Civ 5 how many cities




















See Religion for more info. During war, a city may be captured if a city loses all its health points and an enemy melee unit manages to move into it.

The city loses a portion of its population in the process roughly half of it , and it takes some turns for all damage to infrastructure to be repaired and for the city to return to full health. Also, all defensive structures Walls , Castles , Arsenals , and Military Bases , or their replacements , and a random selection of other buildings in the captured city are destroyed. Cities can also be "traded," but this only happens under certain circumstances, almost always in the case of peace offerings from the losing side of a war.

Traded cities are treated as if they were obtained through conquest save for Assyria's unique ability not getting activated. For a more detailed info on conquered cities, read this article. When a city is acquired, be it via conquest or diplomacy, its population will resist the new owner's domination for a number of turns, usually equal to the remaining population, less if the population is very large. While in resistance, the city cannot build anything, and do not contribute to a civilization's resources.

However, it immediately adds to the empire's Unhappiness. If an empire completes the Wonder CN Tower , which adds population and a Broadcast Tower to every city in that empire, the new tower will appear in cities still in resistance.

Most civilizations have a list of city names that will be assigned to their cities in the order they are founded, as detailed in these articles though players have the option to manually change their cities' names. If a civ founds a city after every name on its city list has been used, the city's name will be taken at random from another in-game civ's city list. If all the names on the other in-game civs' city lists have been used, new cities' names will be taken at random from the city lists of civs not present in the game.

The Huns are an exception to this rule: all of their cities except their Capital take their names from the bottom of other in-game civs' city lists. Civilization Wiki Explore. Civilization VI.

All Games. Explore Wikis Community Central. Register Don't have an account? City Civ5. Edit source History Talk 0. Do you like this video? Play Sound. Back to game concepts London, a city of England in Civilization V A city is the basic unit of a civilization , and in many ways they are its most valuable type of possession.

Categories Game concepts Civ5 Add category. Cancel Save. The best rule of thumb is to continue expanding as long as there is space. Most experienced players believe you should have about 10 cites by turn , meaning you should establish, on average, one city about every 10 turns. The best rule of thumb is to continue expanding as long as there is space and your top priority is to get your first three cities as soon as you can.

By most standards by turn 40 you should have at a minimum two new cities established. The limiting factor will be the cost of creating Settlers and the population limits in your early cities, plus as the game progresses they get more expensive to create.

Check out my page on where to settle if having trouble deciding where to start your cities. One possible exception to having as many cities as possible is if going for certain victories, like a scientific victory.

In Civilization VI districts and special persons count more toward how much science you produce per turn than having a lot of cities with a lot of pops like it did in Civilization V. By spending less resources on founding cities and more on constructing science related buildings you can accrue more science points faster, gaining the upper hand for a science victory. The early game lead might just be insurmountable.

Someone with a few cities focusing on science might have an early lead but due to the sheer quantity of science related buildings you can build you should be able to overtake him before the end of the game.

Plus, you will be better positioned for other types of victories, like a Domination victory. My vote would go toward founding as many cities as you can. One drawback to having a lot of cities is having more territory to defend. The main disadvantage is upkeep costs for the units you need for defense. Another issue is being able to deploy them rapidly to a trouble spot, the more cities and the wider the territory the more difficult it is to mount a strong defense and counterattack.

Even with these disadvantages I still like the option to expand and have as many cities as you can. Once built the first thing I do is build a defensive unit and fortify it in the city, usually an archery unit of some type, plus I like having defensive walls around my cities.

Install Steam. Store Page. Global Achievements. Tohryn View Profile View Posts. Hey, I've recently gotten into Civ and I'm having a blast, but I was wondering, is there such as thing as too many cities? I have about 15 right now, and I'm leading in the game most gold, most points, biggest military however, I've noticed the most another civilization has is 4.

What are the reprecussions to having so many cities, if there are any, and is there something I should be doing differently? I mean, I also have far more luxury resources than anyone else but will that matter in the long run?

Hopefully someone can fill me in, thanks! Showing 1 - 7 of 7 comments. Modding View Profile View Posts. Assuming you have all major DLCs GnK and BNW : Each city will increase technology and culture by a certain amount that amount depends on the map size: the bigger the map is, the lower the costs are. Not to mention the happiness cost for every city but that can be remedied with luxury resources, happiness buildings, etc. Most players will found 4 - 6 cities 7 - 8 if they've adopted Liberty in the early game and might keep expanding in the later stages of the game.

With BNW, early city spamming is not recommended unless you are playing on a huge map, which reduces penalties, or you have a strong religion with decent - good faith output so you can buy religious happiness buildings like Pagodas, but that only covers the happiness costs. The amount of cities an AI founds depends on difficulty, expansion traits, policies they've adopted probably and happiness.

An AI Civ that adopted Tradition, has poor expansion willingness or simply does not have enough happiness will most likely have few cities.

Regarding the amount of cities, while on huge maps it might not be an issue due to how far everyone is from each other, on smaller maps the AI might complain about your "excessive" amount of cities, which adds a negative modifier to their relationship and, in some occasions, they might start coveting your lands which might lead to war depending on the AI.

Keep in mind though that most of this are just recommendations; it's also a good idea to experiment and find synergizing strategies like playing Indonesia and using the Peace Gardens belief with your Candi. Hope this helps! Last edited by Modding ; 25 May, pm.



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