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๐Ÿ“œ Grand Vizier Rulership

Grand Vizier seatPower Hungry or A Rising Star needs trait+40 opinion10 XP/turn

Appoint a Grand Vizier (Behind the Throne) and every city without a Governor builds whatever the AI picks for it. This page shows which cities he runs, how to take one back, and how he chooses.

The seat

Taking a city back

Any city with no Governor is run by the Vizier. There is no per-city toggle.

You wantDo thisWhy it works
Manual control of one city Assign any Governor to it Shared Power only goes to cities with no Governor, so the queue is yours again at once.
Manual control of all cities Dismiss the Vizier (or leave the seat empty) The effect goes away with the seat.
All cities back, without the dismissal Give the Vizier another job, such as Governor of one city or General A character holds one job at a time, so the new post vacates the seat and you keep the character working for you.
Keep it that way Watch Governor deaths and reassignments A city whose Governor leaves for any reason goes back to the Vizier on your next turn.

New cities start without a Governor, so the Vizier picks their first build the moment they are founded. A damaged city you capture gets a repair project queued the same way.

What his character does to those cities

Wherever no real Governor sits, rules that look for a Governor find the Vizier.

Projects that need a Governor

ProjectNeeds in the cityCostContent
Suppress Buddhism Dissent Buddhist Dissent 100 Training Empires of the Indus
Suppress Christianity Dissent Christian Dissent 100 Training The Sacred and the Profane
Suppress Hinduism Dissent Hindu Dissent 100 Training Empires of the Indus
Suppress Judaism Dissent Jewish Dissent 100 Training The Sacred and the Profane
Suppress Manichaeism Dissent Manichaean Dissent 100 Training The Sacred and the Profane
Suppress Zoroastrianism Dissent Zoroastrian Dissent 100 Training The Sacred and the Profane

When he decides

How he picks

He uses the same city planner as the AI nations, with buying switched off. In order:

  1. Repairs first. When the city takes more damage than it heals on its own, he queues the best project that restores city HP.
  2. Gather candidates for each city with nothing planned: every legal project, the next specialist on every worked tile, and every unit that passes the need test below. The highest value wins. Since 1.0.84658 some candidates are low priority and lose to every ordinary candidate whatever the values say: emergency units such as Militia and Conscripts always, and any land military unit once its count is already over the plain military target.
  3. Pay in value order across the empire, and only from yields already in stock. A winner you cannot afford is skipped and that yield is marked short, which can also shelve cheaper items.
  4. No city is left idle. Any city still empty gets the same search again, and it always queues something.

He never buys unless the AI is playing your whole nation. Wonders and improvements never appear, because workers build them, not the queue.

Candidates and their filters

A city is in danger when the threat near it is over 1 and over the protection of its own tile. If filtering for danger leaves nothing, he searches again with danger ignored.

PoolA candidate whenโ€ฆLeft out whenโ€ฆ
Projects You could build it from the menu: content, tech, culture, prerequisites, max count (queued copies included), family seat, Governor requirement, and the goods in stock. Its value is at least 1. The city is in danger and the project is not defensive, or the city is on the border with a defensive project available and this one is not. Defensive projects add city HP or strength: Improvised DefensesImprovised Defenses (event), MoatMoat, TowersTowers, WallsWalls.
Specialists For each tile with an active improvement: the tile's next specialist tier, the first of that class the city may build. The city is in danger.
Units The city can build it and has a tile to spawn it on. Autonomous Rule's "Cannot Build Units" removes every unit here. Then a need test: regular military always passes. Workers pass while below 1.5 times a per-family target of max(1, min(1.5 ร— family cities, 0.5 ร— Orders ร— family cities รท cities)). Disciples work the same way at 30/100 cities and 10/100 Orders, and only while there is somewhere left to spread. Settlers pass while reachable free or allied city sites exist, missionaries when the religion is unspread and you have none, and scouts while you have fewer than half as many as cities. Emergency units such as Militia pass only in danger, or when you are under target and have no current unit to build. The city is in danger and the unit cannot fight. Otherwise the land military cap applies, and since 1.0.84658 it is uneven. A current regular unit is blocked once your current military passes 1.5 times the target. An obsolete unit is counted against all your land military. An emergency unit (Militia, Conscripts) is counted against all land military versus the plain target, with no headroom. A warship is blocked when its water area already has 1.5 times its target, or its target is 0.

The military target, and the one trait that changes it

The target is max(10, 2.5 ร— cities), plus your forts and revealed tribal camps. It moves up to 50% either way with how likely war looks with the players you have met, and gets a flat +50% when you are not peaceful. Last comes a character modifier: the military-build trait modifiers of your council members, but only the Grand Vizier seat counts. The result stays between โˆ’50% and +100%.

Vizier traitMilitary target
Commander archetype +25%
Hero archetype +25%
Tactician archetype +25%
Warlike +25%
Diplomat archetype -15%
Scholar archetype -15%
Timid -15%
Builder archetype -25%

This is the only way the Vizier's traits change what he picks. His traits still apply as Governor effects, as above.

How each candidate is valued

Each candidate gets a raw value from the AI's economy model, then loses value the longer the city needs to finish it.

turns = ceil(cost รท rate)
turns โ‰ค min โ†’ full value
else value ร— (half โˆ’ min) รท (turns + half โˆ’ 2ยทmin)
Build type min half 1t2t4t6t8t12t20t40t
Project 2 8 100%100%75%60%50%38%25%14%
Specialist 2 8 100%100%75%60%50%38%25%14%
Unit 4 8 100%100%100%67%50%33%20%10%

A project costing 60 Civics in a city making 6 Civics per turn takes 10 turns, so it keeps 43% of its value. In a city making 30 Civics it takes 2 turns and keeps 100%. That is why the Vizier puts civic projects where Civics is high and grows specialists in weaker cities.

Compared with manual control and Autonomous Rule

Manual Grand Vizier Autonomous Rule
Who picks the build YouAI plannerAI planner
Scope Per cityEvery city without a GovernorThat one city
Your queue edits AllowedRefusedRefused
Hurrying AllowedBlockedBlocked
Units YesYesNone at all
Projects & specialists YesYesYes
Buys missing goods If you chooseNeverNever
Acting Governor โ€”The Vizierโ€” (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 VizierEvent choice, or lose the city