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Cities are the basic ingredient for your empire to grow. You can found them, conquer them or plunder them.

The city produces resources, gold, population and troops. In addition, each day that passes generates fame points according to the amount of buildings you have developed, for example if you have several stars in Stone Mine, you will produce more stones in each passing day.

When founding a city, you will have to choose the region and the land where to place it. The locations and their corresponding benefits are shown in the following list.

For example, if you found a city in Mountain, all the troops you place to defend that city will lose 8% in attack but will all increase their defense by 12%. It will also grow 10% less population, however, each city you have in Mountain will have bonus production of iron ( 40%) and mithril ( 30%) so it would be a good strategy to develop iron mines and mithril mines at full capacity in the cities you have in that terrain.

Types of land


Each city produces a certain amount of resources that depend on the population of the city and the buildings that have been constructed, the more buildings and population you have, the higher the production. What each city produces is accumulated in your resources table and is updated every day that passes in the game at 22 hours (Spain).


Constructing buildings will be of utmost importance for production, as well as to increase the different states of a city (Happiness, hygiene, corruption, etc.), daily population growth, fame production and to increase the defenses of the troops.

Adversities and prosperities

When one of the states in a city (Happiness, Culture, Religion, etc.) is lit with a red cross, that city will be in high danger of falling into an adversity the next day. A city under adversity, neither produces, nor grows, nor generates troops, and it is necessary to wait an indeterminate number of days until it disappears by itself. To avoid falling into adversity, it is advisable to increase the buildings that directly affect the city's problem, such as the Coliseum to increase Happiness, Schools to increase Culture, etc. For example, if all its states are maintained correctly and with green stick, the city could enter Prosperity with which it will obtain an extra benefit. If a city enters Prosperity, it cannot fall into adversity at the next day step, although it can be affected by the adversities produced by a defeat at the hands of Dark Elves (Harassment) or Undead (Black Plague).


Every city founded starts with 600 troop levels and includes 2000 extra levels available for purchase. The cities generate troops every day that passes, but that does not mean that they are under your command since you will have to buy them. To generate more troops available for purchase you have to increase the Castle building. However, in order for higher level troops to appear for purchase, you must wait for the city to grow in population. Every 5,000 of population you will generate one more level of troops. If your city has 52,000 inhabitants before the day step and grows 3,000, at the next step it will have 55,000 but it will not produce the new level until the next day step, because to generate a higher level of troops, the city must enter the next day step exceeding the minimum population required. If the city has 43,700 inhabitants and you spend fame for immigration before the day step and thereby obtain an additional 1,350 inhabitants, your city will enter the new day with 45,050 inhabitants, thus being able to offer an additional level of troops to buy.

NOTE 1: A city with no Castle development will produce 50 levels of each troop type each day and you will be able to increase approximately 50 extra levels for each star you develop in your city's Castle, making a maximum of 550 levels of each troop available for purchase each day step (with Castles at 10 stars). For example, with Castles at 10 stars, you generate 550 level 1 troops, 250 level 2 troops, 183 level 3 troops, and so on.

NOTE 2: The political Human race nobility can increase the amount of troops up to level 7 that a city produces.

NOTE 3: Any city that meets certain requirements has the possibility to acquire the prosperity Recruitment which adds to the troop production an extra 10% in the next day step.


The first city founded in your empire starts with 5,000 inhabitants. Each city founded adds 1,500 inhabitants, so when you found the second city in your empire, it already comes with 6,500 inhabitants. The third will come with 8,000, the fourth with 9,500 and so on. At the same time, in each day the city grows a certain amount of inhabitants that will depend on various factors, although as the days of departure pass, this growth is reduced and reaches zero when reaching a maximum of 100,000 inhabitants. Being a peaceful empire will cause your cities to start with 50% more initial population. For example, city number 5 normally starts with 11,000 population, but if you found it as a peaceful empire, that same city will come with 16,500 inhabitants. This is true up to a maximum of 50,000 inhabitants, then each city you found will come with 50,000 inhabitants, unless your clan has the Wonder School of Colonization, in which case the maximum rises to 65,000 inhabitants.

Points of Fame

Every city generates 1 point just for being a city, 1 point per day for every 40 buildings constructed. For each point in Monuments it will generate 1 more per day (maximum 10). In addition, Torture and Architecture policies help up to a maximum of 10 fame points per day. Finally, if a city defends itself well against an attack it will gain 5 extra fame points. There are other factors to take into account to boost fame production in your cities, such as region bonuses (if you are in a clan) and Pacific Empire status and having Wonders built.

Unmotivated city

A city of 50,000 inhabitants or more will need 1,000 troop levels (of any type) for every 10,000 population in order not to lose its motivation. In a city that is attacked while unmotivated, its troops lose -15% attack, -15% defense, -15% damage, -30% speed, -30% morale. For example a city of 60,000 population needs at least 6,000 levels of troops defending (not to be confused with 6,000 troops), one of 80,000 will need 8,000 levels of troops or more, but a city with less than 50,000 inhabitants can never be unmotivated, so you can defend it with few levels of troops but good, although it does not mean that some attack can not conquer it if you do not take good care of it.

=== Trade routes === Each city can trace up to 2 trade routes with other cities of yours or another empire of the clan you belong to (you can only make routes when you are in a clan). Trade routes increase the amount of gold in your empire. To calculate the gold produced by a route, the lower population and the lower number of buildings of both cities are taken into account. Also if both cities differ by less than 5,000 inhabitants the route increases by 20% gold, and if the total number of buildings of both cities differ by less than 20, the gold increases by another 20%. Therefore, it is most effective to make routes with very similar cities. Ask your clan mates to pass you data from their cities to make sure you have the maximum benefit and remember to update them at least once a week, as the gold generated by each trade route is linked to its development and population.

NOTE: Some races have a policy called Smuggling routes that increase the daily gold for each trade route. Also, they increase the gold generated daily by trade routes, the bonuses of certain Regions and the Wonder Great merchant port, but that extra gold (of region and/or Wonder) will be reflected only in the section of Your empire.


Taxes are an effective way to generate gold for your empire. By default each city has taxes set at 10%, however the player can vary this value at any time during the game. Raising taxes will increase the gold generated by the city (taxes are individual per city), but not everything is rosy as they have a downside: they greatly lower happiness. The drop in happiness can lead to Adversities or at least prevent the generation of Prosperities such as "Happiness" in the cities to which you increase taxes. A good strategy would be to raise taxes at the beginning of the game and correct the drop in happiness by constructing certain buildings. Then it will be easier for you to control that happiness is always at its maximum to minimize the Adversities. Another possible strategy is to lower taxes to zero and raise the state of Happiness to the maximum, so as to maximize the probability of receiving prosperity Happiness at the next step and compensate for the lack of gold by low taxes.

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