Cities: Difference between revisions
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Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile. | Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Improvement !! Yearly output !! Cost !! Required terrain or natural resource !! Required technology | ! Improvement !! Yearly output !! Specialist !! Cost !! Required terrain or natural resource !! Required technology | ||
|- | |- | ||
| [[File:IMPROVEMENT FARM.png|50px]] Farm | | [[File:IMPROVEMENT FARM.png|50px]] Farm | ||
| [[File:YIELD FOOD.png|25px]] <span style="color:green;">'''+5'''</span> Food | | [[File:YIELD FOOD.png|25px]] <span style="color:green;">'''+5'''</span> Food | ||
| [[File:SPECIALIST FARMER.png|25px]] Farmer | |||
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | | [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | ||
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:TERRAIN MARSH.png|25px]] Marsh (requires Centralization law)<br>[[File:RESOURCE BARLEY.png|25px]] Barley, [[File:RESOURCE SORGHUM.png|25px]] Sorghum, [[File:RESOURCE WHEAT.png|25px]] Wheat | | [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:TERRAIN MARSH.png|25px]] Marsh (requires Centralization law)<br>[[File:RESOURCE BARLEY.png|25px]] Barley, [[File:RESOURCE SORGHUM.png|25px]] Sorghum, [[File:RESOURCE WHEAT.png|25px]] Wheat | ||
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| [[File:IMPROVEMENT MINE.png|50px]] Mine | | [[File:IMPROVEMENT MINE.png|50px]] Mine | ||
| [[File:YIELD IRON.png|25px]] <span style="color:green;">'''+5'''</span> Iron | | [[File:YIELD IRON.png|25px]] <span style="color:green;">'''+5'''</span> Iron | ||
| [[File:SPECIALIST MINER.png|25px]] Miner | |||
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | | [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | ||
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, Hill<br>[[File:RESOURCE GEM.png|25px]] Gems, [[File:RESOURCE GOLD.png|25px]] Gold, [[File:RESOURCE IRON.png|25px]] Ore, [[File:RESOURCE SALT.png|25px]] Salt, [[File:RESOURCE SILVER.png|25px]] Silver | | [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, Hill<br>[[File:RESOURCE GEM.png|25px]] Gems, [[File:RESOURCE GOLD.png|25px]] Gold, [[File:RESOURCE IRON.png|25px]] Ore, [[File:RESOURCE SALT.png|25px]] Salt, [[File:RESOURCE SILVER.png|25px]] Silver | ||
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| [[File:IMPROVEMENT NETS.png|50px]] Nets | | [[File:IMPROVEMENT NETS.png|50px]] Nets | ||
| <span style="color:green;">'''Various'''</span> | | <span style="color:green;">'''Various'''</span> | ||
| [[File:SPECIALIST FISHER.png|25px]] Fisher | |||
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | | [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | ||
| [[File:RESOURCE CRAB.png|25px]] Crabs, [[File:RESOURCE DYE.png|25px]] Dyes, [[File:RESOURCE FISH.png|25px]] Fish, [[File:RESOURCE PEARL.png|25px]] Pearls | | [[File:RESOURCE CRAB.png|25px]] Crabs, [[File:RESOURCE DYE.png|25px]] Dyes, [[File:RESOURCE FISH.png|25px]] Fish, [[File:RESOURCE PEARL.png|25px]] Pearls | ||
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| [[File:IMPROVEMENT FORT.png|50px]] Fort | | [[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: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 | | [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders | ||
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate | | [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate | ||
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| [[File:IMPROVEMENT QUARRY.png|50px]] Quarry | | [[File:IMPROVEMENT QUARRY.png|50px]] Quarry | ||
| [[File:YIELD STONE.png|25px]] <span style="color:green;">'''+5'''</span> Stone | | [[File:YIELD STONE.png|25px]] <span style="color:green;">'''+5'''</span> Stone | ||
| [[File:SPECIALIST STONECUTTER.png|25px]] Stonecutter | |||
| [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | | [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | ||
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, Adjacent Mountain, Adjacent Volcano<br>[[File:RESOURCE STONE.png|25px]] Marble | | [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, Adjacent Mountain, Adjacent Volcano<br>[[File:RESOURCE STONE.png|25px]] Marble | ||
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| [[File:IMPROVEMENT GRANARY.png|50px]] Granary | | [[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<br>[[File:IMPROVEMENT FARM.png|25px]] <span style="color:green;">'''+60%'''</span> Adjacent Farm Yield | | [[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<br>[[File:IMPROVEMENT FARM.png|25px]] <span style="color:green;">'''+60%'''</span> Adjacent Farm Yield | ||
| | |||
| [[File:YIELD WOOD.png|25px]] 40 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | | [[File:YIELD WOOD.png|25px]] 40 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | ||
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate | | [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate | ||
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| [[File:IMPROVEMENT CAMP.png|50px]] Camp | | [[File:IMPROVEMENT CAMP.png|50px]] Camp | ||
| <span style="color:green;">'''+20%'''</span> Adjacent Lumbermill Yield | | <span style="color:green;">'''+20%'''</span> Adjacent Lumbermill Yield | ||
| [[File:SPECIALIST TRAPPER.png|25px]] Trapper | |||
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | | [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | ||
| [[File:RESOURCE CAMEL.png|25px]] Camels, [[File:RESOURCE ELEPHANT.png|25px]] Elephants, [[File:RESOURCE FUR.png|25px]] Fur, [[File:RESOURCE GAME.png|25px]] Game | | [[File:RESOURCE CAMEL.png|25px]] Camels, [[File:RESOURCE ELEPHANT.png|25px]] Elephants, [[File:RESOURCE FUR.png|25px]] Fur, [[File:RESOURCE GAME.png|25px]] Game | ||
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| [[File:IMPROVEMENT PASTURE.png|50px]] Pasture | | [[File:IMPROVEMENT PASTURE.png|50px]] Pasture | ||
| [[File:IMPROVEMENT FARM.png|25px]] <span style="color:green;">'''+40%'''</span> Adjacent Farms Yield | | [[File:IMPROVEMENT FARM.png|25px]] <span style="color:green;">'''+40%'''</span> Adjacent Farms Yield | ||
| [[File:SPECIALIST RANCHER.png|25px]] Rancher | |||
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | | [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | ||
| [[File:RESOURCE CATTLE.png|25px]] Cattle, [[File:RESOURCE GOAT.png|25px]] Goats, [[File:RESOURCE HORSE.png|25px]] Horses, [[File:RESOURCE PIG.png|25px]] Pigs, [[File:RESOURCE SHEEP.png|25px]] Sheep | | [[File:RESOURCE CATTLE.png|25px]] Cattle, [[File:RESOURCE GOAT.png|25px]] Goats, [[File:RESOURCE HORSE.png|25px]] Horses, [[File:RESOURCE PIG.png|25px]] Pigs, [[File:RESOURCE SHEEP.png|25px]] Sheep | ||
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| [[File:IMPROVEMENT LUMBERMILL.png|50px]] Lumbermill | | [[File:IMPROVEMENT LUMBERMILL.png|50px]] Lumbermill | ||
| [[File:YIELD WOOD.png|25px]] <span style="color:green;">'''+5'''</span> Wood | | [[File:YIELD WOOD.png|25px]] <span style="color:green;">'''+5'''</span> Wood | ||
| [[File:SPECIALIST WOODCUTTER.png|25px]] Woodcutter | |||
| [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | | [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | ||
| Trees | | Trees | ||
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| [[File:IMPROVEMENT GROVE.png|50px]] Grove | | [[File:IMPROVEMENT GROVE.png|50px]] Grove | ||
| <span style="color:green;">'''Various'''</span> | | <span style="color:green;">'''Various'''</span> | ||
| [[File:SPECIALIST GARDENER.png|25px]] Gardener | |||
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | | [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years | ||
| [[File:RESOURCE CITRUS.png|25px]] Citrus, [[File:RESOURCE HONEY.png|25px]] Honey, [[File:RESOURCE INCENSE.png|25px]] Incense, [[File:RESOURCE LAVENDER.png|25px]] Lavender, [[File:RESOURCE OLIVE.png|25px]] Olives, [[File:RESOURCE WINE.png|25px]] Wine | | [[File:RESOURCE CITRUS.png|25px]] Citrus, [[File:RESOURCE HONEY.png|25px]] Honey, [[File:RESOURCE INCENSE.png|25px]] Incense, [[File:RESOURCE LAVENDER.png|25px]] Lavender, [[File:RESOURCE OLIVE.png|25px]] Olives, [[File:RESOURCE WINE.png|25px]] Wine |
Revision as of 17:05, 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 can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.
Urban improvements
Urban improvements can be constructed only in the following:
- An urban tile.
- A tile adjacent to two urban tiles. The tile will become urban once the improvement is completed.
- A tile adjacent to one urban tile and one water tile. The tile will become urban once the improvement is completed.
Improvement | Output | Cost | Consumption per year | Terrain if not urban | Required technology |
---|---|---|---|---|---|
Odeon | 3 Culture | 40 Stone 1 Orders for 4 years |
2 Stone | Arid, Lush, Temperate | 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 1 Science. They can also provide Luxuries if the Improvement is built on a natural resource that can produce it.
Urban specialists
Urban specialists can be upgraded, improving their bonuses. Upgrading a specialist does not require Citizens.
- Training an Apprentice specialist costs 40 Food and 40 Civics and produces a bonus of 2 Science each year.
- Upgrading to Master specialist costs 60 Food and 60 Civics and produces a bonus of 3 Science each year.
- Upgrading to Elder specialist costs 80 Food and 80 Civics and produces a bonus of 4 Science each year.
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.