What each city culture level, from Weak to Legendary, costs, gives and unlocks.
A city gains culture from buildings, specialists, projects and events. When it reaches the level's threshold it advances and a culture event fires. Higher culture is worth more Victory Points and unlocks better wonders, buildings, units and projects, but each Citizen consumes more.
The four culture levels
| Level | Culture to advance | VP per city | Governor XP/turn | Citizen consumption | Level-up project |
|---|---|---|---|---|---|
| | 100 | 1 | 4 | Council I | |
| | 500 | 2 | 6 | Council II | |
| | 2,000 | 3 | 8 | Council III | |
| | 5,000 | 4 | 10 | Council IV |
Culture to advance is the culture a city needs to leave that level, from 100 (Weak to Developing) up to 5,000 (past Legendary). Past Legendary each further culture step costs 5,000 ร (steps + 1) and is worth +1 VP. Governor XP per turn is what a governor earns each turn from the city's culture level. The level-up project, Council I to IV, is the city's default project at that level.
What each level unlocks
Tiered city projects such as Council, Festival, Decree, Inquiry, Hunt, Olympiad and Convoy need the city at exactly that level. The Treasury, Forum and Archive tiers need at least that level.
Developing
- Cold Baths ยท Baths
-
Courthouse - Grocer ยท Market
-
Library - Mahabodhi
Temple ยท Holy Site -
Stele ยท Aksum Stele - Stronghold ยท Garrison
- The Adur Burzen-Mihr ยท Holy Site
- The Cao'an ยท Holy Site
- The Church of the Holy Sepulchre ยท Holy Site
- The
Temple of Solomon ยท Holy Site - Theater ยท Odeon
- African Elephant ยท until Strong
- Akkadian Archer ยท until Strong
- Assault Elephant ยท until Strong
- Battering Ram ยท until Strong
- Hastatus ยท until Strong
- Heavy Chariot ยท until Strong
- Hoplite ยท until Strong
- Javelin Elephant ยท until Strong
- Kushan Cavalry ยท until Strong
- Light Chariot ยท until Strong
- Medjay Archer ยท until Strong
- Palton Cavalry ยท until Strong
Strong
- Academy ยท Library
-
Amphitheater ยท Odeon - Buddhist
Cathedral ยท Cathedral - Christian
Cathedral ยท Cathedral -
Citadel ยท Garrison - Fair ยท Market
- Grand
Stele ยท Aksum Stele - Hindu
Cathedral ยท Cathedral - Jewish
Cathedral ยท Cathedral - Manichaean
Cathedral ยท Cathedral - Ministry ยท Courthouse
- Warm Baths ยท Baths
- Zoroastrian
Cathedral ยท Cathedral
- Armored Elephant
- Beja Archer
- Cataphract Archer
- Cimmerian Archer
- Elephant Archer
- Kushan Warlord
- Legionary
- Mounted Lancer
- Phalangite
- Shotelai
- Siege Tower
- Three Man Chariot
- Turreted Elephant
Legendary
- Heated Baths ยท Baths
- Legendary
Stele ยท Aksum Stele -
Palace ยท Courthouse -
University ยท Library
Culture-gated units come in pairs. The Developing unit, such as the Battering Ram, Hoplite or Hastatus, goes obsolete at Strong and is replaced by its upgrade, such as the Siege Tower, Phalangite or Legionary. Buildings and wonders also need their techs and other requirements; only the culture requirement is shown here.
Capture and assimilation
| Level | Extra capture turns | Extra assimilate turns | Assimilation per turn |
|---|---|---|---|
| | +0 | +0 | โ1 |
| | +1 | +10 | โ2 |
| | +2 | +20 | โ3 |
| | +3 | +30 | โ4 |
A captured foreign city needs 20 assimilate turns plus the founder's culture bonus, and its yields are modified by -50% until it assimilates. The countdown moves by the city's current culture level each turn, so higher culture assimilates faster. Extra capture turns add to the base of 2; see City Capture Mechanics.
The Development setup option
The Development option in advanced setup has nothing to do with city culture. It sets how developed the AI nations are when the game begins (average cities, capital population and free techs), and how many turns the AI waits before building wonders and founding religions.
| Setting | Avg cities | Capital pop | Free techs | AI no-Wonder turns | AI no-Religion turns | Notes |
|---|---|---|---|---|---|---|
| Default | โ | โ | โ | โ | โ | The player receives the default number of Cities and Technologies for the currently selected game options. |
| None | โ | โ | โ | โ | โ | Existing Nations don't start with any extra Cities or Technologies. |
| Fledgling | 2 | 2 | 2 | 5 | 4 | Existing Nations start with an average of 2 Cities and 2 Technologies. |
| Established | 3 | 3 | 3 | 10 | 8 | Existing Nations start with an average of 3 Cities and 3 Technologies. |
| Advanced | 4 | 4 | 4 | 15 | 12 | Existing Nations start with an average of 4 Cities and 4 Technologies. |
| Massive | 5 | 5 | 5 | 20 | 16 | Existing Nations start with an average of 5 Cities and 5 Technologies. |