A level 8 Imperius capital.

Cities are the foundation of any empire in Polytopia. They are buildings on the map that produce stars and let you train and protect units. Cities are first acquired from capturing villages, and can be conquered from opposing tribes once settled. A player is eliminated when they have lost all their cities.

Cities can be upgraded by increasing population, done through various methods (i.e. harvesting fruit, building farms). Each time a city levels up, the city's star production goes up by 1 star. During the first three upgrades, the city can be given unique features such as workshop, city walls and border expansion, or the player can choose bonuses such as population growth or an explorer to scout the surrounding tiles.

If an enemy unit or Nature Bunny moves into one of your cities, star production from that city will stop entirely and you will gain 0 stars from it the next turn.

Units in their tribe's city get a +50% (×1.5) defense buff, which increases to +300% (×4) if the city has city walls.

The capital will have the tribe prism on top of its front building. It will also have a Workshop — a small forge inside, if you choose it as a reward on level 2.

Your capital can also be identified by a little crown image next to the city name. Cities connected to the capital will have a road symbol in the same place, whereas cities that aren't connected will have no symbol there.

It is also important to note that the amount of cities you own influences the prices of tech on the Technology Tree. 1 star per extra city for Tier 1, 2 stars per extra city on Tier 2 and 3 stars on Tier 3 techs.

City Levels

Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 or more
Population needed to upgrade 2 3 4 5 n+1
Earned points when built 100 40 35 30 50-n×5
Choose between reward #1 - Workshop City wall Population growth Park
or between reward #2 - Explorer Resources Border growth Super Unit
Number of house rows 2 3 3 3 4


The Capital is the player's starting city. Capitals produce by default 1 more star per turn than other owned cities. Cities can be connected to capitals through the use of roads and ports. Each capital contains a prism specific to each tribe that lingers even if the city is captured. (e.g If the Kickoo takes the Oumaji Capital, the Oumaji prism will still stay there.) The name of the capital is also underlined. Capturing another tribe's capital will disable any trade routes they have in place until the city is taken back.


Prisms (or City Castles, as they are called in the game files) are a decorative structure found in capital cities. Each of them are decorated with a crown on top, but the rest will vary from tribe to tribe.

Prism Description
Xin-xi city castle
The Xin-Xi Prism is white with dark-red stripes on its sides, decorated with small lamps, in a similar fashion to far eastern lanterns, and with several of what seem to be windows (three on each side).
Imperius city castle
The Imperius Prism is white (possibly made out of marble) decorated with small blue and white flags, with a yellow light emanating from some sort of windows. There are some blue objects, similar to some sort of shards, sticking out from the sides of the prism’s windows. Similar objects will be seen in other prisms.
Bardur city castle
The Bardur Prism is built with a dark brown material (possibly wood), decorated with very small windows on the top sides, while the rest of the Prism is composed of light-gray stripes and black stalks with a yellow top.
Oumaji city castle
The Oumaji Prism is yellow (possibly made out of sandstone), with wooden supports sticking from out of its sides. A small door/window can be seen as well at the bottom right.
Kickoo city castle
The Kickoo Prism lacks windows, which are replaced with a stone-like material. The rest is completely green with small grass-like shards sticking out of its sides, probably hinting that the whole prism is made solely out of leaves.
Hoodrick city castle
The Hoodrick Prism is very similar in shape and structure to the past few mentioned above, especially the Imperius Prism, although its texture/material is different (it resembles the plaster of half-timbered houses, typical houses in the UK or in Northern Europe). As before, a few shard-like objects appear on the sides of the Prism. The base of the Prism is made of four wooden planks.
Luxidoor city castle
The Luxidoor Prism is a simple, dark-red Prism with no windows, which are replaced with gold shard-like objects. The bottom of the prism is decorated by a black covering.
Vengir city castle
One of the most simple Prisms, the Vengir Prism is a purple colored structure, with three darker colored purple lines with shards sticking out of them.
Zebasi city castle
Unlike all the others mentioned before, the Zebasi Prism comes with a completely new style, lacking any sort of decoration and changing even its shape: Instead of the triangle-like structure, the Prism has been built as a cone-like clay, with what appear to be two rounded “stairs.”
Ai-mo city castle
The Ai-Mo Prism, even though returning to the original Prism shape, like the Luxidoor, lacks windows, and it is completely white, except for the three orange horizontal stripes and the vertical teal colored stripe on the side. On the bottom and the other side of the Prism, a bunting of colored triangular shapes (possibly flags) can be seen.
Quetzali city castle
The Quetzali Prism is, like others mentioned before, lacking windows, which are replaced with light-brown pieces of clay. The rest is a fairly simple design: The top and the base are decorated with a green covering, while the rest of the Prism is made out of yellow/beige material (possibly clay).
Yadakk city castle
The Yădakk Prism is fairly simple in structure: It is white, possibly made out of clay with yellow carved Windows, and a reddish base with gold corners.
Aquarion city castle
The Aquarion Prism, similarly to the Zebasi, also lacks the typical Prism shape, and replaces it with a spiral ramp, made of material similar to coral. As with the Zebasi Prism, it also looks like a small group of stairs, with a pink covering, but you can infer, since the ramp appears to be slanted, that it is actually a winding ramp. The windows, unlike other Prism, do not have any light coming from within, and they are distributed horrizontally according to the three "tiers" of the prism.
Elyrion city castle
The ∑∫ỹriȱŋ Prism is quite simple in structure, built with two sky blue tetrahedrons, decorated with yellow V-like shapes (which may possibly be yellow roof tiles). At the base of the tetrahedrons, white (possibly marble) stone bases are viewable.
Polaris city castle
The Polaris Prism differs much from the majority of Prisms (especially from the Human tribe ones) above. It is, basically speaking, an ice stalagmite (Icicle) of irregular shape and of blue-greyish colour. It lacks Windows or any other proper sort of decoration.


Territory is the area surrounding a city that belongs to a tribe. Buildings may only be constructed in this area (with the exception of Roads, which can be built in unclaimed territories as well). Units, however, can only be trained in the city itself. Territory is marked by a dashed line with the color of the owner's tribe. Territory borders can be expanded once a city reaches level 4, when the player is given the option to expand borders.

The territory around a city is a 3x3 square with the city in the core tile, giving the player a total of 8 workable tiles to start with. If borders are expanded once level 4 is reached, the territory becomes a 5x5 square, increasing owned workable tiles to 24.

If two cities are close to each other, territory will be claimed by the first to emerge. For example, if two villages are located close to each other and one is captured, it will occupy the usual 3x3 square once founded and 5x5 once upgraded, even if it takes over the potential tiles that would be within the other city's sphere of influence had it not claimed it. Once the second village is converted into a city, it will claim all tiles within that 3x3 square that have not yet been taken by another city, with the same happening during border expansion. Once the territory is defined, it cannot be exchanged between the cities. This remains true whether the cities belong to the same tribe or to different ones.

Methods of Population Growth

1 Population:

2 Population:

3 Population:

*If the lumber huts, farms or mines belong to another tribe, you will not receive population from those.

Theoretically, it is possible to get an infinite city level using Sanctuaries, although this would be extremely time-consuming and relatively ineffective.

Win conditions in relation to cities



In Perfection, Cities are used to generate points which is the goal of the game mode. Cities produce points when captured, when upgraded and when connected to other cities via roads or Ports. Selecting city parks, which are specifically designed to give a lot of points, is a very useful strategy in this mode.


In Domination, your goal is to destroy all the other tribes by capturing all of their cities. Once you destroy all the cities of a tribe, they are eliminated from the game. When you capture all the cities of the opposing tribes, you win the game.



In Glory, your goal is to be the first to reach 10,000 points, similar to Perfection. Cities obtain the player points when they are captured, upgraded and connected by roads or ports. Selecting city parks, which are specifically designed to give a lot of points, is a very useful strategy in this mode.


In might, your goal is to capture all the capitals in the world. Therefore, you don't actually need to destroy every tribe, but rather get all the capitals. In this mode, you are unable to view the amount of cities a tribe has, but rather how many capitals they have under their control.

City Upgrades
Border Growth, City Wall, Explorer, Park, Population, Population Growth, Stars, Super Unit, Workshop

Start a Discussion Discussions about Cities

  • Revolts/Revolutions

    13 messages
    • Polytopia should stay quite simple. Maybe a way to implement your idea simply would be that you would lose control of your city if you keep it...
    • I honestly think it might be a great mechanic, buuuuuuut... there is the fact that it is indeed a too complex system to implement might and w...
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