Militaristic
Granada
Suzerain and envoy bonuses summarised in our own words from the game data.
Suzerain bonus
Builders can construct the Alcázar: +2 Culture, Science equal to half the tile's Appeal, +4 Defense and instant fortification for the unit on it, and Tourism after Flight. Cannot sit next to another Alcázar.
Game data trace
MINOR_CIV_GRANADA_UNIQUE_INFLUENCE_BONUSStrategy guide
The Alcázar gives +2 Culture, Science equal to half the tile's Appeal, and a defensive strongpoint (+4 defense for the garrison). Place them on high-appeal tiles — next to mountains, coasts and wonders — and border forts become culture-science tiles instead of dead weight.
Best civs & plans
Appeal-focused empires double-dip: preserved forests and wonder clusters raise both Alcázar science and future national-park value. Useful border security for peaceful builders.
Envoy plan
Granada is a militaristic city-state, so the first envoy is cheap value on its own: extra production toward units in the capital and in any city with a Barracks or Stable. Suzerainty, however, is what unlocks the Alcázar, and that needs three envoys plus a lead over every rival. The AI does not prize Granada highly, so a first-meet bonus envoy and one more from an early civic usually suffice; save the third-tier six-envoy investment for later, since the Armory and Military Academy production tiers only matter to a civ that is actually training armies. If a warmonger neighbor starts stacking envoys here, remember that a single envoy tie-break in your favor is enough. Envoys from Amani's establishment are the natural source to redirect.
Value by era
The Alcázar pays out in three separate windows. In the ancient and classical eras it is a fortified science-and-culture tile that no rival improvement can match, and a chain of them along a contested border stalls early rushes. Through the medieval and renaissance eras its science half tracks Appeal, so it grows as you preserve woods, build wonders and add districts that raise neighboring Appeal, while the +2 culture keeps feeding civics. The last spike arrives with Flight, when each Alcázar also generates Tourism, which is why a culture player should keep them standing rather than replacing them with late-game improvements. The bonus never truly fades; it only stops being defensive once air power and artillery make a +4 defense bump irrelevant.
Pitfalls and how to protect it
The most common mistake is placing Alcázars on flat, low-Appeal tiles next to Industrial Zones or floodplains, where the science half rounds down to nothing and the improvement is just a slow fort. Check the Appeal lens before each build, and remember the no-adjacency rule means you cannot tile them in a solid block. Losing suzerainty does not delete existing Alcázars, but you lose the ability to build more, so complete your planned set while the lead is safe. Levying Granada's units is rarely worthwhile. If a neighbor conquers it, the improvement disappears from your build menu unless the city-state is liberated, so an early Protectorate War is justified when your border network depends on it.
Envoy bonuses
- 1 envoy+1 Production toward units in your capital and in each city with a Barracks or Stable.
- 3 envoys+2 Production toward units in each city with an Armory or a Consulate (+4 if the city has both).
- 6 envoys+3 Production toward units in each city with a Military Academy or a Chancery (+6 if the city has both).
Envoy bonuses are shared by every city-state of the same type.
Other Militaristic city-states
Related guides
- City-States and Envoys: Where Your Influence Should GoWhere envoys come from, how to spend the first handful, which city-state types match each victory plan, how to win and keep suzerainty against the AI, and when conquering a city-state is the right call.Last reviewed: 2026-10-03
- Diplomatic Victory: Earning and Spending FavorA working plan for the Gathering Storm diplomatic victory: where Diplomatic Favor actually comes from, how World Congress sessions and votes turn into victory points, which emergencies, competitions and wonders matter, how to keep alliances alive, and when to spend favor versus hold it against a rival's lead.Last reviewed: 2026-10-03
- Early District Planning: The First 100 TurnsHow to read city sites for future adjacency, decide between settling for yields now or reserving tile clusters, and know when a planned layout should be abandoned.Last reviewed: 2026-10-03
Last reviewed: 2026-10-03