Cities

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Revision as of 11:29, 10 March 2023 by Kami-sama (talk | contribs)

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.

Culture Level Hamlet Limit Victory Points Governor XP/Year Can Hurry Production Population Upkeep Improvements
Weak 1 +1 +4 No YIELD FOOD.png 1 Food
Developing 2 +2 +6 Yes YIELD FOOD.png 2 Food
YIELD IRON.png 1 Iron
Strong 3 +3 +8 Yes YIELD FOOD.png 3 Food
YIELD IRON.png 1 Iron
YIELD STONE.png 1 Stone
Legendary 4 +4 +10 Yes YIELD FOOD.png 4 Food
YIELD IRON.png 1 Iron
YIELD STONE.png 1 Stone
YIELD WOOD.png 1 Wood

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 YIELD MAINTENANCE.png Maintenance.

Rural improvements

Rural improvements may be built on any non-urban tile. Specialists working on a rural improvement cannot be upgraded.

Improvement Yearly 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 NETS.png Nets Various YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
Dyes, Pearls, Fish, Crabs None
IMPROVEMENT FORT.png Fort Icon Defense.png +50% Defense if Friendly/Neutral Territory
+2 Unit Vision
Can Heal in Neutral Territory
Destroyed when Pillaged
YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders
Lush, Temperate, Arid TECH STONECUTTING.png Stonecutting
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
IMPROVEMENT GRANARY.png Granary YIELD GROWTH.png +2 Growth
YIELD WOOD.png -1 Wood
YIELD WOOD.png 40 Wood
YIELD ORDERS.png 1 Orders for 4 years
Lush, Temperate, Arid TECH ADMINISTRATION.png Administration

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. Specialists working on a rural improvement can be upgraded.

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 and the Nation's Religion. They may not be built next to each other.

Projects

Projects are permanent City enhancements.