City Tier

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Updated for patch: 1.05
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As your city gains population, its tier will eventually increase to the next tier. When the tier increases, the city will unlock various bonuses. The rate of growth to the next tier depends on several factors.

City Tier Population Claims Experts Amenities Research City Production Tax Multiplier Food Cost QoL Cost
1 300 0 0 0 0 1 0 1 0
2 500 1 0 1 1 2 0 2 0
3 1100 2 0 2 2 3 1 4 0
4 2400 3 0 2 4 4 2 8 5
5 4000 4 0 3 6 5 3 12 5
6 8000 5 1 3 8 6 4 18 10
7 12000 6 2 4 10 7 6 24 10
8 16000 7 3 4 12 8 8 36 15
9 20000 7 4 5 14 9 10 48 15
10 30000 8 5 5 16 10 12 64 20
11 40000 9 7 6 18 11 14 80 25
12 50000 10 9 6 20 12 16 100 30
13 75000 10 11 7 22 13 18 125 35
14 100000 11 13 7 24 14 20 150 40
15 150000 12 15 8 26 15 25 175 45
16 200000 13 17 9 28 16 30 200 50
17 250000 13 19 10 30 17 35 250 55
18 300000 14 21 11 32 18 40 300 60
19 350000 15 23 12 34 19 45 350 65
20 400000 15 25 13 36 20 50 400 70
21 450000 16 28 14 40 21 55 450 80
22 500000 17 31 15 45 22 60 500 90
23 750000 17 34 16 50 23 65 600 100
24 1000000 18 37 17 55 24 70 700 110
25 1500000 19 40 18 60 25 75 800 125
26 2000000 20 43 19 65 26 80 900 140
27 3000000 21 46 20 70 27 85 1000 165
28 4000000 22 49 20 75 28 90 1250 180
29 5000000 23 52 20 80 29 95 1500 200
30 7500000 24 57 20 100 30 100 2000 200

City tier also affects troop cap (coming soon).

City tier also affects siege defense (higher is better).

Claims[edit | edit source]

The number of claims a new Region costs depends on the distance from the city center.

Experts[edit | edit source]

Most Improvements have 1-3 expert slots in which you can place an expert to get various bonuses.

Amenities[edit | edit source]

Amenities typically provide stat bonuses to your city's Quality of Life. Some of them provide maluses or unique bonuses. Once an amenity is placed, 1 of that amenity is drawn from the supply every X turns.