There is a way to change fix this. This is what I did to prevent population growth in a scenario that I'm balancing. In GlobalDefines.xml, there are three variables BASE_CITY_GROWTH_THRESHOLD CITY_GROWTH_MULTIPLIER FOOD_CONSUMPTION_PER_POPULATION The amount of food need for the next population is equal to BASE_CITY_GROWTH_THRESHOLD + (current city size * CITY_GROWTH_MULTIPLIER) So in a sense the BASE_CITY_GROWTH_THRESHOLD doesn't do too much. In my scenario, I set CITY_GROWTH_MULTIPLIER to 1000. Also I set food consumption down to 1 instead of the regular 2 And the following happens: A city size of 1 takes approximately 500 turns to size 2, another 1000 turns to size 3, another 1800 turns to size 4, etc.... A city of size 40 (producing 80 food per turn, consuming 40, with 40 extra) takes 13334 turns to size 41.... For my scenario, I want to halt population growth almost indefinitely, so this is what happen. Also I'm planning to play my scenario to about (48 turns per year, 1000 years = 48000) turns. To slow down population growth, you should set the multiplier to 20~50~100 ish. You'll have to gauge it. Note that this doesn't stop Russia or Australia from growing, they just grow really slow. BUT WARNING: Everyone else is also growing very slow. Effectively this gives you the ability to set the initial advantage to other civs In a scenario set in 2010 where all cities have already settled and probably no more cities will be found, I found this very effective.