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
- Requires Behind the Throne and a character with Power Hungry or A Rising Star.
- Appointing gives the character +40 opinion of you and 10 XP per turn, like other council seats. The seat pays no rating yields (see Council) and sends no seat notifications.
- Its one effect, Grand Vizier Rulership, gives Shared Power to each of your cities that has no Governor. A city loses it the moment you assign one. In game it reads "[Cities without Governor] Shared Power".
- Shared Power hands the queue to the AI, stops you hurrying, and makes the Vizier the city's acting Governor ("The Vizier acts as a Governor").
Taking a city back
Any city with no Governor is run by the Vizier. There is no per-city toggle.
| You want | Do this | Why 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.
- His traits' Governor effects apply in every city he runs. 45 traits have one, and the Traits page lists them. A Builder Vizier speeds improvements everywhere he rules; a Warlike one adds Training.
- His opinion of you gives the usual Governor-opinion yield bonus or penalty in each of those cities. A furious Vizier hurts every ungoverned city.
- The city counts as governed, so projects that need a Governor become legal. Today that means the 6 Suppress Dissent projects. The Vizier queues one whenever the city has the matching Dissent effect and the Training is in stock.
- Not applied: leader-as-Governor bonuses, and rating yields, since the seat has none.
Projects that need a Governor
| Project | Needs in the city | Cost | Content |
|---|---|---|---|
| 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
- At the start of your turn, before you can act. Whatever is in the queue when the turn opens is already his choice.
- Your old queue is frozen, not deleted. He puts his pick in front of it every turn, and your entries wait until a Governor arrives.
- You cannot add a project, specialist or unit, move or remove a queue entry, or hurry. The tooltip reads "Cannot Change Production because of Shared Power". A project's repeat flag is ignored.
- You still can buy tiles, pass laws, run missions, manage religion, order workers and assign a Governor.
How he picks
He uses the same city planner as the AI nations, with buying switched off. In order:
- Repairs first. When the city takes more damage than it heals on its own, he queues the best project that restores city HP.
- 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.
- 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.
- 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.
| Pool | A candidate whenโฆ | Left out whenโฆ |
|---|---|---|
| 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:
|
| 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 โ50% and +100%.
| Vizier trait | Military 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.
- Project: the value of its effects, finish bonus and yield modifier, plus a bonus when an active Ambition counts it and half the value of what it unlocks; minus the projects it replaces (times the copies you own) and its cost at the AI's yield prices. An effect limited to one per city is skipped if the city already has one. The value is at least 1, and a project paid in Growth is halved in a city with no citizens.
- Unit: the base unit value times a need factor, which weighs the city's production against the empire average for that unit, this family's share of cities, how far you are under target, city danger and the family's attitude to army size. Ambition bonuses are added; upkeep and cost are subtracted. The value is halved when the city's production for the unit is under 75% of the average.
- Specialist: its yields, border expansion and unlocks, minus cost, at the city's Civics rate.
| Build type | min | half | 1t | 2t | 4t | 6t | 8t | 12t | 20t | 40t |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | 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 |