Events can put one of your cities under Autonomous Rule. It pays you
+1
Science/Pop and +2
Money/Pop, but
it cannot build units, cannot hurry, and the AI picks what it builds. This page
shows what it will build and which events start and end it.
The project
| Effect | +1 +2 Cannot Choose Production Cannot Build Units Cannot Hurry |
|---|---|
| Copies | One per city |
| Buildable | Never. It is hidden; only events place it ( |
| Lost when | An event removes it, or the city is captured |
| Hurry | Blocked |
| Governor | Most granting events also make the requesting character the city's Governor. The yields do not depend on that |
A city of ten citizens under Autonomous Rule pays 10 Science and 20 Money a turn.
What an autonomous city can and cannot build
| Can (the planner may pick it) | Cannot | Unaffected (still yours) |
|---|---|---|
Any project the city could normally build, with the goods already in stock.
For example:
| Every unit: no military, no ships, and no Worker, Settler,
Scout, Disciple or missionary. Hurrying with any yield. Queue edits: add, reorder, remove, repeat. The tooltip says "Cannot Change Production because of Autonomous Rule". | Worker jobs: improvements, roads and Wonders, since
workers build them, not the queue. Buying tiles, Laws, missions, religion, and assigning or replacing the Governor. Not specialists: they are queue items, so the AI picks the tile and the tier. |
When the city is in danger (threat over 1 and over the protection of its tile), specialists drop out and only defensive projects remain. With no units to fall back on, it builds Walls, Moat or Towers when it can. When none qualifies, every project is available again.
How it decides
At the start of your turn the AI plans the city's build, the same way the Grand Vizier does but without units. That page has the full filters and value formulas. In short:
- Repair first if the city is damaged beyond its passive healing.
- Score every legal project: its effects, finish bonus and ambition value, plus half of what it unlocks, minus its cost and what it replaces. Score every buildable specialist by its yields, border growth and unlocks, minus cost.
- Discount by build time. Turns are ceil(cost รท city rate). A build of 2 turns or fewer keeps its full value. Above that the value is multiplied by (8 โ 2) รท (turns + 8 โ 4). A 8-turn build keeps half its value.
- Pay in value order, never buying. The city's pick competes with every other AI-run city's pick for the yields in stock. One you cannot afford is skipped for the turn.
- Never idle. When nothing was affordable it still queues the best legal item.
A cheap project in a city with high Civics often beats an expensive specialist. The 500 Money for Opulence and the 100 Training for Suppress Dissent must already be in the treasury; the AI will not sell goods to raise them.
How a city becomes autonomous
Every event with an option that puts a city under Autonomous Rule.
| Event | When / where | Options and outcomes |
|---|---|---|
| Autonomous Vassal | random event, once needs: a Pleased (or better) family; a city that is not a family seat not your capital |
|
| Autonomy in the city | random event, once not your capital; not a family seat |
|
| Corruption of the Youth Behind the Throne | on production specialist, once needs: the character is its Governor; character traditional; healthy |
|
| Demand for Autonomy | random event, once needs: a Furious family not your capital |
|
| Independent City | random event, once needs: a city with moderate Discontent not your capital; not a family seat |
|
| Son of the Star The Sacred and the Profane | random event, 100% roll, once needs: a city with Jewish Dissent; an Upset religion not your capital; not a family seat |
|
| The Claimant Arrives Empires of the Indus | follows the linked event, 100% roll, once not a family seat |
|
| The Claimant Arrives Empires of the Indus | follows the linked event, 100% roll, once not a family seat |
|
How it ends
An event option ends it, and so does losing the city. Taking a city back by force in one of these events spawns rebels.
| Event | When / where | Options and outcomes |
|---|---|---|
| Autonomous Liberties | on new turn, 20% roll, once needs: a non-leader Governor of yours; a city under Autonomous Rule |
|
| Reclaiming Control | on succession us, repeats every 40 turns needs: a city under Autonomous Rule; an adult |
|
| The Empress of the city | 4 turns after the linked event, once needs: Zenobia present; the character is its Governor; you have no Rising Star |
|
| The End of Autonomy | on new turn, 10% roll, repeats every 15 turns needs: a city under Autonomous Rule |
|
| City captured | Any time | Autonomous Rule ends when the city changes owner. Recapturing the city does not restore it. |
Compared with manual control and the Grand Vizier
| Manual | Grand Vizier | Autonomous Rule | |
|---|---|---|---|
| Who picks the build | You | AI planner | AI planner |
| Scope | Per city | Every city without a Governor | That one city |
| Your queue edits | Allowed | Refused | Refused |
| Hurrying | Allowed | Blocked | Blocked |
| Units | Yes | Yes | None at all |
| Projects & specialists | Yes | Yes | Yes |
| Buys missing goods | If you choose | Never | Never |
| Acting Governor | โ | The Vizier | โ (event usually installs one) |
| Extra yields | โ | โ | +1 Science/Pop, +2 Money/Pop |
| How to end it | โ | Assign a Governor; or reassign or dismiss the Vizier | Event choice, or lose the city |