Valleyhome becomes a True City!
+2 Prestige for having the second True City
True Cities are engines of trade and productivity and centers of innovation and invention... they are also unruly things and serve as demographic sinks. Every turn a True City consumes 1 Econ just by existing, but also returns 1 Econ to the expansion pool. Additionally, when spending Econ a point will be refunded to the expansion pool for every True City a civilization controls. True Cities also generate their own stresses, make a civilization more sensitive to environmental factors such as weather and disease, and if Econ grows too low or the expansion pool too large then a settlement can lose its True City status as people leave for the countryside or die out and are not replaced.