FreeCiv Game Manual |
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Every city has a granary for storing food points (the building called a Granary only enhances this capability). Cities producing more food than they require accumulate the excess in their granary, while those producing less than they require deplete their granary. When food is needed but none remains, the city population starves, killing settlers and engineers first, followed by citizens, until the food deficit ends.
Excess food can increase the population: the city granary has a limited capacity, and when it reaches full the city grows by one citizen and the granary starts again at empty. But since granary capacity increases with population, each citizen is more costly than the last, making this mode of growth important only for small cities.
There are three buildings which enhance food production:
Granary Cost:60 Upkeep:1 Requires Pottery |
Harbour Cost:60 Upkeep:1 Requires Seafaring |
Supermarket Cost:120 Upkeep:3 Requires Refrigeration |
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Points in excess of any required by the city's units are applied towards whichever unit, building, or wonder has been selected as the city's current product. Just as food points accumulate in the city granary and yield a citizen when it reaches full, so production points accumulate until the cost of the product has been achieved. Produces appear in their city when complete — units appear on the map while buildings and wonders are added to their city's list of structures. Any leftover production points remain available to be applied towards the next project.
Each player is free to build any products that his technology has made available, with a few restrictions: each city can have only one of each building; some buildings require that others be built first; and each wonder can only be completed by one civilization per game. Be careful — the game even gives you the freedom to produce units you cannot support and buildings whose upkeep you cannot afford, both of which will be disbanded immediately after completion. Note that building settlers or engineers requires not only production points, but a citizen as well. A city cannot build a settler or engineer with its last citizen unless you enable this by adjusting its City Options, in which case the city will disband when the unit is completed.
You can always change the product on which a city is working, though you lose half of the accumulated production points when switching from a building, unit, or wonder to a product from one of the other two categories. You can spend gold to complete a project in one turn by hitting the buy button on the city dialogue; the game allows you to confirm the cost before charging your treasury (the formula is: one-twentieth the sum of twice the cost and the square of the cost, times two if no work has been done yet, times two if the project is a wonder).
Should you need gold instead of production points, you can direct cities to mint coinage. Instead of producing a building or unit, the city will use its labor to produce one gold piece per turn for each production point it generates.
Several buildings enhance production; note that each city can have only one of the three power plants:
Factory Cost:200 Upkeep:4 Requires Industrialization |
Mfg. Plant Cost:320 Upkeep:6 Requires Robotics |
Offshore Platform Cost:160 Upkeep:3 Requires Miniaturization |
Power Plant Cost:160 Upkeep:4 Requires Refining |
Nuclear Plant Cost:160 Upkeep:2 Requires Nuclear Power |
Hydro Plant Cost:240 Upkeep:4 Requires Electronics |
If you develop series of products you often use but tire of entering them manually into every city's work list, the game allows you to define named work lists and add them to city work lists. You might for example define a "coastal" list of improvements for cities on the ocean, or a "science" list for cities whose research output you are maximizing.
There are two lists whose special names are recognized by the game. If you create a "buildfirst" list then every city builds those products first before proceeding to items on its own list. The other and less intrusive list is named "citypref" which lists products for cities to make when they have exhausted their own build lists.
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You must choose a single ratio for your civilization by which trade points are distributed among these three uses. Though you may alter this ratio on any turn, you are constrained to multiples of ten percent, and most forms of government limit their maximum value.
Having this single ratio does not impact gold and science, because gold and technological progress are both empire-wide tallies. Luxury is more problematic, however, because its effect is local — it affects only the city producing it. Thus, while it would be convenient for unhappy cities to invest all their trade in luxury while others invested in science or taxes instead, you will instead have to compromise among the needs of all your cities.
Besides working terrain gifted with rare commodities, or with access to waterways and roads, you can increase trade by establishing trade routes between cities. You accomplish this by producing a caravan or freight, sending them to another city at least eight squares away, and giving them the make trade route command. The trade route benefits both its origin and destination equally, and depends primarily on the trade already produced by the two cities and their distance apart. Its value is doubled both by extended between continents and by involving cities from different civilizations. Note that transporation advances such as railroads and flight make transportation easier and reduce the value of trade routes.
Two buildings directly affect trade:
Courthouse Cost:80 Upkeep:1 Requires Code of Laws |
Super Highways Cost:160 Upkeep:3 Requires Automobile |
Next: Units |