Town Center
Opens 22 new buildings and tools
Homes, shops, workshops and farms. Wells, the watch, shrines, markets and parks. Dirt tracks and cobbled paths, a builders' yard, a lumber camp and a quarry.


Found a city where you choose, lay its streets, and make a home for many peoples.

Plan
Draw the roads, from dirt tracks to grand avenues, and mark out homes, shops, works and farms along them. Townsfolk move in, builders raise each lot, and a street that has its well, its watch and its market grows taller.

Welcome
Dwarves, elves, goblins and every other people come once their wants are met, and each builds its quarter in its own style. Some are friends and some feud: give them parks, markets and walls between them and keep the peace.

Live
Townsfolk walk to work at dawn and home at dusk, carts bring grain to market and the lamplighter goes round at nightfall. Leave a timber street without a fire watch, or a crowded one without healers, and you will hear about it.
The peoples
Pick a people to see the schools, taverns, healers, fountains and towers they raise. Every one turns here as it stands in your city: press 3D to turn it yourself.
Growth
Raise your hall and the city opens up: taller homes, better services, walls, landmarks. Grow its people and keep its peoples content, and it climbs the ranks.
Opens 22 new buildings and tools
Homes, shops, workshops and farms. Wells, the watch, shrines, markets and parks. Dirt tracks and cobbled paths, a builders' yard, a lumber camp and a quarry.
Opens 22 new buildings and tools
Avenues and taller homes. Schools, healers, the fire watch and taverns. Walls and gates, district halls, temples, harbours, grand parks, inns and manors.
Opens 13 new buildings and tools
The tallest homes, academies and citadels. Landmarks, airship masts, mana spires, trading houses and the Concord Stone.
Everything a city needs
Start on an empty valley. Place your town hall by a river, near forest and stone, and your peasants walk out to lay the first roads.
Draw dirt tracks, cobbled paths and grand avenues. Zone homes, shops, works and farms along them at low, medium or high density, and watch the frontage fill.
Wells, the watch, temples, healers, schools, taverns, markets and parks. Each serves the streets within its reach, and a home only rises as far as its needs are met.
Dwarves, elves and others arrive when their wants are met and build quarters in their own style. Some are friends and some feud: parks, markets and walls keep the peace.
Raise your town hall to a keep and then a castle. Labourers, artisans and nobles each pay their own taxes, and works turn grain, wool, timber, ore and crystal into bread, cloth, tools and fine goods.
Plant groves that lift the land around them, fell them for lumber, and bridge the river in timber or stone so the far bank joins your hall.
Ring the nobles' quarter in walls, gates and towers. Raise hero statues, grand wizard towers and, for a capital, a cathedral or a palace.
Townsfolk walk to work at dawn and home at dusk, builders work outside their sites, carts bring grain to market, and the lamplighter goes round at nightfall.
Timber streets burn without a fire watch, crowded homes catch plague without healers, poor streets breed crime, and works lay soot over their neighbours.

The first city
A broad river valley of open meadow, with two fords across the water, forest climbing the hills on either side, and gold and stone in the high ground. Nothing is built and nobody lives there yet. Where your city stands, and how it grows, is up to you.
It plays in the Golden Age: no raids and no armies, only the city. Pick Cities of Stone from the main menu, or the map from the custom games gallery.
Play The Concord of Aethermere






Each one a whole game of its own, built in the same world.
Free in your browser. Choose your ground, place your hall, and start your first street.
Play Cities of Stone