Cities: Difference between revisions

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=== Rural improvements ===
=== Rural improvements ===
Rural improvements may be built on any non-urban tile. Specialists working on a rural improvement cannot be upgraded.
Rural improvements may be built on any non-urban tile.
{| class="wikitable"
{| class="wikitable"
! Improvement !! Yearly output !! Cost !! Required terrain or natural resource !! Required technology
! Improvement !! Yearly output !! Cost !! Required terrain or natural resource !! Required technology

Revision as of 16:53, 10 March 2023

A lightly developed city

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.

Culture Level Projects Tier Hamlet Limit Victory Points Governor XP/Year Can Hurry Production Population Upkeep Improvements
Weak I 1 +1 +4 No YIELD FOOD.png 1 Food
Developing II 2 +2 +6 Yes YIELD FOOD.png 2 Food
YIELD IRON.png 1 Iron
Strong III 3 +3 +8 Yes YIELD FOOD.png 3 Food
YIELD IRON.png 1 Iron
YIELD STONE.png 1 Stone
Legendary IV 4 +4 +10 Yes YIELD FOOD.png 4 Food
YIELD IRON.png 1 Iron
YIELD STONE.png 1 Stone
YIELD WOOD.png 1 Wood

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 YIELD MAINTENANCE.png Maintenance.

Rural improvements

Rural improvements may be built on any non-urban tile.

Improvement Yearly output Cost Required terrain or natural resource Required technology
IMPROVEMENT FARM.png Farm YIELD FOOD.png +5 Food YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate, TERRAIN MARSH.png Marsh (requires Centralization law)
RESOURCE BARLEY.png Barley, RESOURCE SORGHUM.png Sorghum, RESOURCE WHEAT.png Wheat
None
IMPROVEMENT MINE.png Mine YIELD IRON.png +5 Iron YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate, Hill
RESOURCE GEM.png Gems, RESOURCE GOLD.png Gold, RESOURCE IRON.png Ore, RESOURCE SALT.png Salt, RESOURCE SILVER.png Silver
None
IMPROVEMENT NETS.png Nets Various YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
RESOURCE CRAB.png Crabs, RESOURCE DYE.png Dyes, RESOURCE FISH.png Fish, RESOURCE PEARL.png Pearls None
IMPROVEMENT FORT.png Fort Icon Defense.png +50% Defense if Friendly/Neutral Territory
+2 Unit Vision
Can Heal in Neutral Territory
Destroyed when Pillaged
YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH STONECUTTING.png Stonecutting
IMPROVEMENT QUARRY.png Quarry YIELD STONE.png +5 Stone YIELD IRON.png 20 Iron
YIELD ORDERS.png 1 Orders for 3 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate, Adjacent Mountain, Adjacent Volcano
RESOURCE STONE.png Marble
TECH STONECUTTING.png Stonecutting
IMPROVEMENT GRANARY.png Granary YIELD GROWTH.png +2 Growth
YIELD WOOD.png -1 Wood
IMPROVEMENT FARM.png +60% Adjacent Farm Yield
YIELD WOOD.png 40 Wood
YIELD ORDERS.png 1 Orders for 4 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH ADMINISTRATION.png Administration
IMPROVEMENT CAMP.png Camp +20% Adjacent Lumbermill Yield YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
RESOURCE CAMEL.png Camels, RESOURCE ELEPHANT.png Elephants, RESOURCE FUR.png Fur, RESOURCE GAME.png Game TECH TRAPPING.png Trapping
IMPROVEMENT PASTURE.png Pasture IMPROVEMENT FARM.png +40% Adjacent Farms Yield YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
RESOURCE CATTLE.png Cattle, RESOURCE GOAT.png Goats, RESOURCE HORSE.png Horses, RESOURCE PIG.png Pigs, RESOURCE SHEEP.png Sheep TECH HUSBANDRY.png Husbandry
IMPROVEMENT LUMBERMILL.png Lumbermill YIELD WOOD.png +5 Wood YIELD IRON.png 20 Iron
YIELD ORDERS.png 1 Orders for 3 years
Trees TECH FORESTRY.png Forestry
IMPROVEMENT GROVE.png Grove Various YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
RESOURCE CITRUS.png Citrus, RESOURCE HONEY.png Honey, RESOURCE INCENSE.png Incense, RESOURCE LAVENDER.png Lavender, RESOURCE OLIVE.png Olives, RESOURCE WINE.png Wine TECH LAND CONSOLIDATION.png Land Consolidation

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. Specialists working on a rural improvement can be upgraded.

Improvement Output Cost Consumption per year Specialist Terrain Required technology
IMPROVEMENT ODEON.png Odeon YIELD CULTURE.png 3 Culture YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders for 4 years
YIELD STONE.png 2 Stone Poet Urban, lush, Temperate, Arid TECH DRAMA.png 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.

Specialists

Specialists are unlocked by certain Improvements that can be trained to boost the yield of the Improvement. All Specialists also produce a small amount of Science. A Specialist's production cost increases with each one built in a city.

Rural specialists

Rural specialists produce YIELD SCIENCE.png 1 Science. They can also provide Luxuries if the Improvement is built on a natural resource that can produce it.

Specialist Improvement Yearly effect Cost
SPECIALIST FARMER.png Farmer IMPROVEMENT FARM.png Farm IMPROVEMENT FARM.png 150% Improvement Production
YIELD GROWTH.png 1 Growth
YIELD CIVICS.png 40 Civics
SPECIALIST MINER.png Miner IMPROVEMENT MINE.png Mine IMPROVEMENT MINE.png 150% Improvement Production
YIELD TRAINING.png 1 Training
YIELD CIVICS.png 40 Civics
SPECIALIST STONECUTTER.png Stonecutter IMPROVEMENT QUARRY.png Quarry IMPROVEMENT QUARRY.png 150% Improvement Production
YIELD CIVICS.png 1 Civics
YIELD CIVICS.png 40 Civics
SPECIALIST WOODCUTTER.png Woodcutter IMPROVEMENT LUMBERMILL.png Lumbermill IMPROVEMENT LUMBERMILL.png 150% Improvement Production
YIELD SCIENCE.png 1 Science
YIELD CIVICS.png 40 Civics
SPECIALIST FISHER.png Fisher IMPROVEMENT NETS.png Nets IMPROVEMENT NETS.png 200% Improvement Production YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food
SPECIALIST GARDENER.png Gardener IMPROVEMENT GROVE.png Grove IMPROVEMENT GROVE.png 200% Improvement Production YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food
SPECIALIST RANCHER.png Rancher IMPROVEMENT PASTURE.png Pasture IMPROVEMENT PASTURE.png 200% Improvement Production YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food
SPECIALIST TRAPPER.png Trapper IMPROVEMENT CAMP.png Camp IMPROVEMENT CAMP.png 200% Improvement Production YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food

Urban specialists

Urban specialists can be upgraded, improving their bonuses. Upgrading a specialist does not require Citizens.

  • Training an Apprentice specialist costs 40 YIELD FOOD.png Food and 40 YIELD CIVICS.png Civics and produces a bonus of YIELD SCIENCE.png 2 Science each year.
  • Upgrading to Master specialist costs 60 YIELD FOOD.png Food and 60 YIELD CIVICS.png Civics and produces a bonus of YIELD SCIENCE.png 3 Science each year.
  • Upgrading to Elder specialist costs 80 YIELD FOOD.png Food and 80 YIELD CIVICS.png Civics and produces a bonus of YIELD SCIENCE.png 4 Science each year.
Specialist Improvement Apprentice yearly effect Master yearly effect Elder yearly effect
SPECIALIST ACOLYTE.png Acolyte Shrine 1 Religion Opinion
YIELD CULTURE.png 2 Culture
2 Religion Opinion
YIELD CULTURE.png 3 Culture
YIELD ORDERS.png 0.5 Orders
3 Religion Opinion
YIELD CULTURE.png 4 Culture
YIELD ORDERS.png 1 Orders
SPECIALIST MONK.png Monk Monastery 1 Religion Opinion
YIELD CULTURE.png 4 Culture
2 Religion Opinion
YIELD CULTURE.png 6 Culture
YIELD CIVICS.png 1 Civics per Culture Level
3 Religion Opinion
YIELD CULTURE.png 8 Culture
YIELD CIVICS.png 2 Civics per Culture Level
SPECIALIST PRIEST.png Priest Temple 1 Religion Opinion
YIELD HAPPINESS.png 1 Happiness
2 Religion Opinion
YIELD HAPPINESS.png 1.5 Happiness
YIELD TRAINING.png 0.5 Training per Citizen
3 Religion Opinion
YIELD HAPPINESS.png 2 Happiness
YIELD TRAINING.png 1 Training per Citizen

Projects

Projects are internal City enhancements that on completion grant an instant bonus and a permanent bonus. Each Project can only be constructed in Cities with the same tier of Culture Level.

Project Tier I Tier II Tier III Tier IV Requirements
Production On Completion Cost Production On Completion Cost Production On Completion Cost Production On Completion Cost
PROJECT COUNCIL 1.png Council YIELD CIVICS.png +40% (one turn)
YIELD MONEY.png +40% (one turn)
YIELD TRAINING.png +40% (one turn)
1 Turn YIELD CIVICS.png +60% (one turn)
YIELD MONEY.png +60% (one turn)
YIELD TRAINING.png +60% (one turn)
1 Turn YIELD CIVICS.png +80% (one turn)
YIELD MONEY.png +80% (one turn)
YIELD TRAINING.png +80% (one turn)
1 Turn YIELD CIVICS.png +100% (one turn)
YIELD MONEY.png +100% (one turn)
YIELD TRAINING.png +100% (one turn)
1 Turn
PROJECT FESTIVAL 1.png Festival YIELD CULTURE.png 1 per year YIELD GROWTH.png 20
YIELD HAPPINESS.png 20
YIELD CIVICS.png 40 YIELD CULTURE.png 1 per year YIELD GROWTH.png 40
YIELD HAPPINESS.png 40
YIELD CIVICS.png 60 YIELD CULTURE.png 1 per year YIELD GROWTH.png 60
YIELD HAPPINESS.png 60
YIELD CIVICS.png 80 YIELD CULTURE.png 1 per year YIELD GROWTH.png 80
YIELD HAPPINESS.png 80
YIELD CIVICS.png 100
PROJECT TREASURY 1.png Treasury YIELD MONEY.png 10 per year YIELD MONEY.png 100 YIELD CIVICS.png 40
YIELD STONE.png 20
YIELD MONEY.png 20 per year YIELD MONEY.png 200 YIELD CIVICS.png 60
YIELD STONE.png 40
YIELD MONEY.png 30 per year YIELD MONEY.png 300 YIELD CIVICS.png 80
YIELD STONE.png 60
YIELD MONEY.png 40 per year
YIELD HAPPINESS.png 1 per year
YIELD MONEY.png 400 YIELD CIVICS.png 100
YIELD STONE.png 80
TECH ADMINISTRATION.png Administration technology
PROJECT FORUM 1.png Forum YIELD CIVICS.png 1 per year YIELD CIVICS.png 20 YIELD CIVICS.png 40
YIELD STONE.png 20
YIELD CIVICS.png 2 per year YIELD CIVICS.png 40 YIELD CIVICS.png 60
YIELD STONE.png 40
YIELD CIVICS.png 3 per year YIELD CIVICS.png 60 YIELD CIVICS.png 80
YIELD STONE.png 60
YIELD CIVICS.png 4 per year
YIELD HAPPINESS.png 1 per year
YIELD CIVICS.png 80 YIELD CIVICS.png 100
YIELD STONE.png 80
TECH RHETORIC.png Rhetoric technology
PROJECT ARCHIVE 1.png Archive YIELD SCIENCE.png 1 per year YIELD SCIENCE.png 10 YIELD CIVICS.png 40
YIELD STONE.png 20
YIELD SCIENCE.png 2 per year YIELD SCIENCE.png 20 YIELD CIVICS.png 60
YIELD STONE.png 40
YIELD SCIENCE.png 3 per year YIELD SCIENCE.png 30 YIELD CIVICS.png 80
YIELD STONE.png 60
YIELD SCIENCE.png 4 per year
YIELD HAPPINESS.png 1 per year
YIELD SCIENCE.png 40 YIELD CIVICS.png 100
YIELD STONE.png 80
TECH METAPHYSICS.png Metaphysics technology
PROJECT OLYMPICS 1.png Olympiad YIELD TRAINING.png 1 per year YIELD TRAINING.png 50 YIELD CIVICS.png 40 YIELD TRAINING.png 1 per year YIELD TRAINING.png 100 YIELD CIVICS.png 60 YIELD TRAINING.png 1 per year YIELD TRAINING.png 150 YIELD CIVICS.png 80 YIELD TRAINING.png 1 per year YIELD TRAINING.png 200 YIELD CIVICS.png 100 Greece nation