How to Play

Your first ten thousand years

There is no rush and nothing to buy. Here is everything you need to take one settlement from a campfire to the stars.

Getting started

  1. Found a city

    Tap New City, then Found. A short tutorial walks you through the controls. You can keep several cities and switch between them.

  2. Lay a road

    Every building must touch a road that connects back to your Town Center. Tap Road and drag to lay one.

  3. Build homes

    Open Build, choose House, and tap one of the glowing spots beside a road. New buildings need a road connection before construction starts.

  4. Follow the goals

    The goal card in the top corner always shows the next step for this age, from "Build 4 houses" to raising the wonder.

Controls. Drag with one finger to pan, pinch to zoom, and twist two fingers to rotate the island. Tap any building to inspect it.

Growing homes

A house on a connected road is level 1. It then climbs one level for each service that covers it, in order: a house needs water before faith counts, faith before a market counts, and so on. Each age raises the highest level a home can reach, and its look changes with every age. Tap a house to see which need is next and which building brings it.

The service ladder
LevelServiceProvided byFrom
1A roadConnected to the Town CenterStone Age
2 Water Well, Aqueduct Fountain, Water Tower Stone Age
3 Faith Shrine, Temple Stone Age
4 Market Market Bronze Age
5 Health Bathhouse, Hospital Classical Age
6 Culture Amphitheater, Stadium Classical Age
7 Safety Watch House Medieval Age
8 Education School Renaissance
9 Power Power Station, Solar Farm, Fusion Reactor Industrial Age
10 Transit Metro Station Modern Age
11 Wellbeing Biodome The Beyond

Service buildings cover homes within their radius, shown when you place them. Bigger homes hold more people, and more people let you raise the wonder.

Resources

Your city runs on five resources. Residents eat food and pay taxes in gold; producers need workers, who come from your homes.

Food

Made by Town Center, Forager's Camp, Fishing Hut, Wheat Farm, Windmill, Glasshouse Farm, Vertical Farm. If the granaries run empty, people go hungry and begin to leave.

Wood

Made by Town Center, Woodcutter's Lodge, Forester's Lodge. Clearing forest for a building or road also yields a little wood.

Stone

Made by Stone Pit.

Gold

Taxes from happy residents, plus Market, Bronze Smithy, Guild Hall, Bank, Factory, Office Tower. Many buildings cost gold upkeep, and they run at half strength while the treasury is empty.

Knowledge

Made by Library, Scriptorium, University, Research Lab, Quantum Institute. Every wonder from the Colossus on needs it.

Where you build matters

Some producers must sit beside the right terrain, and they work faster the more of it surrounds them:

Happiness

Happy homes fill up faster and pay more tax. Happiness rises with a home's level and with beautiful things nearby, and falls when people are hungry, out of work, or cut off from the road network.

Wonders and new ages

Each age ends with one wonder. It can only be built in its own age, only once, and only when your population is large enough. Completing it carries your city into the next age, which unlocks new buildings, a new need, and new looks for every home. The Space Elevator completes your city's story, and you can keep building afterwards.

Wonders
WonderAgeNeedsCost
Stone Circle Stone Age 45 people 100 food150 wood130 stone
Great Ziggurat Bronze Age 120 people 400 food500 wood800 stone500 gold
Colossus Classical Age 260 people 900 food1,800 stone1,500 gold400 knowledge
Cathedral Medieval Age 450 people 1,800 food1,500 wood4,000 stone3,500 gold1,200 knowledge
Grand Dome Renaissance 700 people 3,000 food2,500 wood7,000 stone8,000 gold3,000 knowledge
Iron Tower Industrial Age 900 people 4,000 food10,000 wood30,000 stone40,000 gold15,000 knowledge
Sky Spire Modern Age 1,000 people 5,000 food32,000 stone42,000 gold18,000 knowledge
Space Elevator The Beyond 1,100 people 6,000 food45,000 stone70,000 gold35,000 knowledge

Events

19 things that can happen

Events pop up as your city grows. Most are choices with a reward. Disasters strike where a service is missing, and a ruined building can be repaired for part of its cost by tapping it.

  • A Wandering Stranger

    Visitor · Stone Age to Medieval Age

    A cloaked stranger at the edge of town offers to teach a trick or two in exchange for a hot meal. Share your food and your woodcutters work faster for a while.

  • The Great Hunt

    Fortune · Stone Age to Bronze Age

    Scouts spot a herd of giant deer beyond the hills. Join the hunt for a feast, or let them graze in peace. Either way, your people are happier.

  • Trade Caravan

    Visitor · Bronze Age to Renaissance

    Traders with laden donkeys ask to camp by your market. Swap wood for gold or stone for food, or send them on without a deal.

  • A Duel of Wits

    Visitor · Classical Age to Renaissance

    A swaggering sea captain challenges your best orator to a duel of insults while the whole harbour watches. Accept, and win gold and a legendary mood.

  • Harvest Festival

    Fortune · Stone Age to The Beyond

    After a good year the people want music, dancing and far too much food. Spend food on a festival for a big happiness boost, or save the stores and disappoint them.

  • A Flash of Insight

    Fortune · Classical Age to The Beyond

    A scholar runs through the streets having cracked an old problem. Fund the work with gold for a large knowledge reward, or applaud for a smaller one.

  • Bumper Harvest

    Fortune · Bronze Age to Industrial Age

    Warm rain and long sun: the fields have never looked so full. Food output rises for a while.

  • A Glittering Vein

    Fortune · Bronze Age to Industrial Age

    Quarrymen strike a seam of something shiny. Mine it for stone and gold.

  • The Road Connects

    Fortune · Medieval Age to Renaissance

    Carriers with handcarts run goods along every road, and the supply chain hums. Gold income rises for a while.

  • Two Banners

    Visitor · Medieval Age

    Two rival noble houses camp outside the walls, each demanding the town's support. Host a tournament instead, or stay neutral and live with the tension.

  • Visitors from Abroad

    Visitor · Industrial Age to The Beyond

    Delegations from distant cities come to see what the fuss is about. Give them the grand tour for gold and civic pride.

  • Something in the Bay

    Visitor · Modern Age to The Beyond

    An enormous, very polite lizard surfaces in the bay and stares at the skyline. Sell tickets, or ask it nicely to leave.

  • The Arena Festival

    Visitor · Modern Age to The Beyond

    A slick promoter wants to run mystery-chest contests at the stadium. A fair tournament keeps people happy; the chests pay well but leave buyer's remorse.

  • A Very Strange Petition

    Visitor · Modern Age to The Beyond

    Two freelance investigators, one in a suit and one with large ears, petition to rename the river after their car. Approve it for some absurd local fame.

  • Fire!

    Disaster · Bronze Age to The Beyond

    A building outside the reach of a watch catches fire. A bucket brigade usually saves it; let it burn and it falls to ruin until you repair it. Watch coverage prevents fires.

    Prevented by safety: Watch House.

  • Fever in the Streets

    Disaster · Bronze Age to Industrial Age

    A fever spreads through homes that no bathhouse or hospital covers. Quarantine costs gold but saves lives; waiting it out costs residents and happiness. Health coverage prevents fevers.

    Prevented by health: Bathhouse, Hospital.

  • Rising Waters

    Disaster · Stone Age to The Beyond

    Heavy rain swells the water and a building at the shore is at risk. Spend stone on a levee to keep it safe, or hope for the best.

  • Thunderstorm

    Disaster · Stone Age to The Beyond

    A wild storm rolls in off the sea and everyone hides indoors. Wood output dips for a minute, but the storm leaves some driftwood behind.

  • Blackout

    Disaster · Industrial Age to The Beyond

    The lights go out in homes without power coverage. Pay for emergency generators, or spend some grumpy candlelit evenings. Power coverage prevents blackouts.

    Prevented by power: Power Station, Solar Farm, Fusion Reactor.