Cities: Difference between revisions

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| None
| None
| +20 Disciple's Religion Opinion<br>+2 Victory Points
| +20 Disciple's Religion Opinion<br>+2 Victory Points
| [[File:YIELD CULTURE.png|25px]] +40% Culture<br>Creates a Disciple of the same Religion every 20 years<br>Cannot be replaced
| [[File:YIELD CULTURE.png|25px]] +40% Culture<br>Creates a Disciple every 20 years<br>Cannot be replaced
| None
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| [[File:YIELD STONE.png|25px]] 200 Stone<br>[[File:YIELD CIVICS.png|25px]] 200 Civics<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 8 years
| [[File:YIELD STONE.png|25px]] 200 Stone<br>[[File:YIELD CIVICS.png|25px]] 200 Civics<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 8 years

Revision as of 18:54, 29 June 2023

A developed city

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, which are initially controlled by Tribes.

During war a City's HP bar will be shown. Once a City's HP 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 owner. Each point of HP damage also reduces a City's yields by 2.5% until repaired. Cities regain 1 HP each year.

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 Citizen and Specialist.

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 Discontent unless the Monetary Reform law has been passed.

Culture Level Projects Tier Victory Points Governor XP/Year Hamlet Limit Can Hurry Production Citizen and Specialist Upkeep Enabled Wonders of the World
Weak I +1 +4 0 No 1 Food The Hanging Gardens
The Oracle
The Pyramids
The Ziggurat
Developing II +2 +6 1 Yes 2 Food
1 Iron
The Apadana
The Ishtar Gate
The Lighthouse
The Necropolis
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 Hagia Sophia
The Pantheon
The Via Recta Souk

Improvements

Improvements are constructed by Worker units can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker unit is selected the game will suggest the tile where each improvement is most effective, as long as said improvement can be constructed either immediately or after buying resources.

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

Improvements may be pillaged by military units. A pillaged improvement does not produce anything and will be destroyed in 10 turns unless repaired by a Worker unit. Repairing an improvement costs half of its construction cost. Damaged Worker units also take an extra turn to build improvements

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 Terrain or map 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 Territory
+50% Defense if Neutral Territory
+2 Unit Vision
Units Heal even if Neutral Territory
Destroyed when Pillaged
None 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
None 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
Grove Various Gardener 20 Wood
1 Orders for 3 years
Citrus, Honey, Incense, Lavender, Olives, Wine Land Consolidation
Harbor +10 Money
+2 Money per Adjacent Resource
-1 Stone
+40% Adjacent Nets Yield
+10 XP for Idle Ship Units
None 60 Wood
1 Orders for 4 years
Coast Cartography
Lumbermill +5 Wood Woodcutter 20 Iron
1 Orders for 3 years
Trees Forestry
Watermill +2 Science None 40 Wood
1 Orders for 2 years
River Hydraulics
Windmill +2 Science None 40 Stone
1 Orders for 2 years
Hill Hydraulics

Urban improvements

Most urban improvements come in three tiers. A higher tier improvement requires a lower tier one to be constructed before it can be built, as well as increasing the city's Culture Level by one for each tier. Urban improvements can be constructed on Urban, Arid, Lush or Temperate tiles, and Sand tiles if the city is run by a family of Clerics, 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.
Apprentices improvement Master improvement Elder improvement Requiremnts
Improvement Yearly yield Cost Improvement Yearly yield Cost Improvement Yearly yield Cost
Garrison
+20% Defense if own army
+0.5 Orders
-2 Stone
Enables City Governor
80 Stone
1 Orders for 4 years
Stronghold
+30% Defense if own army
+0.5 Orders
-3 Stone
Enables City Governor
Enables tier 1 Nation Unit
100 Stone
1 Orders for 5 years
Citadel
+40% Defense if own army
+0.5 Orders
-10% Maintenance
-4 Stone
Enables City Governor
Enables tier 2 Nation Unit
100 Stone
1 Orders for 6 years
1 Active Law
Odeon
+3 Culture
-2 Stone
Enables Apprentice Poet
40 Stone
1 Orders for 4 years
Theater
+4 Culture
+1 Happiness
-3 Stone
Enables Master Poet
60 Stone
1 Orders for 5 years
Amphitheater
+5 Culture
+2 Happiness
-4 Stone
Enables Elder Poet
80 Stone
1 Orders for 6 years
Drama
Cold Baths
+1 Happiness
-2 Stone
Enables Apprentice Doctor
40 Stone
1 Orders for 4 years
Warm Baths
+2 Happiness
-3 Stone
Enables Master Doctor
60 Stone
1 Orders for 5 years
Heated Baths
+3 Happiness
+10% Growth
-4 Stone
Enables Elder Doctor
80 Stone
1 Orders for 6 years
Architecture
Developing Culture
Courthouse
+20% Civics
-2 Stone
Enables Apprentice Scribe
80 Stone
1 Orders for 4 years
Ministry
+30% Civics
-3 Stone
Enables Master Scribe
100 Stone
1 Orders for 5 years
Palace
+50% Civics
-10% Maintenance
-4 Stone
Enables Elder Scribe
120 Stone
1 Orders for 6 years
Citizenship
Developing Culture
Library
+20% Science
+1 Science per adj. resource
-2 Stone
Enables Apprentice Philosopher
80 Stone
1 Orders for 4 years
Academy
+30% Science
+1 Science per adj. resource
-3 Stone
Enables Master Philosopher
100 Stone
1 Orders for 5 years
University
+50% Science
+1 Science per adj. resource
+10% Civics
-4 Stone
Enables Elder Philosopher
120 Stone
1 Orders for 6 years
Scholarship
Developing Culture
Market
+20% Money
+20% Adjacent Harbor Yield
Enables Apprentice Shopkeeper
80 Wood
1 Orders for 4 years
Grocer
+30% Money
+20% Adjacent Harbor Yield
Enables Master Shopkeeper
100 Wood
1 Orders for 5 years
Fair
+50% Money
+20% Adjacent Harbor Yield
Enables Elder Shopkeeper
120 Wood
1 Orders for 6 years
Coinage
Developing Culture
Barracks
+10 XP per year for Idle Melee Units
+20% Adjacent Garrison Yield
+20% Training
-2 Iron
Enables Officers
40 Stone
1 Orders for 4 years
Military Drill
Max 2 per City
Range
+10 XP per year for Idle Ranged Units
+20% Adjacent Garrison Yield
+20% Training
-2 Wood
Enables Officers
40 Wood
1 Orders for 4 years
Composite Bow
Max 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 years a Hamlet will grow into a Village, and after another 20 years the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements. Hovering over a Hamlet or Town will show the number of years until it upgrades.

Level Yearly yield Yearly consumption
Hamlet 10 Money without a Trade Network
20 Money with a Trade Network
1 Food
Village 15 Money without a Trade Network
30 Money with a Trade Network
2 Food
Town 20 Money without a Trade Network
40 Money with a Trade Network
+10% Defense Strength if own army
3 Food

Shrines

Shrines require the Divination technology, 40 Stone and 1 Orders for 4 years. They can be built anywhere 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

World religion improvements

World Religion improvements can only be constructed by Disciple units of the same Religion but they can be built anywhere. Despite having different appearance depending on Religion all improvements have the same yields and costs.

Improvement Specialist Construction reward Yearly yield Yearly consumption Cost Requirements
Christian Monastery
Jewish Monastery
Manichean Monastery
Zoroastrian Monastery
Monk +2 Disciple's Religion Opinion +2 Science
+60% Adjacent Grove Yield
2 Wood 60 Wood
1 Orders for 4 years
Monasticism technology
Christian Temple
Jewish Temple
Manichean Temple
Zoroastrian Temple
Priest +2 Disciple's Religion Opinion +3 Culture
+0.5 Orders
2 Stone 60 Stone
1 Orders for 5 years
Doctrine technology
Christian Cathedral
Jewish Cathedral
Manichean Cathedral
Zoroastrian Cathedral
Bishop +4 Disciple's Religion Opinion
+6 Legitimacy
+40% Culture 4 Stone 100 Stone
1 Orders for 6 years
Vaulting technology
Strong culture level
Adjacent Temple of the same Religion
Max 2 per Family
The Adur Burzen-Mihr
The Cao'an
The Church of the Holy Sepulchre
The Temple of Solomon
None +20 Disciple's Religion Opinion
+2 Victory Points
+40% Culture
Creates a Disciple every 20 years
Cannot be replaced
None 200 Stone
200 Civics
1 Orders for 8 years
Developing culture level
Holy City
Max 1 per Nation

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 Christian Monastery
Jewish Monastery
Manichean Monastery
Zoroastrian 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 Christian Temple
Jewish Temple
Manichean Temple
Zoroastrian 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 Christian Cathedral
Jewish Cathedral
Manichean Cathedral
Zoroastrian 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 and cannot be replaced by other improvements.

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 Pyramids +4 Culture per year
+1 Orders per year per Religion
-50% Start Law Cost
100 Civics
600 Stone
1 Orders for 10 years
Weak Arid or Sand
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 Necropolis +2 Happiness per year per Temple 200 Civics
900 Stone
1 Orders for 12 years
Developing Hill
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
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
+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[All Cities]
400 Civics
1200 Stone
600 Food
1 Orders for 16 years
Legendary Adjacent City Center
The Hagia Sophia +10 Culture per year
+40 Civics per year
+2 Happiness per year [All Cities]
400 Civics
1800 Stone
1 Orders for 16 years
Legendary Holy City (Any Religion)
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
Yearly Yield On Completion Cost Yearly Yield On Completion Cost Yearly Yield On Completion Cost Yearly Yield On Completion Cost
Council +40% (1 turn)
+40% (1 turn)
+40% (1 turn)
1 Year +60% (1 turn)
+60% (1 turn)
+60% (1 turn)
1 Year +80% (1 turn)
+80% (1 turn)
+80% (1 turn)
1 Year +100% (1 turn)
+100% (1 turn)
+100% (1 turn)
1 Year
Festival 1 20
20
40 1 40
40
60 1 60
60
80 1 80
80
100
Treasury 10 100 40
20
20 200 60
40
30 300 80
60
40
1
400 100
80
Administration technology
Forum 1 20 40
20
2 40 60
40
3 60 80
60
4
1
80 100
80
Rhetoric technology
Archive 1 10 40
20
2 20 60
40
3 30 80
60
4
1
40 100
80
Metaphysics technology
Inquiry 1 40 80 1 80 120 1 120 160 1 160 200 Scholar governor
Convoy 1 100
40
40 1 200
60
60 1 300
80
80 1 400
100
100 Trade League law
Decree 3 40 6 60 9 80 10 100 Constitution law or Statesman family seat
Hunt 1 100 40 1 200 60 1 300 80 1 400 100 Hunters family seat
Olympiad 1 50 40 1 100 60 1 150 80 1 200 100 Greece nation
Repair Damage 3 HP 1 Year City has below 20 HP

Defenses

Cities can also construct 3 permanent projects that give defenses to the city and are visible on the world map. Each one requires the previous project to be constructed but none of them have any Culture Level requirements.

Project Effects Cost
Walls +10 City HP
+1 Happiness per year if there is any Family Military Unit in City Territory
40 Stone
60 Civics
Moat +10 City HP
+1 Happiness per year if there is any Family Military Unit in City Territory
+25% City Defense
60 Stone
80 Civics
Towers +10 City HP
+1 Happiness per year if there is any Family Military Unit in City Territory
+25% City Defense
+1 Unit Range
80 Stone
100 Civics

Suppress Dissent

Suppress Dissent projects are only available for Cities that suffer from Religion Dissent and have a Governor. The project will remove the Dissent at the cost of 100 Training and 60 Discontent.