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| ==== Hamlets ==== | | ==== Hamlets ==== |
| Once the City reaches at least Developing Culture Level and the Nation has the [[File:TECH POLIS.png|25px]] Polis technology, Workers will be able to construct Hamlets the cost of 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. Hamlets may be build anywhere, once per Culture Level. After 20 turns a Hamlet will grow into a Village, and after another 20 turns the Village it will grow into a Town. | | Once the City reaches at least Developing Culture Level and the Nation has the [[File:TECH POLIS.png|25px]] Polis technology, Workers will be able to construct Hamlets the cost of 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. Hamlets may be build anywhere, once per Culture Level. After 20 turns a Hamlet will grow into a Village, and after another 20 turns the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements. |
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| ==== Shrines ==== | | ==== Shrines ==== |
Revision as of 23:31, 11 March 2023
Cities are the centers of population, production and power. When founded or captured, a city is assigned to a Family. The first city founded by a Nation is its Capital and gains a yearly bonus of +2
Culture and
+2 Money.
Cities can only be founded on certain locations called City Sites. Originally those are controlled by either Tribes or Barbarians.
During war a City's health bar will be shown. Once a city's health reaches zero a Unit can be moved on it, at which point the city enters a state of Anarchy for a few turns. If a Unit is kept on the city tile until the Anarchy ends the city will be annexed by the army's owned.
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.
Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces 25
Discontent unless the
Monetary Reform law has been passed.
Culture Level |
Projects Tier |
Victory Points |
Governor XP/Year |
Hamlet Limit |
Can Hurry Production |
Population Upkeep |
Enabled Wonders of the World
|
Weak
|
I
|
+1
|
+4
|
0
|
No
|
1 Food
|
The Hanging Gardens
The Oracle
The Ziggurat
|
Developing
|
II
|
+2
|
+6
|
1
|
Yes
|
2 Food
1 Iron
|
The Apadana
The Ishtar Gate
The Lighthouse
|
Strong
|
III
|
+3
|
+8
|
2
|
Yes
|
3 Food
1 Iron
1 Stone
|
The Acropolis
The Colossus
The Mausoleum
The Musaeum
|
Legendary
|
IV
|
+4
|
+10
|
3
|
Yes
|
4 Food
1 Iron
1 Stone
1 Wood
|
The Circus Maximus The Pantheon The Via Recta Souk
|
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.
Improvement |
Yearly yield |
Specialist |
Cost |
Required terrain or natural resource |
Required technology
|
Farm
|
+5 Food
|
Farmer
|
20 Wood
1 Orders for 3 years
|
Arid, Lush, Temperate, Marsh (requires Centralization law)
Barley, Sorghum, Wheat
|
None
|
Mine
|
+5 Iron
|
Miner
|
20 Wood
1 Orders for 3 years
|
Arid, Lush, Temperate, Hill
Gems, Gold, Ore, Salt, Silver
|
None
|
Nets
|
Various
|
Fisher
|
20 Wood
1 Orders for 3 years
|
Crabs, Dyes, Fish, Pearls
|
None
|
Fort
|
+50% Defense if Friendly/Neutral Territory +2 Unit Vision Can Heal in Neutral Territory Destroyed when Pillaged
|
|
40 Stone
1 Orders
|
Arid, Lush, Temperate
|
Stonecutting
|
Quarry
|
+5 Stone
|
Stonecutter
|
20 Iron
1 Orders for 3 years
|
Arid, Lush, Temperate, Adjacent Mountain, Adjacent Volcano
Marble
|
Stonecutting
|
Granary
|
+2 Growth
-1 Wood
+60% Adjacent Farm Yield
|
|
40 Wood
1 Orders for 4 years
|
Arid, Lush, Temperate
|
Administration
|
Camp
|
+20% Adjacent Lumbermill Yield
|
Trapper
|
20 Wood
1 Orders for 3 years
|
Camels, Elephants, Fur, Game
|
Trapping
|
Pasture
|
+40% Adjacent Farms Yield
|
Rancher
|
20 Wood
1 Orders for 3 years
|
Cattle, Goats, Horses, Pigs, Sheep
|
Husbandry
|
Lumbermill
|
+5 Wood
|
Woodcutter
|
20 Iron
1 Orders for 3 years
|
Trees
|
Forestry
|
Grove
|
Various
|
Gardener
|
20 Wood
1 Orders for 3 years
|
Citrus, Honey, Incense, Lavender, Olives, Wine
|
Land Consolidation
|
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 |
Yearly yield |
Cost |
Terrain if not urban |
Required technology |
Min culture level
|
Odeon
|
+3 Culture
-2 Stone Enables Poets
|
40 Stone
1 Orders for 4 years
|
Arid, Lush, Temperate
|
Drama
|
Weak
|
Barracks
|
+10 XP per year for Idle Melee Units +20% Adjacent Garrison Effects
+20% Training
-2 Iron Enables Officers
|
40 Stone
1 Orders for 4 years
|
Arid, Lush, Temperate
|
Military Drill
|
Weak
|
Range
|
+10 XP per year for Idle Ranged Units +20% Adjacent Garrison Effects
+20% Training
-2 Wood Enables Officers
|
40 Wood
1 Orders for 4 years
|
Arid, Lush, Temperate
|
Composite Bow
|
Weak
|
Cold Baths
|
+1 Happiness
-2 Stone Enables Doctors
|
40 Stone
1 Orders for 4 years
|
Arid, Lush, Temperate
|
Coinage
|
Developing
|
Courthouse
|
+20% Civics
-2 Stone Enables Scribes
|
80 Stone
1 Orders for 4 years
|
Arid, Lush, Temperate
|
Citizenship
|
Developing
|
Library
|
+20% Science
+1 Science per adjacent resource Enables Philosophers
|
80 Stone
1 Orders for 4 years
|
Arid, Lush, Temperate
|
Scholarship
|
Developing
|
Market
|
+20% Adjacent Harbor Effects
+20% Money Enables Shopkeepers
|
80 Wood
1 Orders for 4 years
|
Arid, Lush, Temperate
|
Coinage
|
Developing
|
Barracks and Ranges are limited to 2 per City.
Hamlets
Once the City reaches at least Developing Culture Level and the Nation has the
Polis technology, Workers will be able to construct Hamlets the cost of 40
Stone and 1
Orders for 4 years. Hamlets may be build anywhere, once per Culture Level. After 20 turns a Hamlet will grow into a Village, and after another 20 turns the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements.
Shrines
Shrines require the
Divination technology, 40
Stone and 1
Orders for 4 years and may be built on any
Urban,
Arid,
Lush or
Temperate tile except near another shrine. They provide resources like other improvements but their main purpose is spreading the Nation's Paganism Religion and enabling the
Acolyte specialist. Each Shrine can only be built once unless the
Polytheism law is passed.
Shrine |
God |
Yearly yield |
Nations
|
|
Atar Nuska Vulcan
|
+1 Training per Adjacent Lumbermill
+20% Adjacent Mine Yield
|
Persia
Assyria
Rome
|
|
Ashur Madruk Zeus
|
+2 Civics
+1 Orders per Adjacent Wonder of the World
|
Assyria
Babylonia
Greece
|
|
Eshmun Isis Kamrusepa
|
+2 Growth per Adjacent Grove +6 HP Healing for Idle Units
|
Carthage
Egypt
Hatti
|
|
Arinnitti Tanit Vesta
|
+2 Culture
+10 Money per Adjacent Resource
|
Hatti
Carthage
Rome
|
|
Halki Mithra Neith
|
+20% Adjacent Camp Yield +1 Level for New Ranged Units
|
Hatti
Persia
Egypt
|
|
Astarte Ishtar Venus
|
+2 Growth
+20% Adjacent Pasture Yield
|
Carthage
Babylonia
Rome
|
|
Hvar Khshaita Ra Shamash
|
+0.5 Orders
+20% Adjacent Farm Yield
|
Persia
Egypt
Assyria
|
|
Ereshkigal Hades Osiris
|
+2 Culture
+50% Culture if Adjacent Mountain
+100% Culture if Adjacent Volcano
|
Babylonia
Greece
Egypt
|
|
Anahita Melqart Poseidon
|
+20 Money
+20% Adjacent Nets Yield
|
Persia
Carthage
Greece
|
|
Mars Ninurta Tarhun
|
+2 Training +10 XP for Idle Infantry Units
|
Rome
Assyria
Hatti
|
|
Athena Nabu
|
+1 Science
+1 Civics per Adjacent Odeon
|
Greece
Babylonia
|
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.
Specialist |
Improvement |
Yearly yield |
Cost
|
Farmer
|
Farm
|
150% Improvement Yield
1 Growth
|
40 Civics
|
Miner
|
Mine
|
150% Improvement Yield
1 Training
|
40 Civics
|
Stonecutter
|
Quarry
|
150% Improvement Yield
1 Civics
|
40 Civics
|
Woodcutter
|
Lumbermill
|
150% Improvement Yield
1 Science
|
40 Civics
|
Fisher
|
Nets
|
200% Improvement Yield
|
60 Civics
20 Food
|
Gardener
|
Grove
|
200% Improvement Yield
|
60 Civics
20 Food
|
Rancher
|
Pasture
|
200% Improvement Yield
|
60 Civics
20 Food
|
Trapper
|
Camp
|
200% Improvement Yield
|
60 Civics
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
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.
Specialist |
Improvement |
Apprentice yearly yield |
Master yearly yield |
Elder yearly yield
|
Acolyte
|
Shrine
|
1 Religion Opinion
2 Culture
|
2 Religion Opinion
3 Culture
0.5 Orders
|
3 Religion Opinion
4 Culture
1 Orders
|
Monk
|
Monastery
|
1 Religion Opinion
4 Culture
|
2 Religion Opinion
6 Culture
1 Civics per Culture Level
|
3 Religion Opinion
8 Culture
2 Civics per Culture Level
|
Priest
|
Temple
|
1 Religion Opinion
1 Happiness
|
2 Religion Opinion
1.5 Happiness
0.5 Training per Citizen
|
3 Religion Opinion
2 Happiness
1 Training per Citizen
|
Bishop
|
Cathedral
|
1 Religion Opinion
10 Money per Culture Level
|
2 Religion Opinion
15 Money per Culture Level
0.5 Orders
|
3 Religion Opinion
20 Money per Culture Level
1 Orders
|
Officer
|
Barracks
Range
|
2 Training
|
3 Training 20 XP for New Units
|
4 Training 50 XP for New Units
|
Poet
|
Odeon
|
3 Culture
|
4 Culture
0.5 Civics per Citizen
|
5 Culture
1 Civics per Citizen
|
Doctor
|
Cold Baths
|
2 Growth
|
3 Growth
1 Science per Culture Level
|
4 Growth
2 Science per Culture Level
|
Philosopher
|
Library
|
2 Science
|
3 Science
1 Culture per Citizen
|
4 Science
2 Culture per Citizen
|
Scribe
|
Courthouse
|
2 Civics
|
3 Civics
1 Money per Citizen
|
4 Civics
2 Money per Citizen
|
Shopkeeper
|
Market
|
20 Money
|
30 Money
1 Growth per Culture Level
|
40 Money
2 Growth per Culture Level
|
Wonders of the World
Wonders of the World are powerful Improvements that can only be constructed once. As soon as a Nation begins constructing a Wonder of the World other Nations cannot start it unless a hostile unit enters the tile of an unfinished Wonder of the World and destroys it. Not all Wonders of the World are available each game. They are chosen randomly at the start of each game. Most Wonders of the World require the City to reach a certain Culture Level before they can be constructed. Each Wonder of the World provides 2 Victory Points.
Wonder of the World |
Yield |
Cost |
Min. Culture Level |
Requirements
|
The Hanging Gardens
|
+4 Culture per year
+20% Growth [All Cities]
|
100 Civics
400 Stone
200 Wood
1 Orders for 10 years
|
Weak
|
River
|
The Oracle
|
+4 Culture per year
+10 Money per year per Religion +1 Tech Hand Card Size Free Agent Network in all Holy Cities on completion
|
100 Civics
400 Stone
200 Food
1 Orders for 10 years
|
Weak
|
Hill
|
The Ziggurat
|
+4 Culture per year
+20 Civics per year -20% Improvement Costs [All Cities]
|
100 Civics
600 Stone
1 Orders for 10 years
|
Weak
|
Holy City (Any Religion)
|
The Apadana
|
+6 Culture per year
+20 Civics per year
-50% Maintenance [All Cities]
|
200 Civics
900 Stone
1 Orders for 12 years
|
Developing
|
Adjacent City Center
|
The Ishtar Gate
|
+6 Culture per year
+1 Growth per year per Culture Level
100 Culture in all Cities on completion
|
200 Civics
600 Stone
300 Iron
1 Orders for 12 years
|
Developing
|
Adjacent City Center
|
The Lighthouse
|
+6 Culture per year
+100% Nets Yield [All Cities] -10 Upgrade Years for Hamlet Improvements
|
200 Civics
600 Stone
300 Iron
1 Orders for 12 years
|
Developing
|
Adjacent City Center
|
The Acropolis
|
+8 Culture per year
+2 Civics per year per Religion
+0.5 Orders per year with Forum
|
300 Civics
1200 Stone
1 Orders for 14 years
|
Strong
|
Hill
|
The Colossus
|
+8 Culture per year
+2 Civics per year with Road Connection +1 Level for New Units
|
300 Civics
400 Stone
800 Iron
1 Orders for 14 years
|
Strong
|
Coastal Water
|
The Mausoleum
|
+8 Culture per year
+40% Culture [All Cities] New Units start with Guard I promotion
|
300 Civics
1200 Stone
1 Orders for 14 years
|
Strong
|
Hill
|
The Musaeum
|
+8 Culture per year
+50% Science New Units start with Guard I promotion
+1 Civics per year per Elder Specialist
|
300 Civics
800 Stone
400 Wood
1 Orders for 14 years
|
Strong
|
Adjacent City Center
|
The Circus Maximus
|
+10 Culture per year
+40 Training per year +10 XP per year for Idle Mounted Units New Mounted Units start with Swift promotion [All Cities]
|
400 Civics
1200 Stone
600 Food
1 Orders for 16 years
|
Legendary
|
Adjacent City Center
|
The Pantheon
|
+10 Culture per year
+40 Training per year
+2 Civics per Culture Level [State Religion Cities]
|
400 Civics
1800 Stone
1 Orders for 16 years
|
Legendary
|
Holy City (Any Religion)
|
The Via Recta Souk
|
+10 Culture per year
+2 Growth per year
+1 Happiness per City Luxury [All Cities]
|
400 Civics
1200 Stone
600 Food
1 Orders for 16 years
|
Legendary
|
Adjacent City Center
|
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
|
Council
|
|
+40% (1 turn)
+40% (1 turn)
+40% (1 turn) |
1 Turn
|
|
+60% (1 turn)
+60% (1 turn)
+60% (1 turn) |
1 Turn
|
|
+80% (1 turn)
+80% (1 turn)
+80% (1 turn) |
1 Turn
|
|
+100% (1 turn)
+100% (1 turn)
+100% (1 turn) |
1 Turn
|
|
Festival
|
1 per year |
20
20 |
40
|
1 per year |
40
40 |
60
|
1 per year |
60
60 |
80
|
1 per year |
80
80 |
100
|
|
Treasury
|
10 per year |
100 |
40
20
|
20 per year |
200 |
60
40
|
30 per year |
300 |
80
60
|
40 per year
1 per year |
400 |
100
80
|
Administration technology
|
Forum
|
1 per year |
20 |
40
20
|
2 per year |
40 |
60
40
|
3 per year |
60 |
80
60
|
4 per year
1 per year |
80 |
100
80
|
Rhetoric technology
|
Archive
|
1 per year |
10 |
40
20
|
2 per year |
20 |
60
40
|
3 per year |
30 |
80
60
|
4 per year
1 per year |
40 |
100
80
|
Metaphysics technology
|
Inquiry
|
1 per year |
40 |
80
|
1 per year |
80 |
120
|
1 per year |
120 |
160
|
1 per year |
160 |
200
|
Scholar governor
|
Convoy
|
1 per year |
100
40 |
40
|
1 per year |
200
60 |
60
|
1 per year |
300
80 |
80
|
1 per year |
400
100 |
100
|
Trade League law
|
Decree
|
|
3 |
40
|
|
6 |
60
|
|
9 |
80
|
|
10 |
100
|
Constitution law or Statesman
|
Olympiad
|
1 per year |
50 |
40
|
1 per year |
100 |
60
|
1 per year |
150 |
80
|
1 per year |
200 |
100
|
Greece nation
|