Mechanics

Cities and population

Your capital is given at the start of the match. New cities are founded by the Pioneer.

Founding a city

The cap gates founding only. A city taken in battle, a city inherited from a fallen capital and a Neutral village annexed with gold are never asked about the cap — your city count can go past it. The count still works backwards, though: the founding gate counts every city you own, so while you are over the cap a Pioneer cannot found a new one.

Name and status

Every city has a name, assigned automatically when it is founded. "Capital" is not a name but a status: losing your capital eliminates you (Victory conditions), while a city keeps its name even when it changes hands.

You can rename your own cities from the city panel (up to 24 characters). Once you hold more than one city, the city button at the top becomes a list: picking a city centres the board on it and opens its panel.

Region

A city's region is the 1-step ring around its tile (7 tiles, clipped at the board edge). Resource nodes inside the region produce income; region tiles count toward score (Territory and score).

A region grows with population: at population 3 the ring widens to 2 steps — 19 tiles. The second route is gold: you can buy a tile next to your region for a price starting at 6 gold. No building does either.

Population

Each city stores food. When the store reaches population × 4, population goes up by 1 and the store resets. The cap is 5.

Population is the city's production multiplier:

Income formula

City production = (base 2 + buildings + resource nodes) × (1 + 0.25 × (population − 1))

Growth: when the store reaches population × 4 food, population +1.

Population pays three more times: it raises city HP (see below), with no growth focus set it decides the default food recipient (see above; Economy), and at the threshold it widens the region. Investing in food is not only faster production — it is a wider border.

Growth focus

Net food is written each turn into the store of a single city, and you pick that city: the growth focus button in the city panel makes it the focus, a second press clears it. The panel shows a badge on the focused city and states where the food is actually going that turn.

With no focus set the recipient is the least populous eligible city. That default is a trap once you hold several cities: every new city moves the recipient, so the moment your 6th city goes up all the food flows there and your grown capital stops growing. That is why the decision is yours — a wide base, or one strong centre?

Three rules follow from the focus living on the player rather than the city:

The focus costs no resource, and the end-of-turn check (The turn cycle) does not count it as unfinished business: leaving the focus unset is a valid way to play.

City defense

A city's HP is 15 + 2 × population and its base defense is 3. Playing the Defensive line dynasty a city starts from 6 instead, and the Walls' contribution stacks on top of that (Getting started). Walls raises both.

A friendly unit inside the region does not count as a garrison: the city defends with its own HP and never strikes back. You defend with units.

The city tile

The city tile itself is filled by the structure: no unit can stand on it and you cannot enter your own city's tile. So there is no such thing as a unit standing guard inside a city — the units that protect it stand on the adjacent tiles (Combat). The same rule shows up in production: a unit built by a city is born on a passable, empty neighbour of that city — a mountain or water neighbour does not count — and if no neighbour qualifies the item waits, fully funded (The production queue). The Pioneer is consumed when it founds a city, so a new city tile starts unit-free as well.

A city whose HP reaches zero changes hands when an attacking unit enters it: its population drops by 1 (never below 1), its queue and stores are wiped, its buildings survive, and it passes to the new owner at full HP for that new population (Victory conditions). The tile is open only while the city's HP is at zero: a standing city cannot be entered, and a fallen city cannot be attacked — it is entered. The unit that takes the city stays on the tile and cannot come back once it leaves, because the city is now its own.

A player whose capital falls is eliminated: their units leave the board and their remaining cities go to whoever took the capital — in revolt (Victory conditions).

A city in revolt

A city inherited through a fallen capital does not serve its owner for 3 turns: it produces no income, its production queue does not advance, it does not repair at the start of the turn, and its defense is multiplied by ×0.5. The city panel shows a revolt badge with the number of turns left.

Score is not affected — the city counts toward its new owner from the moment it changes hands. The full mechanic lives on Victory conditions.

A city you founded yourself, or took in battle, never goes into revolt.

City repair

A damaged city repairs itself: +2 HP at the start of the turn, never above its maximum. Walls raises that to 4.

There are two conditions, and both are sharp. First: a city in revolt does not repair (see above). Second: a city under siege does not repair. The siege test is whether an enemy unit stands on one of the city's 6 neighbours; whether that unit attacked this turn makes no difference. An army waiting at the gate without striking is a blockade too — and so is the unit of a rival you hold a truce with (Diplomacy and truces): the test is standing adjacent, not being able to attack.

What this means in play: driving off a siege now genuinely saves the city. From the turn you kill or push back the besieger, the city starts recovering — but while the army stands at the gate, waiting achieves nothing. You have to remove it.

If you would rather not wait, gold repairs the city instantly: the price is 1 gold per missing HP, and it works under siege and in revolt too (Gold). In a revolting city what you buy is HP only — income and production do not return until the revolt ends.

The numbers on this page are read from the game’s balance tables.

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