# City Status **Entity Type:** SystemEntity City Status is a measure of growth determined by a city's population. As status increases, cities gain bonuses to Belief, Knowledge, and Prestige per residence, but also incur penalties to Health, Happiness, and Fire Safety. ## Overview - Population determines city status - Higher status grants bonuses per residence (Belief, Knowledge, Prestige) - Higher status incurs penalties (Happiness, Health, Fire Safety) - Starting at City Status II (Minor City), incidents like disease, fire, or unrest can occur - Penalties scale based on exact population, not just status tier - Two cities with the same status may have slightly different penalties based on where their population falls within the range ## Regional Differences - **Latium:** Standard population requirements, more islands with larger open spaces - **Albion:** Lower population requirements due to smaller islands; bonus pattern differs based on Celtic or Romanized path (more Knowledge or Belief bonuses respectively) ## City Status Tiers (Latium) | Status | Population | Penalties | Bonuses (Per Residence) | |--------|------------|-----------|------------------------| | Outpost (I) | 0-200 | None | None | | Minor City (II) | 200-400 | None | None | | Major Colonia (III) | 400-800 | -1.3 Fire Safety | +1 Belief | | Major Imperial City (IV) | 800-1,500 | -2.5 Happiness, -2.5 Fire Safety | +2 Belief, +1 Knowledge | | Vast Imperial City (V) | 1,500-3,000 | -5 Happiness, -2.5 Health, -3.8 Fire Safety | +3 Belief, +2 Knowledge, +1 Prestige | | Minor Megalopolis (VI) | 3,000-5,000 | -7.5 Happiness, -5 Health, -5 Fire Safety | +4 Belief, +3 Knowledge, +2 Prestige | | Growing Megalopolis (VII) | 5,000-7,500 | -10 Happiness, -7.5 Health, -6.3 Fire Safety | +5 Belief, +4 Knowledge, +3 Prestige | | Minor Monstropolis (VIII) | 7,500-10,000 | -12.5 Happiness, -10 Health, -7.5 Fire Safety | +6 Belief, +5 Knowledge, +4 Prestige | | Growing Monstropolis (IX) | 10,000-15,000 | -13.8 Happiness, -12.5 Health, -7.8 Fire Safety | +7 Belief, +6 Knowledge, +5 Prestige | | Major Monstropolis (X) | 15,000-20,000 | -15 Happiness, -12.8 Health, -8 Fire Safety | +8 Belief, +7 Knowledge, +6 Prestige | | Vast Monstropolis (XI) | 20,000-25,000 | -16.3 Happiness, -13 Health, -8.3 Fire Safety | +9 Belief, +8 Knowledge, +7 Prestige | Cities can grow beyond Status XI, following the same bonus/penalty patterns. ## Penalty Curve After Vast Imperial City (V), bonuses grow linearly (+1 Belief, +1 Knowledge, +1 Prestige per tier). However, penalties grow unevenly: - **Health penalties** increase sharply in early Megalopolis tiers - **Happiness penalties** increase significantly at each tier - **Fire Safety penalties** grow more gently Example: Transitioning from Vast Imperial City (V) to Minor Megalopolis (VI): - Fire Safety: -3.8 to -5 (moderate increase) - Health: -2.5 to -5 (doubles) - Happiness: -5 to -7.5 (50% increase) The curve evens out around Status IX-X. Additionally, an Amphitheatre provides island-wide happiness bonuses that can negate happiness penalties entirely while also boosting population. ## How to Raise City Status Status is tied to population, so the primary method is building more residences. However, each residence can house more citizens by: 1. **Upgrading to higher population tiers** - A Liberti residence holds ~14 people; a Patrician residence can hold 30+ 2. **Providing goods with population bonuses** 3. **Building services and marvels** 4. **Using specialists** that provide population bonuses ### Population-Boosting Goods | Good | Notes | |------|-------| | Sardines | Basic food | | Porridge | Basic food | | Cockles | Seafood | | Eels | Seafood | | Bread | Staple food | | Cheese | Processed food | | Beer | Beverage | | Sausages | Processed meat | | Roast Beef | Luxury food | | Oysters with Caviar | High-tier luxury | ### Population-Boosting Services and Marvels | Service/Marvel | Region | |----------------|--------| | Market | Both | | Tavern | Latium | | Bardic Hearth | Albion | | Gambling House | Requires technology | | Elder Council | Celtic | | Forum | Latium | | Baths | Both | | Amphitheatre | Both | | Shrine of Ceres | Latium | | Shrine of Epona | Both | | Shrine of Mars | Latium | ### Specialist Example **Baker Augcrusta** adds +2 population when citizens are supplied with bread. This affects all Plebeians, Mercators, Equites, Nobles, and Patrician housing. ## Tips - Higher tier houses can benefit from lower tier goods, but not vice versa (Patricians can eat Sardines, but Liberti cannot use Oysters with Caviar) - Place Specialists in a Villa or Officium for additional bonuses - Settling additional islands or opening trade routes helps provide exotic goods - Use the "City Status on Incidents" game setting to adjust penalty difficulty ## Related Systems - [Area Effects](./area-effects.md) - Building proximity modifiers - [Maintenance Model](./maintenance.md) - Building upkeep costs