Production Progress each turn, increasing by 8% per Open Border Agreement with the Target Civilization. Both you and your Trade partners gain
Culture when either of your
Trade Units move through the other's territory.
Production cost
CS
Movement
Strength in Friendly Territory
Defense
CS
Moves
Food and
Culture
yields when expended, and spawning a free Settler unit at level 4
Production Cost
Faith and +1
Gold
in City for each Civilization that you have given Open Borders to
in City for each Civilization that has granted you Open Borders
Food
Food to Coast and Ocean
Production to Sea Resources
Military Supply Cap from
Population
Sea Trade Route originating here and targeting another Civ is completed, receive a
Tourism boost with the civ based on your recent
Culture output
Sea Trade Routes gain +50% Range and +2
Gold
(7.5% cheaper)
CS, 31
RCS
Capital Cities are converted to City-States with 65 resting
Influence towards Phoenicia. Ignores National Wonder
Population requirements..
Production cost scales with number of cities
3
3
GDiplomat Points
Production towards Diplomatic Units in this City
Defense in this City
Merchant Prince Rate for every Active
Trade Route on Empire
Food in City for Every City-State Friend
Food and 2
Faith in City for Every City-State Ally
Diplomatic Action, Greatly increasing you influence with a target City-State, and reducing the influence of all other Civilizations with that City-State
Gold when performing a
Diplomatic Action
Military Supply and +1
Trade Route Slot when expended
Production Cost (15
cheaper)
Moves
CS
(-10
cheaper)
CS
Moves. Transfers movement to embarked units stacked with Bireme)
Trade Routes provide
Great Artist points, while Internal ones provide
Great Merchant Points,
Food,
Production and other yields (
/
/
) like if sent to an allied
City State.
Unhappiness from Isolation.
Gold per turn from Trade Routes.
Gold, +2
Production, +1
Science, +1
Culture.
Great Diplomat point.
Gold (1/2) and some
Culture (1/10 of foreign Trade Mission Gold), but improves a strategic or luxury Resource within the working radius of the nearest City, claiming also the tile if not owned.
Gold, +1
Production.
Great Artist points, +10%
Production toward Work, Trade, Diplomatic Units to the working City per each copy nearby.
Movement to Work, Trade, Diplomatic Units trained in working City with at least one copy nearby.
Gold in all owned Cities.
Gold, +25% range to Land and Sea
Trade Routes.
Great Merchant point.
Trade Route slot and a free Cargo Ship.
Trade Routes between paired Cities yield additional +4
Food and +1
Gold from Coast and Ocean tiles.
Trade Routes from this City generate +4
Food.
Gold, +25% range to Land
Trade Routes.
Faith, +1
Culture, +1
Golden Age point.
Production for adjacent Bucchero, Stone, Marbles resources.
Faith at Theology.
Culture at Architecture.
Gold at Economics.
Culture, +1
Golden Age point at Archaeology.
Tourism at Radio.
Great Artist points. +1
Faith to Artist Specialists in City.
Culture when an owned Unit is killed in battle.
Great Work of Art or an Artifact, of which one is already filled (Tomb of the Leopards). Theming bonus: +3
Culture, +3
Faith, +3
Golden Age points.
Great Work of Art or an Artifact. Theming bonus: +1
Culture, +1
Faith, +1
Golden Age points.

, 6
(+1
)
Combat Strength of defeated Enemy Units as
Gold and
Great Merchant points. Pillaging costs no
Movement and gives XP and
Great Merchant points.
Combat Strength toward other Naval Units.

Tourism output produces
Happiness and
Science after. With Modern Era,
Tourism becomes only a
Gold source (All Bonus cap with Pop).
Movement of its target by 2 if it's a non-motorized land unit for one turn (minimum move of 1) and gains +15%
Ranged Combat Strength when attacking Units in Open Terrain.
Food and +1
Tourism
Culture costs of acquiring new tiles reduced by 25% in this city
Food and
Production to be moved from this city along
trade routes inside your civilization
Land Trade Routes gain +50% Range
Food, +2
Production, +2
Culture, +1
Tourism
Food, +2
Production
Combat Strength
Combat Strength and +10 HP on Heal in Friendly territory
Culture by defending, the quantity depends on the damage suffered.
Resistance,
citizens from it may migrate to your cities. Migrations brings +50
Faith and
Culture, scaling with Era.
, -10% 
Movement and Sight, Ignores Zone of Control, While at full health, causes blockaded enemy cities to enter
Resistance when beginning a turn adjacent to them.
Culture and +1
Great Musician Point by Sea Resources and Atolls worked by the City.
Faith and
Culture during Mardi gras (WLTKD).
Food and
Culture.
Food and
Culture and +5%
Gold with Monopoly.
Culture for new
Citizen.
Gold during WLTKD.
Food created by the City counts as
Culture per turn.
Tourism.
Culture and +1 point for
GWAM per 3 Coast or Forest/Jungle worked by the City, +2 per Natural Wonder, and +1 per 2 Mountain within the workable territory of the City, scaling with Era. Expending
cultural Great People gives temporary benefits unique to each type.
Science from GPTIs and +5 %
Production in all Cities for 15 turns, scaling with Era
Gold from Luxury Resources, +1
Food from Bonus Resources and +4
GAP from WW for 15 turns, scaling with Era
Faith from Specialists and +1
Culture to Strategic Resources for 15 turns, scaling with Era
Production cost (instead of 600)
CS / 30
RCS (1 Range)
MP
Production Cost
GPT maintenance cost
CS +150 HP
Tourism
Production to Quarries and Fishing Boats
Artist specialist
GWArt slot
Production cost
CS
MP
Production Cost
Culture
Culture cost for Border growth
Food whenever Borders grow naturally.
GWMusic slot
less Unhappiness from Urbanization
Culture and
Production boost in all Cities.
Capital triggers a
Golden Age.
1
1
1
(Great General Points)
1
at Iron Working
1
at Steel
1
at Metallurgy
1
at Replaceable Parts
1
at Mobile Tactics
Gold from tiles

Moves
CS (+1 from Swordsman)
CS in Rough Terrain. 25% Damage Reduction from Cities)
200
Moves
CS
Penalty vs Cities (-25%)
Strength against a unit for each attack it has already taken this turn)
Gold maintenance
1
1
1
1
for every 15
War Supply on Empire
War Supply

to Iron
Copper
Culture,
Faith and
Production and if on another landmass, +1 of the same yields in the Capital, scaling with Era. +20 %
Faith in coastal Cities, and gain
Culture and GAdmiral points when producing maritime buildings,wonders or naval units.
Production cost instead of 300 (20 % cheaper)
Gold when attack, the quantity depends on the damage inflicted, scaling with the number of declarations of friendship and defensive pacts you have. Plundering
Trade Routes to capture Cargo Ships.
Flanking Bonus.
Faith and +2
Culture
Culture and
Gold from Incense, Wine and Ember
Faith and +1
Gold for each
TR to or from the City
GWMusic slot
Gold to Great People Improvements and +1
Gold to GWorks in City
Gold created by the City counts as
Faith Per Turn
Gold to purchase Units or invest in Buildings in this City, 5% of the cost is converted into
Culture.
Unhappiness from Poverty.
Gold from Coast Tiles and +1
Culture from Sea Resources worked by this City
Faith whenever a unit you own dies, scaling with era
Unhappiness from Distress
CS instead of 24
Gold or
Faith.
Combat Strength when is standing nearby a village or a city inside Owned Territory
Unhappiness Need Modifiers from Religious Unrest by 1% for each Machtiern inside Owned Territory. Lost with upgrade
Culture and +5
Food (instead of +1
Culture)
GW of Writing Slots (+4
Tourism and +10
Golden Age points when themed) (instead of 1 GWArt or Artifact slot)
Faith for every 3 Forests and for every 3 Hills worked
Food and +5 GWriter points in Cities with a Specialist
Great People generation in this city, increased by 5 % for each Declaration of Friendship and Defensive Pacts for Great People (10% for Great Cultural People)
Golden Age points whenever you unlock a Policy, scaling with Era.
Faith. Conquering a civilization's capital or converting them lets you add one of their beliefs to your religion or take one of their policies.
Culture.

if themed)
Trade Route Slot, and a free Caravan. Gain an Artifact when another Civilization is converted to your Religion. All Trade Routes take half as many turns to complete.
(-10)
(+1)
(+1)
Gold.
Happiness for every Trade Route that originates in the city.

Culture and a Melee Unit with bonus Experience in the
Capital, scaling with Era. +5%
Production towards Units in all Cities and +2
GDiplomat poins in
Capital per Declaration of Friendship or Defensive Pact (maximum at 5).
Production cost (instead of 135)
CS defense bonus
/
/
/
Production to adjacent Farms
Gold to adjacent Lumbermills
Culture to adjacent Mines
Science to adjacent Villages
Food to adjacent Coast and Lake tiles
/
at Architecture
/
at Metallurgy
at Flight
Production cost
CS / 24
RCS (Range 1)
Production Cost / reduced
Pop. requirement (scaling with number of Cities you own)
/ +3
(instead of +1
)
GDiplomat point
Production of Diplomatic Units in City
Gold per Friendly City-State
Science per Ally City-State
CS for 10 turns (can be stacked) through the Unity and Fame promotions respectively.
Trade Route places an Ainuruvar Guild in the target City. +1
Gold in all Cities for each Guild. +1
Trade Route Slot for every 5 owned Cities and every Vassal.
CS scales with era (see below)
MP
Combat Strength to enemy units within 2 tiles
in ancient/classical (+2 from Trireme)
in medieval (+6 from Caravel)
in Renaissance (+6 from Corvette)
in Industrial (+1 from Ironclad)
Production Cost
Culture,
Science, and
Production
Tax revenue from Vassals is converted to
Production in this City
Science and
Culture rate by +5%
Trade Route To or From this city generates 25
Great Admiral Points, scaling with Era
Trade Route originating here and targeting another Civ is completed, receive a
Tourism boost with the civ based on your recent
Culture output
Merchant Specialist Slot
+2
+1
production
CS (+3 from Caravel)
Cost of the unit reduced by 5 in all coastal cities for each unique Trading partner on empire.
Faith / 1
Culture / 2
Gold / 2
Food
for each adjacent Farm
Food at Guilds
Gold /
Faith/
Culture at Navigation
Gold /
Food at Fertilizer
Production cost
CS, 20
RCS
Movement
Production, +5
Gold, +6
Science, +2
Culture (same yields as a Palace)
Science and
Culture for every 3
Citizens
Culture
Great Works of Art (4
if Themed)
Boredom on Empire
Culture and
Gold to Gardens on Empire
Great People Points generated by specialists in other cities are transferred to this city
Food in all cities when you Expend a Great Person
Production Cost
CS, 30
RCS
Movement
maintenance
City Defense
Distress
Needs Modifier by 5% in this City