Turnfolk guide: Cities

How cities grow and what they give you.

What a city gives

  • Gold: a city pays gold equal to its level every turn. The capital pays 1 extra.
  • Land: a city owns the 6 hexes around it. You can buy more hexes next to its border: the first costs 10 gold, and each further hex costs 3 more than the last.
  • Units: a city can recruit one unit per turn, and supports units equal to its level plus 1.

How a city grows

A city grows when you build improvements on the land inside its borders. Each improvement adds its growth once, as soon as it is built.

  • Level 12 to level 2
  • Level 23 to level 3
  • Level 34 to level 4
  • Level 44 to level 5
  • Level 54 to level 6

No level needs more than 4 growth. Extra growth carries over to the next level.

Improvements

Farm4

+2 growth. Built on fertile plains.

Farming
Mine4

+1 growth, +1 gold a turn. Built on ore hills.

Mining
Lumber camp2

+1 growth. Built on forest.

Forestry
Fishing boats3

+1 growth. Built on fishing waters.

Forestry
Mill5

+1 growth for each farm, mine, lumber camp or fishing boats next to it. One per city. Built on open plains next to other improvements.

Trade
Market12

+1 gold a turn per 3 improvements, up to +2. Built in the city.

Trade
Walls6

Doubles the defence of a unit in the city. Built in the city.

Masonry
Monument14

+1 growth when built, then +1 score for every 2 turns it exists. One per city, and the city must be level 2 or higher. Each monument you already own makes the next one cost 4 more.

No craft needed

Level rewards

Each time a city reaches a new level, you pick one of two rewards.

Level 2

Workshop: units recruited here cost 1 less

or

Barracks: supports 1 more unit and sees further

Level 3

Border growth: a second ring of land

or

Scholars: your next craft is free, except Siegecraft

Level 4

Garrison: a free swordsman, and 2 soldiers cost no upkeep

or

Guildhall: +2 gold a turn

Level 5 and up

Festival: +10 score

or

Siege works: a free catapult, even over the unit limit

Capturing a city

  • A unit can capture a village or an enemy city only if it started the turn standing on it. So capturing takes two turns: one to move in and one to capture. The owner gets a turn to respond. Scouts cannot capture.
  • A captured city keeps its level and its land but loses its walls.
  • When a capital is captured, its owner is out of the match: their units are removed and their other cities become neutral villages.