Cities
- General Balance
- Wonders
- National Wonders
- Specialists and Great People
- Buildings
- Food
- Production
- Gold
- Science
- Culture
- Resources
- Miscellaneous
This page last updated: v157.2, May 24, 2012 by Seek.
Please see main page for more recent changes.
This component improves decision-making for city development, eliminating the problem where a few especially powerful choices outweigh weaker ones at each era or stage of development.
General Balance
- Separated some early bonuses from the capital. Clickfor details.
- 0
, 0
, 2
, 2
Palace (was 5, 5, 5, 5).
- 15
, 15
, 13
per player (was 0, 0, 0).
- 2
0
per city (was 1, 1)
- Happiness
4
per 4
in non-occupied cities (not altered from vanilla).
4
per 3
in
cities (not altered from vanilla).
4
per city (was 3).
3
per
city (was 4).
4
per
city (was 5).
12
per empire (was 9).
- Golden Ages
- Cities produce +20% yields during Golden Ages. Click for details.
- Durations
+0% Artist
-25% Engineer, Merchant, Scientist, General
- 300
base cost for a Golden age, and +300
more for each additional GA (was 500, 250).
- Happiness continues to contribute to the golden age counter during golden ages.
- 30
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
and
can expand to the 4th ring around cities (was only culture). Click for details.
- 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).
- Domestic
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.
World Wonders
- Great Wall gives a free Great General.
- Great Lighthouse gives +20 XP for sea units.
- Pyramids give a free Settler (was 2 Workers).
- Temple of Artemis: +15%
for all Archery Units (was only non-mounted archers).
- Statue of Zeus: Additional 1
Great General point (was 0).
- Mausoleum: Also grants a free Great Merchant.
- Stonehenge instantly expands the city border to the 3rd ring and gives 10
and 2
(was 6 culture and 1 GE point). (Note, culture costs are far higher in VEM.)
- More
for Colossus.
- Great Library provides free tech and library (was free tech).
- Oracle: 5
(was 3 culture).
- Hanging Garden gives 6
3
(was 10
).
- Angkor Wat provides a one-time boost of +40
with all known City States.
- Increased cost of Hagia Sophia.
- 5
5
5
5
for the mountain tile Machu Picchu is built on. No longer affect Trade Route income.
- Reduced
of Notre Dame.
- Kremlin: Minimum 2-tile border radius for every city and -25% border expansion costs (no longer gives a defense bonus).
- Louvre: Also gives a free Museum.
- Brandenburg Gate: gives a free Military Academy in its city, plus +20
XP to all newly trained units in all cities.
- +5
Forbidden Palace.
- Pentagon heals all units every turn.
- Cristo Redentor: +2



for Artist Specialists (was 1 culture for every specialist).
- Sydney Opera House: 2 free policies and 1
/turn (was 1, 4).
National Wonders
- 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 100
base cost and +25
cost-per-city.
- 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%
Great Person rate, and requires Temples instead of Monuments.
- Most National wonders give 8 [yield] + 25% [yield].
- Specialist Slots
- 1
Engineer – Heroic Epic
- 1
Engineer – Ironworks
- 1
Merchant – National Treasury
- 1
Merchant – Circus Maximus
- 1
Scientist – National College
- 1
Scientist – Oxford University
- 1
Artist – National Epic
- 1
Artist – Hermitage
Specialists and Great People
- 2
(Great Person Points) Specialists (was 3).
- All specialists provide 3 of their respective yields.
- Added the Great Works mod by Moriboe. Creating a Great Work with a Great Artist inside a friendly city gives a large instant
bonus to the city, like a Great Engineer’s
bonus. Click for details.
- Increased income from Great Merchant trade mission.
- Specialist slots reassigned on various buildings.
Food
- Granaries cost more but improve all grain resources.
- Watermill provides less
but more
.
- Floating Gardens renamed Chinampa (more accurate local name).
- Hospitals: +6
(was +15% food).
- Lower cost for Aqueduct, Hospital and Medical Lab.
Production
- 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).
- Blast Furnaces improve Iron/Coal and unit production, and predate Steel (replaces Forge).
- 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, and experience gains become greater at higher tier buildings.
- Stable: 1
and +10%
for mounted units (was 0, 15%). Stables improve all livestock resources and no longer have a nearby resource requirement. Stables also increase the production of all mounted units (only melee mounted units in vanilla).
- Workshop costs the same as a Smithy, and has a higher
bonus for buildings.
- Seaport costs less and speeds production of naval units.
- Forge cost reduced, and improves Iron and Coal.
- Spaceship Factory available at Computers (was Robotics). Details
- Increased
production:
- 1
Engineer:
- Barracks
- Blast Furnace (now buildable anywhere)
- Smithy
- Armory
- Factory
- Military Academy
Gold
- Market: 20%
and +1
on Luxury Resources, moved to to Trade technology.
- Circus costs more but improves
of Horses and Ivory.
- Mint: 2
, 2
on Gold, Silver and Gems, and may be built in any city.
- Banks give 1
per
pop (was 1 + 25%).
- Stock Exchanges give 30%
.
- National Treasury gives 5
+25%
and +25%
trade route income (was 5, 50%, 0).
- Harbor provides 1
on all sea tiles, no longer give production on sea resources.
- 1
Merchant:
- Lighthouse
- Market
- Stock Exchange
- Mint
- Bank
Science
- New turn-0 science building added: Mentor’s Hall, which grants 0.5
/
and +1
- Library: 0.5
/
and +15%
.
- Observatories: 8
+ 10%
(was 0 + 50%), require a mountain within 2 tiles (was 1 tile).
- Maintenance doubled for all science buildings.
- Research Labs give +1
on water tiles.
- 1
on jungle tiles:
- University
- Public School
- Research Lab
- 1
Scientist:
- Library
- University
- Observatory
- Public School
- Research Lab
Culture
- Temples with access to elaborate clothing for religious ceremonies provide extra
culture (Silk, Cotton, Furs, Dye).
- Monastery provides 2
, costs 2
maintenance, and may be built in any city.
- Opera House provides +50%
.
- Museum provides +0.5
per
population.
- 1
Artist:
- Temple
- Monastery
- Opera House
- Museum
- Broadcast Tower
Miscellaneous Buildings
- Courthouse: 90
cost, +10
cost per
population (lower base cost, but higher in later/larger cities).
- Garden : +100%
(was 25), 190
, buildable anywhere.
- +1
for Defensive Buildings.
- +1
for each Colosseum, Theater, and Stadium. Colosseums cost 2
maintenance (was 1).
- Blast Furnace (vanilla Forge) gives 1
on Coal (in addition to Iron).
Resource Yields
Items added by this mod are highlighted in bold.
Bonus |
Source |
Resources |
Notes |
1 |
Techs |
Wheat |
Civil Service / Fertilizer. |
1 |
Techs |
Pastures and plantations |
Fertilizer |
1 |
Granary |
Wheat, Sugar, Spices, and Bananas |
|
1 |
Seaport |
Fish, Pearls, Whales |
|
1 |
Stable |
Horses, Elephants, Cows, Sheep, and Deer |
|
1 |
Stoneworks |
Marble, Stone |
|
1 |
Forge |
Iron, Coal |
|
1 |
Techs |
Iron, Coal, Aluminum, Uranium |
Engineering/Dynamite. |
1 |
Techs |
Quarries |
Chemistry |
2 |
Techs |
Oil
|
Combustion |
1 |
Circus |
Horses, Ivory |
|
2 |
Mint |
Gold, Silver, Gems |
Some societies used precious stones for currency. |
1 |
Techs |
Camps |
Economics |
1 |
Temple |
Silk, Cotton, Furs, Dye |
Religious institutions often have more elaborate clothing. |
2 |
Monastery |
Incense, Wine |
|
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