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anno-117-docs/docs/systems/city-status.md
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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