3. Growing Settlements
3.1 General concept
- In “Thrive & Prosperity”, the trading post concept is replaced by growing settlements.
- Each settlement grows in three stages: hamlet → village → provincial town. The initial hamlet adds +1
and doesn't consume food (exactly like trading posts).
- Growing has two effects:
a) the settlement must be worked over a certain time (50 turns).
b) the settlement must have surplus food on it's tile (see below).
Picture: Schemata of settlement growth (food neutral to main city)
3.2 Consequences
- In order to work a grown settlement without negative effects on the owning city's population, an additional farm is needed! A natural looking mix of small settlement and farms will develop, without the need of artificial restrictions and rules.
- Grassland will be way superior to plains concerning settlement growth. On plains, settlements may only reach 2nd size without further help.
- On hills settlements won't grow.
- Until the invention of fertilizer, settlement growth will be moderate. Population explosion is a modern phenomenon and will be represented in CiV by this concept. New buildings and SoPo's (see below) will accelerate this development.
- Rivers will be way more important, as they allow large settlements earlier in the game with “civil service”.
3.3 Visual representation
- A new graphical representation of trading posts was introduced in G&K. While this was a welcome change, another change is needed to represent growing settlements in T&P.
- Basically, settlements are smaller entities of the main city graphics. They are compose of small continent typical houses of a brighter colour, with some trees and small fields, to represent their self-sufficiency in smaller stages.
Picture: Lyon with provincial town (left) and village (right)
3.4 Interactions with the other game elements
- Some Social Policies will change, to interact properly with the new settlement system:
, making further settlement growth possible. If settlement size reached provincial town-size already, supermarkets will make it possible to re-improve some farm tiles as settlements and stay food-neutral at the same time. (Representing population explosion and urbanisation!)
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3.1 General concept
- In “Thrive & Prosperity”, the trading post concept is replaced by growing settlements.
- Each settlement grows in three stages: hamlet → village → provincial town. The initial hamlet adds +1

- Growing has two effects:
- +1
; additionally, provincial towns yield +1
.
- -1
a) the settlement must be worked over a certain time (50 turns).
b) the settlement must have surplus food on it's tile (see below).

Picture: Schemata of settlement growth (food neutral to main city)
3.2 Consequences
- In order to work a grown settlement without negative effects on the owning city's population, an additional farm is needed! A natural looking mix of small settlement and farms will develop, without the need of artificial restrictions and rules.
- Grassland will be way superior to plains concerning settlement growth. On plains, settlements may only reach 2nd size without further help.
- On hills settlements won't grow.
- Until the invention of fertilizer, settlement growth will be moderate. Population explosion is a modern phenomenon and will be represented in CiV by this concept. New buildings and SoPo's (see below) will accelerate this development.
- Rivers will be way more important, as they allow large settlements earlier in the game with “civil service”.
3.3 Visual representation
- A new graphical representation of trading posts was introduced in G&K. While this was a welcome change, another change is needed to represent growing settlements in T&P.
- Basically, settlements are smaller entities of the main city graphics. They are compose of small continent typical houses of a brighter colour, with some trees and small fields, to represent their self-sufficiency in smaller stages.

Picture: Lyon with provincial town (left) and village (right)
3.4 Interactions with the other game elements
- Some Social Policies will change, to interact properly with the new settlement system:
- “Free Thought” (Rationalism) will grant +1
to hamlets, +2
to villages and +4 (!)
to provincial towns. This will compensate the fact that there will be less settlements, but more farms. Regarding provincial towns, it will actually be an *over*compensation to reward good settlement planing.
- The Freedom-tree (starter, finisher or a policy) will affect settlement growth: If adopted, settlements will need only 25 turns (halved time) of being worked, to grow to the next bigger size.
- Interactions with other trees might be thinkable, too: “Communism” (Order) might lose it's +2
per city and gain a +1
per provincial town. A changed Commerce tree might grant an additional +1
per provincial town at some point.

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