The City and its Plots

Every city is founded with 22 plots and that number never changes.

A city is 22 plots

PlotCount
Land plot16
Sandy cove1
Fortification gate1
Monument site1
Temple terrace1
Trading harbour1
War harbour1
Total22

Growing does not clear new ground — the plots are there from the founding.

How many of one building?

Nearly every building is one per city: no second Barracks, no second Academy, no second Trading Post.

The Warehouse is the only exception.

The Warehouse and its annexes

A city may hold up to ten Warehouses, but they do not take ten plots: the first stands on a plot and the rest are added beside it; a second complex gets one more empty plot, once.

A plot has four annex positions beside it; with the main building that is five. You can build the second complex on an empty plot once all five buildings of the first have reached level 15; before that you cannot pick another empty plot.

Capital and colonies

BuildingWhereWhat it does
PalaceCapital onlySets how many colonies you may found, and is where your form of government is chosen.
Governor's ResidenceColonies onlyA colony's administration. One of the requirements for founding the next colony.

Choosing a plot

You can demolish a building and free its plot, but demolishing gives back only part of what it cost, so choosing a plot is still a serious decision. Put the Warehouse to one side: four annexes are coming beside it, and giving a central plot to a Warehouse complex narrows everything else.

The land plots hold every building a city can raise, and the Warehouse’s annexes need no plot of their own. The real limit is not plots but what you can afford: deciding early whether a city is for war, for production or for learning makes it easier to choose what to raise first.

Moving a building to another plot

If you are a Pro member you can move a building to another plot without demolishing it. On the city map press Rearrange, pick up a building and drag it to another plot: dropped on an empty plot it moves there, dropped on another building the two swap places. If you would rather not drag, press Move in the building's window and then tap the plot on the map where it should go. In the mobile app you hold a building on the map and drag it. For someone who is not a member the button leads to the Pro page.

Only land plots can be moved: the trading harbour, the war harbour, the fortification gate, the monument site, the temple terrace and the sandy cove are fixed; the Town Hall stands on a land plot, so it can be moved. An annex cannot be moved by itself, it goes with the Main Warehouse. A building with a construction, an upgrade or a queued job cannot be moved, nor can a workshop with orders under way or a Hideout whose spies are out. If the plot it would go to has such work too, the move does not happen; try again when the work is done.

Which plot a building stands on changes no rule of the game: production, defence, battle, distance and workforce look at which buildings the city has and at what level. Moving therefore only arranges how the city looks. When your membership ends the layout stays as it is; you just cannot make a new move.

The figures come from the game's own content. Balance updates can move some numbers; the rules themselves are as written here.