Modes
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
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
Warmongering
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


Citizens of the city want to stay as part of your civilization. When the Loyalty drops below 75, the city’s yields and growth are penalized 25%. When the Loyalty drops below 25, the city’s yields are penalized 50% and growth is penalized 75%. When Loyalty reaches 0, the city revolts against its owner and becomes a Free City. Free Cities belong to no civilization and will seek to defend themselves from military intrusion. If a Free City’s Loyalty drops to 0, its experiment of independence fails, and they seek to join a civilization. Which civilization they request to join depends on who exerted the most pressure on the Free City during their independence. In this way, a Free City may be peacefully brought into your civilization (or brought back into your civilization).
Citizens who live in or near the city. If pressure from your own
Citizens outweighs pressure from other civilizations, the city’s Loyalty will increase (up to +20 per turn). If other civilizations’ pressure is stronger, the city’s Loyalty will decrease (down to -20 per turn). Each
Citizen exerts a base pressure of 1, but it can be modified. For example,
Citizens in a Capital city exert an additional 1 pressure. Golden and Heroic Ages add 0.5 for all
Citizens, while Dark Ages subtract 0.5. This
Citizen pressure affects cities within 9 tiles, but is 10% less effective per tile distant.
Governor and Happiness level are other strong factors that affect a city’s Loyalty per turn. Additionally, cities conquered with military force will receive Loyalty penalties, but these can be mitigated by keeping a garrisoned military unit in the city. Use the Loyalty lens to get a view of Loyalty factors, including the sources of pressure from other nearby cities. A complete breakdown of factors affecting a city’s Loyalty can be viewed in the Loyalty and Governors section of the City Details panel.
Citizens of the city want to stay as part of your civilization. When the Loyalty drops below 75, the city’s yields and growth are penalized 25%. When the Loyalty drops below 25, the city’s yields are penalized 50% and growth is penalized 75%. When Loyalty reaches 0, the city revolts against its owner and becomes a Free City. Free Cities belong to no civilization and will seek to defend themselves from military intrusion. If a Free City’s Loyalty drops to 0, its experiment of independence fails, and they seek to join a civilization. Which civilization they request to join depends on who exerted the most pressure on the Free City during their independence. In this way, a Free City may be peacefully brought into your civilization (or brought back into your civilization).
Citizens who live in or near the city. If pressure from your own
Citizens outweighs pressure from other civilizations, the city’s Loyalty will increase (up to +20 per turn). If other civilizations’ pressure is stronger, the city’s Loyalty will decrease (down to -20 per turn). Each
Citizen exerts a base pressure of 1, but it can be modified. For example,
Citizens in a Capital city exert an additional 1 pressure. Golden and Heroic Ages add 0.5 for all
Citizens, while Dark Ages subtract 0.5. This
Citizen pressure affects cities within 9 tiles, but is 10% less effective per tile distant.
Governor and Happiness level are other strong factors that affect a city’s Loyalty per turn. Additionally, cities conquered with military force will receive Loyalty penalties, but these can be mitigated by keeping a garrisoned military unit in the city. Use the Loyalty lens to get a view of Loyalty factors, including the sources of pressure from other nearby cities. A complete breakdown of factors affecting a city’s Loyalty can be viewed in the Loyalty and Governors section of the City Details panel.