Cities: Difference between revisions
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! Shrine !! God !! Yearly output !! Nations | ! Shrine !! God !! Yearly output !! Nations | ||
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| [[File:IMPROVEMENT SHRINE FIRE.png|70px]] || Atar<br>Nuska || [[File:YIELD TRAINING.png|25px]] +1 Training per Adjacent Lumbermill<br>[[File:IMPROVEMENT MINE.png|25px]] +20% Adjacent Mine Yield || Persia<br>Assyria | | [[File:IMPROVEMENT SHRINE FIRE.png|70px]] || Atar<br>Nuska<br>Vulcan || [[File:YIELD TRAINING.png|25px]] +1 Training per Adjacent Lumbermill<br>[[File:IMPROVEMENT MINE.png|25px]] +20% Adjacent Mine Yield || Persia<br>Assyria<br>Rome | ||
|- | |- | ||
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|70px]] || Ashur<br>Madruk || [[File:YIELD CIVICS.png|25px]] +2 Civics<br>[[File:YIELD ORDERS.png|25px]] +1 Orders per Adjacent Wonder of the World || Assyria<br>Babylonia | | [[File:IMPROVEMENT SHRINE KINGSHIP.png|70px]] || Ashur<br>Madruk<br>Zeus || [[File:YIELD CIVICS.png|25px]] +2 Civics<br>[[File:YIELD ORDERS.png|25px]] +1 Orders per Adjacent Wonder of the World || Assyria<br>Babylonia<br>Greece | ||
|- | |- | ||
| [[File:IMPROVEMENT SHRINE HEALING.png|70px]] || Eshmun<br>Isis<br>Kamrusepa || [[File:YIELD GROWTH.png|25px]] +2 Growth per Adjacent Grove<br>+6 HP Healing for Idle Units || Carthage<br>Egypt<br>Hatti | | [[File:IMPROVEMENT SHRINE HEALING.png|70px]] || Eshmun<br>Isis<br>Kamrusepa || [[File:YIELD GROWTH.png|25px]] +2 Growth per Adjacent Grove<br>+6 HP Healing for Idle Units || Carthage<br>Egypt<br>Hatti | ||
|- | |- | ||
| [[File:IMPROVEMENT SHRINE HEARTH.png|70px]] || Arinnitti || [[File:YIELD CULTURE.png|25px]] +2 Culture<br>[[File:YIELD MONEY.png|25px]] +10 Money per Adjacent Resource || Hatti | | [[File:IMPROVEMENT SHRINE HEARTH.png|70px]] || Arinnitti<br>Tanit<br>Vesta || [[File:YIELD CULTURE.png|25px]] +2 Culture<br>[[File:YIELD MONEY.png|25px]] +10 Money per Adjacent Resource || Hatti<br>Carthage<br>Rome | ||
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| [[File:IMPROVEMENT SHRINE HUNTING.png|70px]] || Halki<br>Mithra<br>Neith || [[File:IMPROVEMENT CAMP.png|25px]] +20% Adjacent Camp Yield<br>+1 Level for New Ranged Units || Hatti<br>Persia<br>Egypt | | [[File:IMPROVEMENT SHRINE HUNTING.png|70px]] || Halki<br>Mithra<br>Neith || [[File:IMPROVEMENT CAMP.png|25px]] +20% Adjacent Camp Yield<br>+1 Level for New Ranged Units || Hatti<br>Persia<br>Egypt | ||
|- | |- | ||
| [[File:IMPROVEMENT SHRINE LOVE.png|70px]] || Astarte<br>Ishtar || [[File:YIELD GROWTH.png|25px]] +2 Growth<br>[[File:IMPROVEMENT PASTURE.png|25px]] +20% Adjacent Pasture Yield || Carthage<br>Babylonia | | [[File:IMPROVEMENT SHRINE LOVE.png|70px]] || Astarte<br>Ishtar<br>Venus || [[File:YIELD GROWTH.png|25px]] +2 Growth<br>[[File:IMPROVEMENT PASTURE.png|25px]] +20% Adjacent Pasture Yield || Carthage<br>Babylonia<br>Rome | ||
|- | |- | ||
| [[File:IMPROVEMENT SHRINE SUN.png|70px]] || Hvar Khshaita<br>Ra || [[File:YIELD ORDERS.png|25px]] +0.5 Orders<br>[[File:IMPROVEMENT FARM.png|25px]] +20% Adjacent Farm Yield || Persia<br>Egypt | | [[File:IMPROVEMENT SHRINE SUN.png|70px]] || Hvar Khshaita<br>Ra<br>Shamash || [[File:YIELD ORDERS.png|25px]] +0.5 Orders<br>[[File:IMPROVEMENT FARM.png|25px]] +20% Adjacent Farm Yield || Persia<br>Egypt<br>Assyria | ||
|- | |- | ||
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|70px]] || Ereshkigal<br>Hades<br>Osiris || [[File:YIELD CULTURE.png|25px]] +2 Culture<br>[[File:YIELD CULTURE.png|25px]] +50% Culture if Adjacent Mountain<br>[[File:YIELD CULTURE.png|25px]] +100% Culture if Adjacent Volcano || Babylonia<br>Greece<br>Egypt | | [[File:IMPROVEMENT SHRINE UNDERWORLD.png|70px]] || Ereshkigal<br>Hades<br>Osiris || [[File:YIELD CULTURE.png|25px]] +2 Culture<br>[[File:YIELD CULTURE.png|25px]] +50% Culture if Adjacent Mountain<br>[[File:YIELD CULTURE.png|25px]] +100% Culture if Adjacent Volcano || Babylonia<br>Greece<br>Egypt | ||
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| [[File:IMPROVEMENT SHRINE WATER.png|70px]] || Anahita<br>Melqart<br>Poseidon || [[File:YIELD MONEY.png|25px]] +20 Money<br>[[File:IMPROVEMENT NETS.png|25px]] +20% Adjacent Nets Yield || Persia<br>Carthage<br>Greece | | [[File:IMPROVEMENT SHRINE WATER.png|70px]] || Anahita<br>Melqart<br>Poseidon || [[File:YIELD MONEY.png|25px]] +20 Money<br>[[File:IMPROVEMENT NETS.png|25px]] +20% Adjacent Nets Yield || Persia<br>Carthage<br>Greece | ||
|- | |- | ||
| [[File:IMPROVEMENT SHRINE WAR.png|70px]] || Mars<br>Ninurta || [[File:YIELD TRAINING.png|25px]] +2 Training<br>+10 XP for Idle Infantry Units || Rome<br>Assyria | | [[File:IMPROVEMENT SHRINE WAR.png|70px]] || Mars<br>Ninurta<br>Tarhun || [[File:YIELD TRAINING.png|25px]] +2 Training<br>+10 XP for Idle Infantry Units || Rome<br>Assyria<br>Hatti | ||
|- | |- | ||
| [[File:IMPROVEMENT SHRINE WISDOM.png|70px]] || Athena<br>Nabu || [[File:YIELD SCIENCE.png|25px]] +1 Science<br>[[File:YIELD CIVICS.png|25px]] +1 Civics per Adjacent Odeon || Greece<br>Babylonia | | [[File:IMPROVEMENT SHRINE WISDOM.png|70px]] || Athena<br>Nabu || [[File:YIELD SCIENCE.png|25px]] +1 Science<br>[[File:YIELD CIVICS.png|25px]] +1 Civics per Adjacent Odeon || Greece<br>Babylonia |
Revision as of 18:46, 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 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 require the Divination technology and 40 Stone 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.
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.