Modes
Heroes & Legends
Industries, Monopolies & Corporations
Tech and Civic Shuffle Mode
Zombie Defense
Barbarian Clans
Flatland Clan
Woodland Clan
Hills Clan
Rover Clan
Jungle Clan
Chariot Clan
Seafaring Clan
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
Research Agreements
Defensive Pact
Joint War
Territory
Casus Belli
Agendas
Diplomatic Visibility and Gossip
Spies and Espionage
Trade
Introduction
Increasing Trade Routes
Trade Range
Trading Posts
Yields for Trade Route Owner
Yields for Cities on Route
Tourism
Introduction
Great Works, Relics, and Artifacts
Themes and Theming
Seaside Resorts
National Parks
Cultural Dominance


Food yield of unowned tiles around their Outpost. Beneficial player activies such as hiring or bribing the clan can speed up their progress, while violent activities like raiding and inciting can slow it down. When the clan has made enough progress, they become a candidate to convert on that or any subsequent turn.
Gold to the player and reduces the clan's progress towards City-State conversion, but does not destroy the Outpost. When a clan is raided, it gains immunity to raids for a short duration. Raided clans will also spawn a defender unit in reprisal the same turn they are raided, ejecting any foreign unit in their Outpost in the process.
Gold to purchase a military unit from the clan. The unit provided will be the best the clan can currently train -- it could even be a Unique Unit! Unlike levying a City-State, hired units are permanently under your control. They appear the same turn on a plot near to your closest city. Clans that are hired cannot be hired again for a short duration. Hiring a clan increases their City-State conversion progress.
Gold to expel clan units from your territory and prevent them from targeting your cities for a set number of turns. Bribe costs start low but scale up the more cities you have. Clans that are bribed cannot be bribed again by the same player until the bribe expires, but they can be bribed by more than one player at a time. Bribing a clan increases their City-State conversion progress.
Gold to encourage the clan to raid and attack the cities of another civilization. You and the clan must share knowledge of at least one other civilization or City-State to be able to incite them. Incite costs are high, but the incitement has no expiration. However, clans can only be incited against one civilization at a time. Inciting a clan reduces its progress towards City-State conversion.
Gold to recover it. The cost to ransom a unit is always slightly less than the cost to purchase it new in one of your cities. Ransomed units appear the same turn at your closest City Center. Clans that ransom units lose progress towards City-State conversion.
Food yield of unowned tiles around their Outpost. Beneficial player activies such as hiring or bribing the clan can speed up their progress, while violent activities like raiding and inciting can slow it down. When the clan has made enough progress, they become a candidate to convert on that or any subsequent turn.
Gold to the player and reduces the clan's progress towards City-State conversion, but does not destroy the Outpost. When a clan is raided, it gains immunity to raids for a short duration. Raided clans will also spawn a defender unit in reprisal the same turn they are raided, ejecting any foreign unit in their Outpost in the process.
Gold to purchase a military unit from the clan. The unit provided will be the best the clan can currently train -- it could even be a Unique Unit! Unlike levying a City-State, hired units are permanently under your control. They appear the same turn on a plot near to your closest city. Clans that are hired cannot be hired again for a short duration. Hiring a clan increases their City-State conversion progress.
Gold to expel clan units from your territory and prevent them from targeting your cities for a set number of turns. Bribe costs start low but scale up the more cities you have. Clans that are bribed cannot be bribed again by the same player until the bribe expires, but they can be bribed by more than one player at a time. Bribing a clan increases their City-State conversion progress.
Gold to encourage the clan to raid and attack the cities of another civilization. You and the clan must share knowledge of at least one other civilization or City-State to be able to incite them. Incite costs are high, but the incitement has no expiration. However, clans can only be incited against one civilization at a time. Inciting a clan reduces its progress towards City-State conversion.
Gold to recover it. The cost to ransom a unit is always slightly less than the cost to purchase it new in one of your cities. Ransomed units appear the same turn at your closest City Center. Clans that ransom units lose progress towards City-State conversion.