Cities: Difference between revisions
Line 133: | Line 133: | ||
* A tile adjacent to one urban tile and one water tile. 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Improvement !! Yearly output !! Cost !! Terrain if not urban !! Required technology | ! Improvement !! Yearly output !! Cost !! Terrain if not urban !! Required technology !! Min culture level | ||
|- | |- | ||
| [[File:IMPROVEMENT ODEON.png|50px]] Odeon | | [[File:IMPROVEMENT ODEON.png|50px]] Odeon | ||
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| [[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 | ||
| [[File:TECH DRAMA.png|25px]] Drama | | [[File:TECH DRAMA.png|25px]] Drama | ||
| Weak | |||
|- | |- | ||
| [[File:IMPROVEMENT BARRACKS.png|50px]] Barracks | | [[File:IMPROVEMENT BARRACKS.png|50px]] Barracks | ||
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| [[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 | ||
| [[File:TECH MILITARY DRILL.png|25px]] Military Drill | | [[File:TECH MILITARY DRILL.png|25px]] Military Drill | ||
| Weak | |||
|- | |- | ||
| [[File:IMPROVEMENT RANGE.png|50px]] Range | | [[File:IMPROVEMENT RANGE.png|50px]] Range | ||
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| [[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 | ||
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow | | [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow | ||
| Weak | |||
|- | |||
| [[File:IMPROVEMENT COLD BATHS.png|50px]] Cold Baths | |||
| [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness<br>[[File:YIELD STONE.png|25px]] <span style="color:red;">'''-2'''</span> Stone<br>Enables Doctors | |||
| [[File:YIELD STONE.png|25px]] 40 Stone<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:TECH COINAGE.png|25px]] Coinage | |||
| Developing | |||
|- | |- | ||
| [[File:IMPROVEMENT COURTHOUSE.png|50px]] Courthouse | | [[File:IMPROVEMENT COURTHOUSE.png|50px]] Courthouse | ||
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| [[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 | ||
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship | | [[File:TECH CITIZENSHIP.png|25px]] Citizenship | ||
| Developing | |||
|- | |- | ||
| [[File:IMPROVEMENT LIBRARY.png|50px]] Library | | [[File:IMPROVEMENT LIBRARY.png|50px]] Library | ||
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| [[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 | ||
| [[File:TECH SCHOLARSHIP.png|25px]] Scholarship | | [[File:TECH SCHOLARSHIP.png|25px]] Scholarship | ||
| Developing | |||
|- | |- | ||
| [[File:IMPROVEMENT MARKET.png|50px]] Market | | [[File:IMPROVEMENT MARKET.png|50px]] Market | ||
Line 170: | Line 182: | ||
| [[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 | ||
| [[File:TECH COINAGE.png|25px]] Coinage | | [[File:TECH COINAGE.png|25px]] Coinage | ||
| Developing | |||
|} | |} | ||
Barracks and Ranges are limited to 2 per City. | Barracks and Ranges are limited to 2 per City. | ||
==== Hamlets ==== | ==== Hamlets ==== |
Revision as of 17:52, 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.
Barracks and Ranges are limited to 2 per City.
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.