City (Civ3)

Every City has a city radius, an area around the city in which its citizens work. The radius is shown on the City Display and potential radii are shown whenever a Settler is active.
A square is part of a city's radius if it is
* within the city's cultural borders, and
* within two squares of the city.
== Capital City ==
The capital city of a civilization is decided by the location of its Palace and usually the first city built by the empire. This is a special city that determines the commerce and production lost to corruption and waste (respectively) in every other city in the empire. Since patch 1.21 in vanilla and in Conquests, the capital will at minimum always produce 4 commerce in the city center (this is affected by the Despotism penalty).
== City sizes ==
City level	Population size	Defense Bonus	City tile resource bonus to Commerce/Shields/Food	Requirements to growth beyond
Town 	1 to 6 	+0% 	none (automatic road, minimum 1 shield) 	Aqueduct or fresh water (river/lake) source adjacent to city tile
City 	7 to 12 	+50% 	+1 commerce, +1 shield* 	Hospital or Shakespeare's Theater
Metropolis	13 and over 	+100% 	+2 commerce, +2 shields 	none
* Note that due to minimum 1 shield mentioned, this does not confer a bonus for terrain types that inherently produce no shields (Grasslands, Flood plains), but will do so for others (Grasslands with Shield, Plains, Hills).
Citizens of the city work the squares in the city radius, extracting Food, Shields, and Commerce -- the three basic currencies.
The City Screen is where the management of a city takes place.
The Big fat cross is highlighted.
The City View button gives an artistic representation of the city.
==Various machanics==
*Production queue: Now you can queue up your city’s production. Just set up the city’s production queue and then press - to save it. When you want to load your saved queue, press to load it.
*Production suggestions: When a city completes its current building project, it doesn’t just start on another of the same thing. Rather, the city governors suggest what to build next, and that’s what they start on unless you override them. Keep an eye on these guys. They learn from your choices in other cities, but they have their own agendas as well.
*: Every city has a group of bureaucrats who can help ease the burden of managing a large empire.
*Wealth production: “Wealth” is a project that has essentially the same effect as Capitalization — production converted into commerce income. The difference is that Wealth is available right from the start, with no technology prerequisite, but the income it generates is greatly reduced.
*: When you continually wage war or remain on a war footing, your citizenry eventually get tired of it. This effect is known as war weariness. Under representative governments (Republic and Democracy), war weariness causes great unhappiness in your cities.
== Ruins ==
When a city is destroyed, Ruins take its place on the map. Ruins will stay on the map indefinitely, unless they are built upon by another city. They have no impact on the production of the terrain they reside in. 
== See also ==
* City in other games
Category:Game concepts (Civ3)