Cities: Difference between revisions

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=== Urban improvements ===
=== Urban improvements ===
Urban improvements expand the urban area of a city by transforming the terrain underneath to Urban.
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.
{| class="wikitable"
{| class="wikitable"
! Improvement !! Output !! Cost !! Consumption per year !! Terrain !! Required technology
! Improvement !! Output !! Cost !! Consumption per year !! Terrain !! Required technology
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| [[File:IMPROVEMENT ODEON.png|50px]] Odeon || [[File:YIELD CULTURE.png|25px]] 3 Culture || [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years || [[File:YIELD STONE.png|25px]] 2 Stone || Urban, lush, Temperate, Arid || [[File:TECH DRAMA.png|25px]] Drama
| [[File:IMPROVEMENT ODEON.png|50px]] Odeon || [[File:YIELD CULTURE.png|25px]] 3 Culture || [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years || [[File:YIELD STONE.png|25px]] 2 Stone || Urban, lush, Temperate, Arid || [[File:TECH DRAMA.png|25px]] 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. They may not be built next to each other.

Revision as of 22:09, 9 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.

Improvements

Improvements can be used to grand various bonuses to a City. There are two types of improvements: rural and urban.

Improvements without a Specialist will increase the City's YIELD MONEY.png Maintenance.

Rural improvements

Rural improvements may be built on any non-urban tile. Tiles where Rural improvements may be constructed will show the improvement with an icon above if a Worker is selected.

Improvement Output Cost Terrain Required technology
IMPROVEMENT FARM.png Farm YIELD FOOD.png 5 Food YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
Lush, Temperate, Arid, Wheat, Barley, Sorghum, Marsh (requires Centralization law) None
IMPROVEMENT MINE.png Mine YIELD IRON.png 5 Iron YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
Lush, Temperate, Arid, Hill, Ore, Salt, Gems, Gold, Silver None
IMPROVEMENT QUARRY.png Quarry YIELD STONE.png 5 Stone YIELD IRON.png 20 Iron
YIELD ORDERS.png 1 Orders for 3 years
Lush, Temperate, Arid, Marble, Adjacent Mountain, Adjacent Volcano TECH STONECUTTING.png Stonecutting

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
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 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. They may not be built next to each other.