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๐Ÿฐ City Capture Mechanics

2 base turns50% capture HP left

How many turns you must hold an enemy city before it becomes yours, and what happens if you are pushed off early.

How the counter works

Turns needed

turns = 2
+ extra turns for the city's culture
+ 1  if your team did not found the city
โ†’ minimum 1

The culture that counts is the highest culture level any other team has in the city.

City cultureExtra turns
Weak +0
Developing +1
Strong +2
Legendary +3

Retaking a city your team founded is one turn faster, even if an enemy has held and grown it since.

Turns to flip

City culture Taking a foreign city Retaking your own
Weak (+0) 3 2
Developing (+1) 4 3
Strong (+2) 5 4
Legendary (+3) 6 5

A new enemy city changes hands after 3 turns, and an old Legendary enemy capital takes 6. Liberating one of your own cities takes a turn off each.

When a captured city is razed instead

A captured city is razed instead of changing hands when:

Example

  1. You attack a rival's Strong-culture city that you did not found. You need 2 + 2 (Strong) + 1 (not your city) = 5 turns.
  2. Your unit occupies the city, and the counter rises by 1 at the end of each turn it holds.
  3. If a relief force pushes you out with the counter at 3, it falls by 1 per turn back toward 0 and you start over.
  4. Hold all 5 turns and the city is yours at 50% HP. If your team had founded it, it would take 4.