Cities: Difference between revisions
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Rural improvements may be built on any non-urban tile. | Rural improvements may be built on any non-urban tile. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Improvement !! | ! Improvement !! Yearly output !! Cost !! Terrain !! Required technology | ||
|- | |- | ||
| [[File:IMPROVEMENT FARM.png|50px]] Farm || [[File:YIELD FOOD.png|25px]] 5 Food || [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years || Lush, Temperate, Arid, Wheat, Barley, Sorghum, Marsh (requires Centralization law) || None | | [[File:IMPROVEMENT FARM.png|50px]] Farm || [[File:YIELD FOOD.png|25px]] <span style="color:green;">'''+5'''</span> Food || [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years || Lush, Temperate, Arid, Wheat, Barley, Sorghum, Marsh (requires Centralization law) || None | ||
|- | |- | ||
| [[File:IMPROVEMENT MINE.png|50px]] Mine || [[File:YIELD IRON.png|25px]] 5 Iron || [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years || Lush, Temperate, Arid, Hill, Ore, Salt, Gems, Gold, Silver || None | | [[File:IMPROVEMENT MINE.png|50px]] Mine || [[File:YIELD IRON.png|25px]] <span style="color:green;">'''+5'''</span> Iron || [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years || Lush, Temperate, Arid, Hill, Ore, Salt, Gems, Gold, Silver || None | ||
|- | |- | ||
| [[File:IMPROVEMENT NETS.png|50px]] Nets || Various || [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years || Dyes, Pearls, Fish, Crabs || None | | [[File:IMPROVEMENT NETS.png|50px]] Nets || <span style="color:green;">'''Various'''</span> || [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years || Dyes, Pearls, Fish, Crabs || None | ||
|- | |- | ||
| [[File:IMPROVEMENT FORT.png|50px]] Fort || [[File:Icon Defense.png]] +50% Defense if Friendly/Neutral Territory<br>+2 Unit Vision<br>Can Heal in Neutral Territory<br>Destroyed when Pillaged || [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders || Lush, Temperate, Arid || [[File:TECH STONECUTTING.png|25px]] Stonecutting | | [[File:IMPROVEMENT FORT.png|50px]] Fort || [[File:Icon Defense.png]] <span style="color:green;">'''+50%'''</span> Defense if Friendly/Neutral Territory<br><span style="color:green;">'''+2'''</span> Unit Vision<br>Can Heal in Neutral Territory<br>Destroyed when Pillaged || [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders || Lush, Temperate, Arid || [[File:TECH STONECUTTING.png|25px]] Stonecutting | ||
|- | |- | ||
| [[File:IMPROVEMENT QUARRY.png|50px]] Quarry || [[File:YIELD STONE.png|25px]] 5 Stone || [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years || Lush, Temperate, Arid, Marble, Adjacent Mountain, Adjacent Volcano || [[File:TECH STONECUTTING.png|25px]] Stonecutting | | [[File:IMPROVEMENT QUARRY.png|50px]] Quarry || [[File:YIELD STONE.png|25px]] <span style="color:green;">'''+5'''</span> Stone || [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years || Lush, Temperate, Arid, Marble, Adjacent Mountain, Adjacent Volcano || [[File:TECH STONECUTTING.png|25px]] Stonecutting | ||
|- | |||
| [[File:IMPROVEMENT GRANARY.png|50px]] Granary || [[File:YIELD GROWTH.png|25px]] <span style="color:green;">'''+2'''</span> Growth<br>[[File:YIELD WOOD.png|25px]] <span style="color:red;">'''-1'''</span> Wood || [[File:YIELD WOOD.png|25px]] 40 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years || Lush, Temperate, Arid || [[File:TECH ADMINISTRATION.png|25px]] Administration | |||
|} | |} | ||
Revision as of 11:04, 10 March 2023
Cities are the centers of population, production and power. When founded or captured, a city is assigned to a Family.
City sites
City sites are the only locations where Settlers can found new Cities. A city site can be claimed by a Nation as long as a unit is located on it.
Barbarians
Barbarians occupy City-States like other Tribes, but they are in a permanent state of War with all Nations. They have a number of special units: Marauders, Skirmishers, Elite Marauders and Elite Skirmishers.
Culture level
Each city has a culture level, which is increased each time the Culture bar fills. Culture level provides increasing bonuses to the city but also increasing costs per population.
Improvements
Improvements can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker is selected the game will suggest the tile where each improvement is most effective.
Improvements without a Specialist will increase the City's Maintenance.
Rural improvements
Rural improvements may be built on any non-urban tile.
Urban improvements
Urban improvements expand the urban area of a city by transforming the terrain underneath to urban. Most urban improvements need to be constructed next to two urban tiles, or one if the tile is coastal.
Improvement | Output | Cost | Consumption per year | Terrain | Required technology |
---|---|---|---|---|---|
Odeon | 3 Culture | 40 Stone 1 Orders for 4 years |
2 Stone | Urban, lush, Temperate, Arid | Drama |
Hamlets
Hamlets may be built anywhere. In 20 turns it will grow into a Village, and in another 20 turns it will grow into a Town. Only one Hamlet may be built for each Culture Level of a City.
Shrines
Shrines may be built anywhere and gain various bonuses depending on their location and the Nation's Religion. They may not be built next to each other.