
  • Great Lighthouse gives +20 XP for sea units.
  • Pyramids give a free Settler (was 2 Workers). Available at Trade (was Masonry). 
  • Temple of Artemis: +20 XP for Archery/Mounted Archer units (was extra production)
  • Statue of Zeus: Renamed Parthenon. Additional 1GreatPerson Great General point (was 0). Replaced +15% city bonus with copy of all existing units. Available at Mathematics (was Bronze Working). 
  • Mausoleum: Renamed as Flavian Amphitheatre (Colosseum) Grants a free Great Merchant and a free colosseum. No Gold per GP use. Adds city Gold bonus on horses and ivory instead of stone and marble. Available at Horseback Riding (was Masonry). 
  • Stonehenge gives 20 instant faith. 
  • Terra Cotta Army instantly expands the city border to the 3rd ring and gives 5Culture. Available at Calendar (was Construction). 
  • Colossus. Available at Trade (was Iron Working)
  • Oracle: 5Culture (was 3 ). Available at Drama (was Philosophy)
  • Hanging Garden gives 3Happy (was 6Food), no free garden. Available at Engineering (was Mathematics). 
  • Chichen Itza removed Happiness (-4). 
  • Porcelain Tower adds 25% to trade agreements. No longer adds to research agreements. Available at Archaeology (was Architecture). 
  • Angkor Wat provides a one-time boost of +40Influence with all known City States. Available at Guilds (was Education)
  • 5Food 5Gold 5Faith5Culture for the mountain tile Machu Picchu is built on. No longer affect Trade Route income. Available at Engineering (was Guilds) 
  • Hagia Sophia. +1 Faith per specialist, +1 Faith.. Available at Construction (was Theology).
  • Red Fort: Minimum 2-tile border radius for every city and -25% border expansion costs (no longer gives a defense bonus). Available at Gunpowder (was Metallurgy). 
  • Brandenburg Gate: gives a free Military Academy in its city, plus +20War XP to all newly trained units in all cities.
  • Forbidden Palace. Available at Printing Press (was Banking).
  • Pentagon heals all units every turn. 
  • Statue of Liberty: +1Production for all specialists. Available at Refrigeration (was Plastics). 
  • Cristo Redentor: Free Great Artist, free Great Musician, free Great Writer (was -10% policy cost). Available at Ecology (was Plastics). 
  • Sydney Opera House: 2 free policies and 2Culture/turn (was 1, 50%).
  • Djenne Mosque: Gives a free Great Prophet, no increase in missionary spreads. 
  • Louvre gives 2 free Archaeologists not a Free Artist
  • Hubble Telescope: Renamed Bell Labs. Provides free Spaceship Factory (was 25% spaceship bonus). Available at Rocketry (was Satellites). 
  • Leaning Tower: Renamed Duomo. Available at Banking (was Printing Press). 
  • Eiffel Tower: available at Electricity (was Radio).
  • Alhambra: Available at Physics (was Chivalry). 
  • Big Ben: Available at Economics (was Industrialisation). 
  • Himeji Castle: Available at Chivalry (was Gunpowder). 
  • Petra: Available at Construction (was Currency). 
  • Sistene Chapel: Available at Architecture (was Acoustics). 
  • Taj Mahal: Available at Printing Press (was Architecture). 
  • Notre Dame, Borobudur, Prora removed.
  • Added the following new wonders:
    • Banuae Rice Terraces. Available at Bronze Working. +10 Food.   1 Culture
    • Churches of Lalibela. Available at Philosophy. Missionary extra spread and free missionary. +1 Faith, 1 Culture.  
    • Wat Phra Kaew. Available at Archaeology. +5 Gold and Culture on all shrines and temples. +4 Faith, 1 Culture.
    • Panama Canal. Available at Dynamite. +25% City Connection income. +1 Naval Movement. Must be built in a coastal city.
    • Hollywood. Available at Radio. Gives a free Great Artist. Gives 4 tradeable "movies", a luxury resource. +25% Culture in city.
    • Itaipu Dam. Available at Electronics. +15% Production in all cities. Gives a free hydro plant in the city, and a free great engineer. Must be built on a river.
    • Large Hadron Collider. Available at Particle Physics. Provides 2 free technologies.

National WondersEdit

  • Some of the production cost for National Wonders is shifted from the prerequisite buildings (required in 75% of cities) to the National Wonders' cost per city modifier (much higher). Currently 100Production base cost and +25Production cost-per-city. (75% requirement not enabled)
  • When a new city is added to the empire (including puppets), National Wonders increase in cost but do not cancel construction.
  • National Epic gives 50%GreatPerson Great Person rate.
  • Most National wonders give 8 [yield] + 25% [yield].
  • Hero Epic Morale Promotion is 20%
  • Added a Grand Temple national wonder (included in fall official patch). Requires Temples. Gives +8 and 25% Faith.
  • Specialist Slots
    • Production Engineer - Ironworks
    • Gold Merchant - National Treasury
    • Science Scientist - Oxford University

Specialists and Great PeopleEdit

  •  +50%GreatPerson from Garden (was 25%).
  • Merchants provide 3 gold.
  • Increased income from Great Merchant trade mission. Decreased instant hammer income from Great Engineer, still finishes many wonders in one shot. 
  • Specialist slots reassigned on various buildings.
  • Generals and Admirals at reduced lengths may start golden ages. 



  • Granaries impact sugar and spices (no longer deer or bananas).
  • Watermill provides less Food (1) but more Production (3) and cost less upkeep
  • Floating Gardens renamed Chinampa (more accurate local name). 0 upkeep.
  • Hospitals: +8Food (was +5) and cost more upkeep. 
  • Aqueducts improve bananas, citrus, salt, truffles, and lakes +1 Food. Cost 2 upkeep
  • Lighthouse add +1Food.
  • Gardens add +1 Food.


  • Shifted the names of several production buildings for more realism (no change to effects). A short historical summary is in each building’s Civilopedia entry.
    • Renaissance Workshops speed construction of buildings (replaces Windmill).
    • Barracks improve Iron, Coal, Aluminum, Uranium, Oil production and predate Steel (replaces Forge).
    • Armories and Military Academies provide a land unit production bonus (10% on Armory, 20% on Military Academy).
    • Smithies improve all production and are required for a Foundry (replaces Workshop)
    • Foundries are places for large-scale production of metal castings (replaces Ironworks).
  • Military training buildings provide a small amount of base Production Production, and experience gains become greater at higher tier buildings. (10 on Barracks, 30 on Military Academy).
  • Stone Works is not restricted by plains cities.
  • Stable: 1Production and +15%Production for all mounted units (was 0, 15%, 0% on ranged mounted units). Stables improve all livestock resources. Stables also increase the production of all mounted units (only melee mounted units in vanilla). 
  • Workshop keeps an engineer slot. 
  • Seaport speeds production of naval units 25% (was 15% on Seaport), adds 2 Production, no Productionbonus to sea resources. Upkeep to 4. Does not require a Harbor. 
  • Hydro Plant does not require Aluminum, requires a Water Mill. Decreased upkeep cost to 2. 
  • Spaceship Factory available at Computers (was Robotics). Details
  • Increased Productionproduction:
    • Seaport +2
    • Factory +15% (was +10%)
    • Solar and Nuclear Plants +25% (was +15%)
    • Iron Works +25% (was 0%)
  • 1Citizen Engineer:
    • Workshop
    • Castle
    • Smithy
    • Factory
    • Iron Works


  • Market: moved to Trade tech. 
  • Circus costs more (2 upkeep). Adds +1Gold for Horses and Ivory.
  • Mint: +2Gold, +1Gold on Gold, Silver, Copper, and Gems
  • Stock Exchanges  Available at Electronics (was Electricity).
  • East India gives 4Gold +15%Gold and +15%Trade trade route income (was 8, 0%, 0).
  • Seaport provides 1Gold on all sea tiles.
  • Caravansary provides +1Gold and +1Gold on all luxury tiles.
  • 1Citizen Merchant:
    • Caravansary
    • Market
    • Stock Exchange
    • East India
    • Bank


  • Observatories: 4Science + 10%Science (was 0 + 50%), require a mountain within 2 tiles (was 1 tile).
  • Maintenance increased for most science buildings (Laboratory costs 8)
  • 1Science on jungle tiles:
    • University (was 2)
    • Research Lab
  • 1Citizen Scientist:
    • Library
    • University
    • Public School
    • Research Lab
    • Heidelberg University


  • Amphitheaters with access to elaborate clothing for religious ceremonies provide extra Culture culture (Silk, Cotton, Furs, Dye).
  • Opera House provides 3Culture.
  • Culture buildings do not tier and any can be built as soon as the tech is available. 
  • Broadcast Tower provides +50% Culture and costs 4 upkeep. 


  • Temple does not require Shrine
  • Temple +1 faith on incense and wine
  • Temple upkeep decreased to 1 


  • Walls: 100 hitpoints (was 50)
  • Castle: 150 hitpoints (was 25)
  • Arsenal: 200 hitpoints (was 25)
  • Military Base: 250 hitpoints (was 25), -25% damage from aircraft, and -50% damage from nukes.
  • Bomb Shelter: Removed.
  • Palace adds 100 hit points and +4 Defense.
  • Courthouse: 140Production cost, +10Production cost per Citizen population (lower base cost, but higher in later/larger cities). No maintanence cost, higher rush buy cost. (per population effect disabled)
  • Garden : +50%GreatPerson (was 25). Buildable anywhere.
  • +1Happy for each Colosseum, Theater, and Stadium. All cost +2Gold maintenance (was 1, 2, 2)
  • Buildings Cost charted.