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Emergencies
Emergencies
Emergencies are triggered in response to a serious action by a civilization, such as conquering a city-state, converting a Holy City, or launching a nuclear attack. The other civilizations in the game will have an opportunity to join in against the player that triggered the Emergency. Civilizations that are Declared Friends or Allies with the target civilization are only invited to join against Betrayal Emergencies.

The joined civs will work towards a specific goal that must be accomplished within a time limit. There may also be bonuses for members of the group to assist them towards the goal. If the goal is accomplished, all members who participated in the Emergency will receive a special reward, but if time runs out first, there will be a penalty assigned and the target will receive rewards, instead.

These are the Emergencies in the game:

Military Emergency: A civilization that is leading in some victory type has just captured another civilization's city. The Members must capture cities from the Target. The Members receive a bonus to Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's Strength is reduced when fighting them. If successful, they receive bonus healing in the Target's territory in the future. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the Strength of their city ranged attack.

City-State Emergency: A civilization has captured and is occupying a city-state. The Members must liberate the city-state. All Members will go to War with the Target and have Peace, Open Borders, and Shared Visibility with each other. If the Members liberate the city-state, then they receive Gold per turn for each of their Envoys there. If the Target retains control of the city-state, then he wins, and receives bonus Gold per turn for each of his Trade Routes there.

Religious Emergency: A civilization has converted the Holy City of another Religion through a Religious Spread action. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. If successful, each member receives a Relic. The Target wins if the Members were unable to keep it converted away from the new Religion for the appropriate number of turns before the end of Emergency. There will then be a surge of pressure of the new Religion.

Nuclear Emergency: A civilization has used a nuclear weapon on a city. The Members must capture cities from the Target. The Members receive a bonus to Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's Strength is reduced when fighting them. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in Strength when fighting the Members. If they fail, then all the Member cities suffer reduced Loyalty.

Betrayal Emergency: A civilization has declared war on another civilization, with whom they had a high-level Alliance. The Members must capture cities from the Target. The Members receive a bonus to Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's Strength is reduced when fighting them. Trade Routes between the Members and the Targets are cancelled, and Trade Routes between members provide Production as well. If the Members win, then the Target's military units suffer a permanent penalty in Strength versus the Members. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and gains a permanent reduction in War Weariness when fighting the Members.

A civilization's ability to participate in an Emergency is determined by their diplomatic relationship to other civilizations and city-states in the game.
Emergencies
Emergencies are triggered in response to a serious action by a civilization, such as conquering a city-state, converting a Holy City, or launching a nuclear attack. The other civilizations in the game will have an opportunity to join in against the player that triggered the Emergency. Civilizations that are Declared Friends or Allies with the target civilization are only invited to join against Betrayal Emergencies.

The joined civs will work towards a specific goal that must be accomplished within a time limit. There may also be bonuses for members of the group to assist them towards the goal. If the goal is accomplished, all members who participated in the Emergency will receive a special reward, but if time runs out first, there will be a penalty assigned and the target will receive rewards, instead.

These are the Emergencies in the game:

Military Emergency: A civilization that is leading in some victory type has just captured another civilization's city. The Members must capture cities from the Target. The Members receive a bonus to Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's Strength is reduced when fighting them. If successful, they receive bonus healing in the Target's territory in the future. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the Strength of their city ranged attack.

City-State Emergency: A civilization has captured and is occupying a city-state. The Members must liberate the city-state. All Members will go to War with the Target and have Peace, Open Borders, and Shared Visibility with each other. If the Members liberate the city-state, then they receive Gold per turn for each of their Envoys there. If the Target retains control of the city-state, then he wins, and receives bonus Gold per turn for each of his Trade Routes there.

Religious Emergency: A civilization has converted the Holy City of another Religion through a Religious Spread action. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. If successful, each member receives a Relic. The Target wins if the Members were unable to keep it converted away from the new Religion for the appropriate number of turns before the end of Emergency. There will then be a surge of pressure of the new Religion.

Nuclear Emergency: A civilization has used a nuclear weapon on a city. The Members must capture cities from the Target. The Members receive a bonus to Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's Strength is reduced when fighting them. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in Strength when fighting the Members. If they fail, then all the Member cities suffer reduced Loyalty.

Betrayal Emergency: A civilization has declared war on another civilization, with whom they had a high-level Alliance. The Members must capture cities from the Target. The Members receive a bonus to Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's Strength is reduced when fighting them. Trade Routes between the Members and the Targets are cancelled, and Trade Routes between members provide Production as well. If the Members win, then the Target's military units suffer a permanent penalty in Strength versus the Members. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and gains a permanent reduction in War Weariness when fighting the Members.

A civilization's ability to participate in an Emergency is determined by their diplomatic relationship to other civilizations and city-states in the game.
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