Cities: Difference between revisions
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=== Urban improvements === | === Urban improvements === | ||
Urban improvements can be constructed only | Urban improvements can be constructed on [[File:TERRAIN URBAN.png|25px]] Urban, [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush or [[File:TERRAIN TEMPERATE.png|25px]] Temperate tiles but only if one the following is true: | ||
* An urban tile. | * An urban tile. | ||
* A tile adjacent to two urban tiles. The tile will become urban once the improvement is completed. | * 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. | * 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 yield !! Cost | ! Improvement !! Yearly yield !! Cost !! Required technology !! Min culture level | ||
|- | |- | ||
| [[File:IMPROVEMENT ODEON.png|50px]] Odeon | | [[File:IMPROVEMENT ODEON.png|50px]] Odeon | ||
| [[File:YIELD CULTURE.png|25px]] <span style="color:green;">'''+3'''</span> Culture<br>[[File:YIELD STONE.png|25px]] <span style="color:red;">'''-2'''</span> Stone<br>Enables Poets | | [[File:YIELD CULTURE.png|25px]] <span style="color:green;">'''+3'''</span> Culture<br>[[File:YIELD STONE.png|25px]] <span style="color:red;">'''-2'''</span> Stone<br>Enables Poets | ||
| [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | | [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | ||
| [[File:TECH DRAMA.png|25px]] Drama | | [[File:TECH DRAMA.png|25px]] Drama | ||
| Weak | | Weak | ||
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| <span style="color:green;">'''+10'''</span> XP per year for Idle Melee Units<br><span style="color:green;">'''+20%'''</span> Adjacent Garrison Effects<br>[[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+20%'''</span> Training<br>[[File:YIELD IRON.png|25px]] <span style="color:red;">'''-2'''</span> Iron<br>Enables Officers | | <span style="color:green;">'''+10'''</span> XP per year for Idle Melee Units<br><span style="color:green;">'''+20%'''</span> Adjacent Garrison Effects<br>[[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+20%'''</span> Training<br>[[File:YIELD IRON.png|25px]] <span style="color:red;">'''-2'''</span> Iron<br>Enables Officers | ||
| [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | | [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | ||
| [[File:TECH MILITARY DRILL.png|25px]] Military Drill | | [[File:TECH MILITARY DRILL.png|25px]] Military Drill | ||
| Weak | | Weak | ||
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| <span style="color:green;">'''+10'''</span> XP per year for Idle Ranged Units<br><span style="color:green;">'''+20%'''</span> Adjacent Garrison Effects<br>[[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+20%'''</span> Training<br>[[File:YIELD WOOD.png|25px]] <span style="color:red;">'''-2'''</span> Wood<br>Enables Officers | | <span style="color:green;">'''+10'''</span> XP per year for Idle Ranged Units<br><span style="color:green;">'''+20%'''</span> Adjacent Garrison Effects<br>[[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+20%'''</span> Training<br>[[File:YIELD WOOD.png|25px]] <span style="color:red;">'''-2'''</span> Wood<br>Enables Officers | ||
| [[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:TECH COMPOSITE BOW.png|25px]] Composite Bow | | [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow | ||
| Weak | | Weak | ||
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| [[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 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:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | ||
| [[File:TECH COINAGE.png|25px]] Coinage | | [[File:TECH COINAGE.png|25px]] Coinage | ||
| Developing | | Developing | ||
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| [[File:YIELD CIVICS.png|25px]] <span style="color:green;">'''+20%'''</span> Civics<br>[[File:YIELD STONE.png|25px]] <span style="color:red;">'''-2'''</span> Stone<br>Enables Scribes | | [[File:YIELD CIVICS.png|25px]] <span style="color:green;">'''+20%'''</span> Civics<br>[[File:YIELD STONE.png|25px]] <span style="color:red;">'''-2'''</span> Stone<br>Enables Scribes | ||
| [[File:YIELD STONE.png|25px]] 80 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | | [[File:YIELD STONE.png|25px]] 80 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | ||
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship | | [[File:TECH CITIZENSHIP.png|25px]] Citizenship | ||
| Developing | | Developing | ||
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| [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+20%'''</span> Science<br>[[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+1'''</span> Science per adjacent resource<br>Enables Philosophers | | [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+20%'''</span> Science<br>[[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+1'''</span> Science per adjacent resource<br>Enables Philosophers | ||
| [[File:YIELD STONE.png|25px]] 80 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | | [[File:YIELD STONE.png|25px]] 80 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | ||
| [[File:TECH SCHOLARSHIP.png|25px]] Scholarship | | [[File:TECH SCHOLARSHIP.png|25px]] Scholarship | ||
| Developing | | Developing | ||
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| <span style="color:green;">'''+20%'''</span> Adjacent Harbor Effects<br>[[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+20%'''</span> Money<br>Enables Shopkeepers | | <span style="color:green;">'''+20%'''</span> Adjacent Harbor Effects<br>[[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+20%'''</span> Money<br>Enables Shopkeepers | ||
| [[File:YIELD WOOD.png|25px]] 80 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | | [[File:YIELD WOOD.png|25px]] 80 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years | ||
| [[File:TECH COINAGE.png|25px]] Coinage | | [[File:TECH COINAGE.png|25px]] Coinage | ||
| Developing | | Developing | ||
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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. | 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. Only one Hamlet may be build 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Level !! Yearly yield !! Yearly consumption | ! Level !! Yearly yield !! Yearly consumption | ||
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==== Shrines ==== | ==== Shrines ==== | ||
Shrines require the [[File:TECH DIVINATION.png|25px]] Divination technology, 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years and | Shrines require the [[File:TECH DIVINATION.png|25px]] Divination technology, 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years and cannot be built near another shrine. They provide resources like other improvements but their main purpose is spreading the Nation's Paganism Religion and enabling the [[File:SPECIALIST ACOLYTE.png|25px]] Acolyte specialist. Each Shrine can only be built once unless the [[File:LAW POLYTHEISM.png|25px]] Polytheism law is passed. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Shrine !! God !! Yearly yield !! Nations | ! Shrine !! God !! Yearly yield !! Nations |
Revision as of 23:54, 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.
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 on Urban, Arid, Lush or Temperate tiles but only if one the following is true:
- 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
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. Only one Hamlet may be build 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 cannot be built 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.
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.
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.
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.