Is current population relevant? The n-city, 1-population per city Empire. Okay, perhaps a bit of stretch but hear me out. The yield of a city comes from a mixture of the following… 1. Worked tiles. This require a “current” population point to work the tile. 2. Districts. Either inherently, due to adjacency, or from contained buildings. Although districts can be worked like a tile, their major value comes from the buildings they contain. These building do not require any population in order to be worked. However, the number of districts that a city may build it “gated” according to the following, (n-1)/3+1. Meaning at population 1 the city may build one districts, at 4 two districts, etc. Note: It is claimed that “n” is not current population but the highest historical population that the city has had. I have been unable to confirm this but it would imply that a city that was once at population 10 would still be able to build three districts even if its current population fell below 10. Has anyone been able to confirm this? 3. Trade routes. Dependent upon, primarily, the number of commercial and harbor districts. Additional sources include governments, wonders, city-states, etc. These therefore do not require current population to produce their yields. 4. Wonders. Many wonders produce a small yield. These do not require current population but do require a tile for them to be placed. 5. City-states. These primarily augment the city center or districts, which again do not require current population. 6. Other sources? Most minor. If the majority of a city’s yields comes from its district’s buildings, why is current population even relevant (other than the “gates” to build the next district)? I have been too busy to experiment with the following suggestion but it came to be after a recent game where I founded a city in a rather food poor location and supported it with trade routes. Suggestion: Spam cities initially supported by trade routes to a targeted growth level then move the trade routes to the next spammed city. Once you have a core set of cities… A. Build your settler and found a city on ANY available tile. Its total yield from base tiles is irrelevant. B. Divert a few trade routes to the new city. This should generate enough food and production to get the ball rolling. Add more trade routes as needed or are available. C. Build housing only as needed to get you through the gates for the desired total number of districts you want to build. D. Build the desired districts, prioritizing industrial and commercial, then what ever you want. E. Discontinue the trade routes. They can be diverted to the next new city, return to Step A. Even if you have not fully built the 3+ districts you want, if you reached the needed gate you should still be able to build them. The total current population for the city will likely decline, especially if it was founded in an area with poor yields (e.g. desert/tundra). But even if the city declines to 1 population you still have the lion’s share of its yields as well as +1 trade routes (i.e. re-deployable food and production) assuming your build a commercial district. Additionally, this city will not require any amenities to maintain (assuming population 1). In fact, you will likely get a bonus since the amenity supply will exceed the demand (i.e. Happy Status, +1 amenities, +5%). With this process, you can found an infinite number of cities in any location so long as it can form a trade link back to your “established” empire. What am I missing?