4.9 KiB
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:
- Upgrading to higher population tiers - A Liberti residence holds ~14 people; a Patrician residence can hold 30+
- Providing goods with population bonuses
- Building services and marvels
- 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 - Building proximity modifiers
- Maintenance Model - Building upkeep costs