Modes
Apocalypse
Heroes & Legends
Industries, Monopolies & Corporations
Secret Societies
Tech and Civic Shuffle Mode
Dramatic Ages
Zombie Defense
Barbarian Clans
Flatland Clan
Woodland Clan
Hills Clan
Rover Clan
Jungle Clan
Chariot Clan
Seafaring Clan
Gathering Storm
Consumable Resources
Power
Environmental Effects
Global Temperature
Grievances
World Congress
Diplomatic Victory
Rise and Fall
Historic Moments
Golden and Dark Ages
Dedications
Loyalty
Governors
Alliances
Emergencies
Free Cities
Cities
Introduction
How to Build Cities
Where to Construct Cities
Growth
Food
Housing
Water
Districts
Neighborhoods and Appeal
Buildings
Wonders
The Palace
Citizens
Happiness
Amenity Sources
Specialists
Combat
Introduction
Declaring War
War Weariness
Ending a War
Unit Combat Statistics
Line of Sight
Combat Bonuses
Experience and Promotions
City Combat
Conquering a City
Formations
Pillaging
Faith and Religion
Introduction
Earning Faith
Pantheons
Great Prophets
Founding Your Religion
Religious Units and Pressure
Theological Combat
Diplomacy
Introduction
Diplomacy with Civilizations
Diplomatic Relationships
Trade, Demand, and Discuss
Delegations and Embassies
Open Borders
Defensive Pact
Joint War
Territory
Casus Belli
Agendas
Diplomatic Visibility and Gossip
Spies and Espionage
Tourism
Introduction
Great Works, Relics, and Artifacts
Themes and Theming
Seaside Resorts
National Parks
Cultural Dominance


Power is needed by buildings in a city in order to function at their best performance. It is especially important in the Industrial Era and later. Cities without sufficient Power cannot produce yields as well. A well-functioning city will have enough Power to supply its needs.
Powered. A city that does not have enough Power is
Unpowered. A city is either one or the other, it cannot provide Power to some buildings and not to others. Buildings which require Power provide less than half of their normal yield when the city is Unpowered.
Coal,
Oil, and
Uranium. Once a player has an improvement that provides this resource, and they build the appropriate kind of Power Plant in the Industrial Zone, the city automatically converts the resource from the stockpile into Power. The Power Plant can provide Power to any city that needs it, within a 6 tile range. However, using Coal, Oil, or Uranium to produce Power can also lead to Global Warming, so there will be long-term costs to the environment for doing so.
Power is needed by buildings in a city in order to function at their best performance. It is especially important in the Industrial Era and later. Cities without sufficient Power cannot produce yields as well. A well-functioning city will have enough Power to supply its needs.
Powered. A city that does not have enough Power is
Unpowered. A city is either one or the other, it cannot provide Power to some buildings and not to others. Buildings which require Power provide less than half of their normal yield when the city is Unpowered.
Coal,
Oil, and
Uranium. Once a player has an improvement that provides this resource, and they build the appropriate kind of Power Plant in the Industrial Zone, the city automatically converts the resource from the stockpile into Power. The Power Plant can provide Power to any city that needs it, within a 6 tile range. However, using Coal, Oil, or Uranium to produce Power can also lead to Global Warming, so there will be long-term costs to the environment for doing so.