GAME CONCEPTS

City Defense and Sieges

A city is only as safe as the units standing in it: if the attackers destroy every defender, the city falls. What the city itself adds is a defensive bonus that works as extra armorArmor for every unit defending on its tile, with no cap. Everything below adds together; see Combat Bonuses for what it is worth in a fight.

Where the bonus comes from

  • Culture: +20% for every culture level, counting a new city as level 1, up to +100% at level 5.
  • Walls and other defenses:
  • Sun Tzu: Adds +15% defensive bonus when defending this city.
  • Kofun Iron Cuirass: Adds +20% defensive bonus when defending this city.
  • Tizona: Adds +25% defensive bonus when defending this city.
  • Castle: Adds +50% defensive bonus when defending this city.
  • City Walls: Adds +25% defensive bonus when defending this city.
  • Motes: Half the defensive bonus of City Walls in every city, walled or not
  • Terrain: the tile the city stands on adds its own bonus, so a city on hills is harder to take. See Combat Bonuses.
  • Fortification: a fortified garrison adds +10%.
  • Artifacts slotted in the city can add more.

Sieges

  • Siege units with a Bombard order wear a city's bonus down turn by turn before the assault. It regrows 5% per turn once 5 quiet turns have passed.
  • In the battle itself siege units fire through a column, reaching the units behind the front row, which is where a city's archers stand.
  • Assaulting a walled city without siege is how armies are lost: bring siege, or starve the city by pillaging the tiles around it.

Garrisons

  • A city larger than 3 citizens with no military unit standing in it loses 1Happiness for every citizen over that, on top of being open to capture. See City Happiness.
  • What happens to a captured city, its buildings and its wonders is on Cities.