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A city is created when Settlers or Founders do the Build City (B) command on a tile. This creates a city of size 1. A city can eventually grow to larger sizes and have many citizens working many tiles it. Famine, war, or making population units will reduce a city's population. With the loss of its last citizen, a city disappears. Each city on the map is labeled with its population, or size.

Cities create production, gold, national territory, and technology. Below is shown how a city's citizens extract natural resources, and how to increase city productivity.

Working land[]

Example city: Note radius of workable tiles.

Each city works terrain in a 5×5 grid around the city, minus the corners. To extract resources from a tile, you assign a citizen to work that tile from the city window. The example city on the right has all 4 of its citizens working tiles. Each active tile is labeled with an XYZ showing the food/production/trade it generates every turn. By de-selecting a tile, the player can choose another tile to work, or assign the citizen to be one of 3 types of specialists (or 6 types with the Adam Smith wonder.)

Review the terrain chart to see the output of each type of terrain tile, special resources on that tile, and improvements like roads, irrigation, or mines.

City Centers - The tile the city is on—the city center—gets worked for free, without being assigned a citizen. The city center always produces at least one food point and at least one production point. It gains whatever food bonus the terrain would get if irrigated. Further irrigation will therefore not give it a bonus, except in the case of Desert Rivers. City tiles are automatically developed with Roads and other transportation improvements such as Bridges, after you have the required tech. If the city has a Supermarket, the city center tile gets an instant 50% food bonus, but is not convertible to Farmland for a 100% bonus.

You cannot begin working a tile which a neighboring city is already working, nor can you work terrain inside another nation's borders. You also can't work terrain if an enemy unit is standing on it: this means you can siege an enemy city by putting your units on the valuable resources of an enemy city. Most units can be ordered to pillage, which destroys tile improvements. Workers, Settlers, and Engineers could even transform the terrain to make the tile less productive, just like the Romans sowing the fields of Carthage with salt.

Buildings and Wonders[]

Cities may be enhanced with buildings, each with a different effect. Some buildings require others. Most buildings become available when you achieve certain technologies, while other technology makes buildings become obsolete.

It costs production points (shields) to construct buildings — often taking several turns. Once completed, most buildings require an upkeep of gold every turn. You can dismantle and sell a building, receiving one gold for each shield used in its construction. If a turn comes where you cannot pay the upkeep on all your buildings, some will be automatically sold. Obviously this should be avoided.

Wonders are unique structures that confer special advantages to your civilization. While buildings affect only their own city, many wonders benefit all your cities. Most Commerce units (such as Caravans, Freight, Triremes, and Galleys) can contribute their full shield cost into the construction of a Wonder.

Specialists[]

From left to right: Entertainer, Scientist, Tax Collector; Laborer, Merchant, Farmer

A city citizen usually extracts resources from one terrain tile. But citizens can also assume a specialist role.

An Entertainer produces two luxury points for their city. A Tax Collector provides three extra gold per turn for your treasury. A Scientist adds three points to your research output. If you own the Adam Smith wonder: A Merchant provides two extra trade and one extra gold per turn. A Farmer provides one extra food per turn. A Laborer provides one extra shield (production point) per turn.

When your cities grow and produce new citizens, the game's "default governor" automatically assigns them to work the nearby terrain it deems best. You will want to inspect cities that have just grown and adjust the tile or role for which the new citizen has been placed. Alternatively, you can assign your own private Governor to each city and give him orders for what types of income from terrain outputs to prioritize. Read in the in-game help in the city's Governor tab for more information on this.

City Enhancements[]

Three buildings allow you to multiply the effects of the Scientists and the total research produced by your city:

B.library.png Library

cost:60 upkeep:1
requires:Writing

University.png
University

cost:120 upkeep:3
requires:University

B.research lab.png Research Lab

cost:120 upkeep:3
requires:Computers

In addition, wonders like the Temple of Artemis, and Isaac Newton's College provide direct bonuses to science output across your nation. Copernicus' Observatory will significantly boost science in a single city. Moreover, any wonder which boosts trade will also boost your science, provided you apportion some of your tax rates to assign national trade toward science output. The most important of these is Marco Polo's Embassy.

Other buildings multiply gold, luxury, shield-to-coinage rates, and effects of your Entertainers and Tax Collectors:

Marketplace.png
Marketplace

cost:60 upkeep:0
requires:Currency

Bank.png
Bank

cost:80 upkeep:2
requires:Banking

Stock exchange.png Stock Exchange

cost:120 upkeep:3
requires:Economics

Civilization and its Malcontents[]

City growth produces crowding and class inequality, making it difficult to maintain citizen morale. Each citizen is either happy, content, unhappy, or angry. Only the first four citizens are naturally content; the rest are naturally unhappy. This is quite serious, as even one unhappy citizen can throw a city into disorder. Cities in disorder produce no food or production surplus, science, or taxes; only luxury production remains. Purchases of buildings or units are not allowed in such a city. Such cities are easier to incite to revolt. In a democracy or a world where the United Nations has been built, two turns of continuous disorder in a city can even result in national anarchy.

Only citizens who work tiles can vary in their moods. Entertainers, scientists, and tax collectors enjoy enough privilege to stay content. Thus, one way to manage an unhappy citizen is to assign him to the role of a specialist. However, if cities are ever to work more than four tiles, other means of solving the problem of morale must be used. There are several ways to prevent larger cities from going into disorder.

Most of the buildings and wonders that affect morale make unhappy citizens content.

A more interesting option is to make citizens happy. This counters the effect of unhappy citizens— a city will not fall into disorder until unhappy citizens outnumber happy ones.

A third option, Martial Law, is available to absolutist governments. Military units stationed within the city impose peace, forcing some citizens to be content. View the chart on Governments to see the effects of Martial Law.

Celebration[]

Cities with three or more citizens celebrate when half or more of their citizens are happy and none is unhappy. Under Despotism and Anarchy, this eliminates the tile corruption output penalty for tiles generating food, shields, or trade at 3 or higher. Under Monarchy, Communism, and Theocracy, this gives a +1 trade bonus to trade tiles around the city. Under Constitutional Monarchy and Nationalism, ocean tiles get a +1 trade bonus.

Standard City Growth[]

Each time a city's accumulated grain goes over the grain ceiling, the city will increase in population. Each time this happens, the new grain ceiling will increase by +10, up to a maximum ceiling of 70. This means larger cities usually grow much slower, until the discovery and investment in more advanced agricultural technology. Anarchy, Despotism, and Monarchy are limited to this standard type of growth. All other governments have additional ways to grow their nation faster:

Migration Growth[]

Peasants, Pilgrims, Proletarians, and Migrants are migration units. These are useful for growing your cities much faster. Migration units are especially effective when they are made in cities with (1) a high food surplus, and (2) where the grain requirements needed to grow are lower (for example, smaller cities with a Granary). When done optimally, migration growth will transfer the fast growth rate of smaller agricultural cities into larger metropolitan cities whose standard growth rates are much slower. The final result is a much higher overall national population growth rate. Only four governments can use migration units to achieve migration growth.

Rapture Growth[]

Under Republic, a city that was celebrating on the turn before will enter rapture and grow by one citizen on every turn that the city has a food surplus. Democracy can rapture the same way in cities with less than 10% foreign nationals. Constitutional Monarchies and Nationalist governments can only rapture in cities originally founded by them. Other government types can't grow by rapture.

Foreign Citizens[]

When a city of another nation is conquered, one third of its citizens will be opportunistic and immediately convert to the conqueror's nationality. In other words, two thirds of the population still affiliate with their original nationality. This changes over time. Each turn, one citizen will assimilate to the conqueror's nationality.

Unhappy Foreign Citizens count as "unhappy about military." Among the foreign citizens present at any point in time, 45% + 1 will be unhappy if you are at war with their original nation. Unhappy foreigners are not the same as citizens unhappy about overcrowding. These citizens are unhappy about military occupation. Temples, Amphitheaters, and similar buildings will have no effect on them. Their discontent can only be neutralized by Martial Law, or by a Police Station, or by a Wonder which appeases citizens who are unhappy about military activity, or by a Wonder which cancels them out with an equal or greater number of happy citizens.

The first citizens to starve will be Foreign citizens. For a cruel leader, this may seem like a solution to foreign unhappiness. However, starvation causes discontent except in governments who can manage Gulag effects.

Managing Growth and Happiness[]

Managing morale or happiness and balancing it with taxation rates is the key engine of economic management in the game. Citizens are made happy when you provide them with luxury. For every two luxury points a city produces, one content citizen is made happy (or if there are no content workers left, one unhappy worker becomes content). Besides the luxury points produced by Entertainers, cities receive some of the trade points they produce as luxury points, proportional to the nationwide luxury rate you have set.

A thorough analysis of how Freeciv calculates happiness can be found in this article.

Starvation and Gulag Effects[]

Nothing displeases people with their leadership as much as starvation. If a city starved on the most recent change of turn, it will enter a lawless state of Famine. It will not be able to produce output. Production purchases can't be made in a lawless city. (Obviously, this makes it hard to buy a Supermarket to fix the problem.) If citizens are made content on the current turn, the city can resume output activity after the next turn change.

Some authoritarian government have "Gulag Effects." A city which has recently starved can be kept in productive order if it meets minimal martial law requirements. Martial law requirements are satisfied by "Martial Law count", which is the sum total of martial law units and buildings which force citizens unhappy about military activity to be content. In general, martial law count is increased by Military units and Police Stations.

Conquered Disorder[]

A city is in disorganized mayhem on the same turn it is conquered, effectively making it Lawless. Production, purchases, and income can't take place until the city is brought into order in the following turns. Governments without martial law might need extraordinary measures to bring these cities to order, such as taxing the whole nation a higher luxury rate: effectively, a large national tax to pay the extra humanitarian costs that representative governments have when they wage war. Democratic governments and nations in a world with the United Nations should be particularly mindful, as 2 turns of disorder in the same city will cause national anarchy, unless you have the Statue of Liberty.

Martial Law Count needed for Gulag Effects
Military unit Police Station Total needed
Despotism +1 +2 2
Communism +2 +2 3


Military units can affect city happiness[]

Under authoritarian regimes, military units stationed in a city can prevent unhappiness through martial law. Under representative governments the effect is negative— citizens become unhappy when their city is supporting Aggressive Units. Aggressive Units are any unit not inside your borders or not in an allied city or not inside a Fortress within three tiles of a friendly city. Field units (Missiles, Bombs, and most Bombers) cause unhappiness regardless of location. See the section on governments for the number of citizens affected by each of these factors.

Empire size can affect city happiness[]

All of the above discussion assumed that cities can grow to size four without unhappiness, with the fifth citizen being the first unhappy. This limit of 4 citizens decreases as you gain more cities, simulating the difficulty of imposing order upon a large empire. Different governments can support different numbers of cities before encountering this limit for the first time; see the section on government for details.

In rare cases where empires have grown wildly beyond the number of cities where no citizens are naturally content, angry citizens will appear. Angry citizens must first be converted to unhappy before they can be made content. In all other respects, angry citizens behave as unhappy citizens.


City Moods and State Transitions[]

A city mood is recorded by the game only at a snapshot of time--on each Turn Change. This is because during your turn, you may be adjusting the tiles worked, tax rates, and specialists. This is a planning state and the information you see can be thought of as a preview for the result that will be officially recorded during the upcoming Turn Change. A city mood as recorded on one Turn Change can affect the behavior of a city mood on an adjacent Turn Change. For example, rapture only happens in a city that transitions from a mood of Celebration to a mood of Celebration, as recorded on two adjacent turn changes. The four moods a city can record on any particular Turn Change are:

  1. Peace - The default mood which has no bonus nor penalty.
  2. Celebration - The city had half or more happy citizens without unhappy citizens. It will collect tile or rapture bonuses if it records Celebration on the next turn change, depending on the form of Government.
  3. Disorder - Not a real mood, but rather, a "state transition warning" given between two turn changes. At Turn Change, the upcoming mood will be Lawless, if not prevented.
    • A city's current real mood will be marked in red text if the upcoming mood at turn change will be Lawless.
  4. Lawless - A breakdown of societal functions and operations. Details:
    • Caused on the Turn Change after Disorder, if it is not adjusted/prevented.
    • Caused when a city starves at Turn Change: "Famine"
    • Caused by City Conquest.
    • Penalties:
      • Gold and Science income are immediately nullified in a city for the Turn Change in which it enters the Lawless mood.
      • Gold and Science income are collected in a city on a Turn Change in which it exits the Lawless mood.
      • Shield income and Production are nullified on all Turn Changes that take place in a city which had Lawless as its most recently recorded mood.
      • Shield income and Production are collected on a Turn Change entering a Lawless mood, if the Turn Change before did not record a Lawless mood.
        • Note the difference in timing penalties that Lawless creates for Gold and Science vs. Production and Shields. The reason for it is:
          • If a city is in Disorder, it can buy shields to make purchases during Disorder in order to prevent an upcoming Lawless mood.
        • A city in a Lawless mood cannot make purchases until after the Turn Change in which it exited the Lawless mood.
        • Regardless of timing mechanics, a city that enters Lawless for one turn will suffer one turn of shield loss and one turn of gold/science loss.

Buildings affecting growth and happiness[]

Temples, Courthouses, Amphitheaters, Cathedrals, Marketplaces, Banks, Stock Exchanges, Police Stations, and Super Highways can all influence happiness in different ways.

The Wonders which affect happiness in different ways are the Colossus, Oracle, Mausoleum of Mausolos, Hanging Gardens, Temple of Artemis, Supreme Court, Marco Polo's Embassy, Statue of Zeus, Michelangelo's Chapel, Shakespeare's Theatre, J.S. Bach's Cathedral, Voyage of Darwin, Women's Suffrage, and the Cure for Cancer.

Cities may not grow beyond size 8 without an Aqueduct, and may not grow beyond size 12 without a Sewer System.

The buildings that affect city growth are:

Aqueduct.png
Aqueduct

cost:60 upkeep:2
requires:Construction

B.sewer system.png Sewer System

cost:80 upkeep:2
requires:Sanitation

The buildings that affect citizen happiness are:

Temple.png
Temple

cost:30 upkeep:1
requires:Ceremonial Burial

Courthouse.png
Courthouse

cost:45 upkeep:1
requires:Code of Laws

Colosseum.png
Amphitheater

cost:60 upkeep:4
requires:Construction

Cathedral.png
Cathedral

cost:75 upkeep:3
requires:Monotheism

Police station.png
Police Station

cost:50 upkeep:2
requires:Communism

 

Pollution[]

Production Pollution - Pollution can afflict large cities when your civilization becomes more industrialized. The greatest cause of pollution is total production: shield output. The chance of pollution appearing around a city increases the more its total production output exceeds 20. The excess over 20 is the percent chance of new pollution appearing each turn.

Population Pollution - Your population can also increase the chance of pollution. The technologies Industrialization, Mass Production, Automobile, and Plastics, each add 25% of your total population to the foregoing production figure, when calculating the chance of pollution. Thus, a size-20 city with 18 production would ordinarily not produce pollution. But if it had Industrialization, the sum would arrive at 18+(0.25*20)=23, giving it a 3% chance of generating pollution on any particular turn. (With all four of the above techs, the sum would arrive at 38, giving an 18% chance of generating pollution every turn.)

The percentage chance of generating pollution is shown in the city dialogue of the city window.

Pollution appears as rubbish and gunk on tiles around the city. A polluted tile can only be cleared by sending Workers, Settlers, Proletarians, or Engineers to execute the clean pollution order (which takes 2 worker-turns to complete.) Polluted tiles generate less food, production, and trade.

When an unused tile becomes polluted, there is the temptation to avoid the effort of cleaning it; but the spread of pollution can accumulate an ever larger "environmental debt" that is progressively more difficult to clear.

Besides cleaning pollution, there are means you can employ to prevent it from appearing. The Environmentalism technology reduces population pollution by 50%. Several buildings also reduce pollution:

B.hydro plant.png Hydro Plant

cost:175 upkeep:3
requires:Electronics

B.mass transit.png Mass Transit

cost:60 upkeep:0
requires:Mass Production

B.recycling center.png Recycling Center

cost:70 upkeep:1
requires:Recycling

Nuclear plant.png
Nuclear Plant

cost:185 upkeep:4
requires:Nuclear Power

Mfg plant.png
Mfg. Plant

cost:220 upkeep:6
requires:Robotics

B.solar plant.png Solar Plant

cost:150 upkeep:-3
requires:Environmentalism

Wind Plant

cost:60 upkeep:-3
requires:Environmentalism

The Fusion reactor.png Fusion Reactor

cost:700 upkeep:0
requires:Fusion Power

City Output Sequence[]

In all Freeciv rulesets, city output is reckoned in a sequential order. This order dictates which effects take place first. For example, will a finished Temple affect Happiness on the same turn it finishes? (Yes.) MP2-Caravel uses "WYSIWYG" processing from the setting city_output_sequence=1 .

Each City is reckoned one at a time in a random order. (e.g., a new Wonder affects only the cities which were processed after the city it was built in.)

The reckoning sequence inside each city is ordered as follows:

  1. Food points accumulate.
    • Food upkeep subtracted from Food points (from Settlers, Pilgrims, etc.)
    • Granary storage adjusted up or down by food points.
  2. Production points (shields) accumulate if the most recent previous city mood was not Lawless.
  3. Production completes: Buildings, Units, Wonders, Coinage.
  4. Trade points accumulate (from tiles, Trade Routes, etc.)
  5. Gold, Science, Luxury accumulate: (Specialists + Tax rates × Trade points) × bonus factors of Buildings and Wonders.
    • Bulbs permanently assigned and credited to the technology that was researched.
  6. City Happiness calculated.
  7. If Settlers, Peasants, Migrants, or Proletarians were completed:
    • Population reduced.
  8. City grows by rapture if:
    • City was celebrating last turn and continued celebrating after step 5.
    • Food points ≥ 1   (from step 1)
  9. Food-based Population Change takes place if there was no rapture.
    • if city has negative grain store, it shrinks from starvation; if city has grain store above the limit, it grows.
      • Grain store reset to 0 (or higher if city has Granary or nation has Pyramids.)
      • New tiles selected.

City Build Slots[]

Generally, a city can make a maximum of one Wonder, Building, or Unit per turn. However, historically, civilizations could muster the ability to recruit extra infantry and foot soldiers for upcoming wars. In MP2 rules this is represented by the wonder King Richard's Crusade, which enables it in a single city; and by the technology Conscription, which enables it across your nation. Of course, a city will still need enough production (shields) to make two or more units. Also, each individual city needs a building or wonder to give it an extra build slot. A city with an extra infantry build slot may make 1 of any kind of unit, plus an extra infantry unit, in a single turn. A city with two extra infantry build slots can make 1 unit of any kind, plus two extra infantry units per turn; and so on... The following buildings add an extra infantry build slot to a city:

Extra Infantry Build slots
Building Extra

Infantry Slots

scope requires
Palace.png
Palace
+1 city Conscription
Ecclesiastical palace.png
Ecclesiastical Palace
+1 city Conscription
B.factory.png
Factory
+1 city Conscription
Mfg plant.png
Manufacturing Plant
+1 city Conscription
Magna carta.png
Magna Carta
+1 city Magna Carta,

Constitutional Monarchy

King richards crusade.png
King Richard's Crusade
+1 city King Richard's Crusade
The Fusion reactor.png
Fusion Reactor
+1 nation Fusion Reactor


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