Conclusion
A city needs 15 food to grow from size 1, then 8 more per size plus a small extra: 15 + 8 × (size − 1) + (size − 1)1.5, rounded down. Each citizen eats 2 food, and only the surplus counts toward growth.
Happiness is the brake. Every city costs 3 and every citizen 1, while each different luxury gives 4. Once your empire dips below zero, growth drops by 75%; below −10, cities stop growing and units fight 33% weaker.
Food Needed to Grow
| Population | Food (Standard) | Total from size 1 | Quick | Epic | Marathon |
|---|---|---|---|---|---|
| 1 → 2 | 15 | 15 | 10 | 22 | 45 |
| 2 → 3 | 24 | 39 | 16 | 36 | 72 |
| 3 → 4 | 33 | 72 | 22 | 49 | 99 |
| 4 → 5 | 44 | 116 | 29 | 66 | 132 |
| 5 → 6 | 55 | 171 | 36 | 82 | 165 |
| 6 → 7 | 66 | 237 | 44 | 99 | 198 |
| 7 → 8 | 77 | 314 | 51 | 115 | 231 |
| 8 → 9 | 89 | 403 | 59 | 133 | 267 |
| 9 → 10 | 101 | 504 | 67 | 151 | 303 |
| 10 → 11 | 114 | 618 | 76 | 171 | 342 |
| 11 → 12 | 126 | 744 | 84 | 189 | 378 |
| 12 → 13 | 139 | 883 | 93 | 208 | 417 |
| 13 → 14 | 152 | 1035 | 101 | 228 | 456 |
| 14 → 15 | 165 | 1200 | 110 | 247 | 495 |
| 15 → 16 | 179 | 1379 | 119 | 268 | 537 |
| 16 → 17 | 193 | 1572 | 129 | 289 | 579 |
| 17 → 18 | 207 | 1779 | 138 | 310 | 621 |
| 18 → 19 | 221 | 2000 | 148 | 331 | 663 |
| 19 → 20 | 235 | 2235 | 157 | 352 | 705 |
| 20 → 21 | 249 | 2484 | 166 | 373 | 747 |
| 21 → 22 | 264 | 2748 | 176 | 396 | 792 |
| 22 → 23 | 279 | 3027 | 186 | 418 | 837 |
| 23 → 24 | 294 | 3321 | 196 | 441 | 882 |
| 24 → 25 | 309 | 3630 | 207 | 463 | 927 |
| 25 → 26 | 324 | 3954 | 217 | 486 | 972 |
| 26 → 27 | 340 | 4294 | 227 | 510 | 1020 |
| 27 → 28 | 355 | 4649 | 237 | 532 | 1065 |
| 28 → 29 | 371 | 5020 | 248 | 556 | 1113 |
| 29 → 30 | 387 | 5407 | 259 | 580 | 1161 |
| 30 → 31 | 403 | 5810 | 270 | 604 | 1209 |
Formula from the game's code. Game speed multiplies it; city-states need 50% more; AI cities use the difficulty's AI growth modifier.
Where Happiness Comes From
| Source | Happiness | Notes |
|---|---|---|
| Base (difficulty) | +15 Settler, +12 Chieftain/Warlord, +9 Prince+ | |
| Each city | −3 | −5 for an annexed city you didn't found (until it has a Courthouse); scaled by difficulty. |
| Each citizen | −1 | Doubled in annexed cities; scaled by difficulty. India halves it. |
| Annexed city | −2 extra | Removed by a Courthouse. |
| Each different luxury resource | +4 | Only the first copy counts; extra copies are for trading. |
| Buildings, wonders, policies, natural wonders | varies | See the Buildings and Wonders pages. |
What Unhappiness Does
| Empire happiness | Effect (GlobalUniques.json) |
|---|---|
| −1 to −10 | −75% growth in all cities |
| Below −10 | No growth, −50% production, −33% unit strength, can't build Settlers |
| Below −20 | Rebel units may spawn |
Practical Takeaways
- Spread your luxuries. A new kind of luxury is worth +4; a second copy of one you have is worth nothing until you trade it.
- Each new city costs at least 4 happiness (3 for the city, 1 for its first citizen) before buildings.
- Annexing is expensive. An annexed city starts at −5 and doubles its citizens' unhappiness until it has a Courthouse; a puppet avoids the extra penalty.
- Growth slows gently, not sharply. Size 10 → 11 needs 114 food and size 20 → 21 needs 249 on Standard speed.
FAQ
Why did my city stop growing?
Check empire happiness: below −10 growth stops completely. Also check that the city has a food surplus after its citizens eat 2 food each.
Do specialists eat food?
Yes, 2 food each like any citizen.
Does difficulty change unhappiness?
Yes — your unhappiness is multiplied by 40% on Settler, 60% Chieftain, 75% Warlord and 100% from Prince up.
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More Unciv guides
Unciv guide home · All 34 Civilizations · City-States: Bonuses and Quests · Combat: Damage Formula and Calculator · Difficulty Levels Explained · Early Game: Key Numbers and Ancient Ruins · Every Building: Cost, Upkeep and Effects · Every Promotion and Effect · Every Religion Belief · Every Unit's Stats by Era · Every World and National Wonder · Game Speed and Starting Era · Great People: Points and the Shared Pool · Mods: Installing and Popular Picks · Multiplayer: Playing Online · Social Policies and Policy Cost · Tech Tree: Every Tech and Unlock · Terrain, Resources and Improvements · Unciv vs Civilization V · Victory Conditions