| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD STONE.png|25px]] 600 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD STONE.png|25px]] 600 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years
| Weak
| Weak
| Holy City
| Holy City (Any Religion)
|-
|-
| [[File:IMPROVEMENT APADANA.png|100px]] The Apadana
| [[File:IMPROVEMENT APADANA.png|100px]] The Apadana
Line 373:
Line 373:
| [[File:YIELD CIVICS.png|25px]] 300 Civics<br>[[File:YIELD STONE.png|25px]] 800 Stone<br>[[File:YIELD WOOD.png|25px]] 400 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years
| [[File:YIELD CIVICS.png|25px]] 300 Civics<br>[[File:YIELD STONE.png|25px]] 800 Stone<br>[[File:YIELD WOOD.png|25px]] 400 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years
| Strong
| Strong
| Adjacent City Center
|-
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|100px]] The Circus Maximus
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year<br>[[File:YIELD TRAINING.png|25px]] +40 Training per year<br>+10 XP per year for Idle Mounted Units<br>New Mounted Units start with Swift promotion [All Cities]
| [[File:YIELD CIVICS.png|25px]] 400 Civics<br>[[File:YIELD STONE.png|25px]] 1200 Stone<br>[[File:YIELD FOOD.png|25px]] 600 Food<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years
| Legendary
| Adjacent City Center
|-
| [[File:IMPROVEMENT PANTHEON.png|100px]] The Pantheon
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year<br>[[File:YIELD TRAINING.png|25px]] +40 Training per year<br>[[File:YIELD CIVICS.png|25px]] +2 Civics per Culture Level [State Religion Cities]
| [[File:YIELD CIVICS.png|25px]] 400 Civics<br>[[File:YIELD STONE.png|25px]] 1800 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years
| Legendary
| Holy City (Any Religion)
|-
| [[File:IMPROVEMENT GRAND BAZAR.png|100px]] The Via Recta Souk
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year<br>[[File:YIELD GROWTH.png|25px]] +2 Growth per year<br>[[File:YIELD HAPPINESS.png|25px]] +1 Happiness per City Luxury [All Cities]
| [[File:YIELD CIVICS.png|25px]] 400 Civics<br>[[File:YIELD STONE.png|25px]] 1200 Stone<br>[[File:YIELD FOOD.png|25px]] 600 Food<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years
| Legendary
| Adjacent City Center
| Adjacent City Center
|}
|}
Revision as of 00:41, 11 March 2023
A lightly developed city
Cities are the centers of population, production and power. When founded or captured, a city is assigned to a Family.
Cities can only be founded on certain locations called City Sites. Originally those are controlled by Barbarians, who are constantly as War with all Nations and have to be defeated to gain control of the City Site.
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
Projects Tier
Hamlet Limit
Victory Points
Governor XP/Year
Can Hurry Production
Population Upkeep
Enabled Wonders of the World
Weak
I
1
+1
+4
No
1 Food
The Hanging Gardens The Oracle The Ziggurat
Developing
II
2
+2
+6
Yes
2 Food 1 Iron
The Apadana The Ishtar Gate The Lighthouse
Strong
III
3
+3
+8
Yes
3 Food 1 Iron 1 Stone
The Acropolis The Colossus The Mausoleum The Musaeum
Legendary
IV
4
+4
+10
Yes
4 Food 1 Iron 1 Stone 1 Wood
The Circus Maximus The Pantheon The Via Recta Souk
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.
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.
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 effect
Cost
Farmer
Farm
150% Improvement Production 1 Growth
40 Civics
Miner
Mine
150% Improvement Production 1 Training
40 Civics
Stonecutter
Quarry
150% Improvement Production 1 Civics
40 Civics
Woodcutter
Lumbermill
150% Improvement Production 1 Science
40 Civics
Fisher
Nets
200% Improvement Production
60 Civics 20 Food
Gardener
Grove
200% Improvement Production
60 Civics 20 Food
Rancher
Pasture
200% Improvement Production
60 Civics 20 Food
Trapper
Camp
200% Improvement Production
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 effect
Master yearly effect
Elder yearly effect
Acolyte
Shrine
1 Religion Opinion 2 Culture
2 Religion Opinion 3 Culture 0.5 Orders
3 Religion Opinion 4 Culture 1 Orders
Monk
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
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
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.
Wonder of the World
Effects
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 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 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 promotion
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 promotion +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 promotion [All Cities]
400 Civics 1200 Stone 600 Food 1 Orders for 16 years
Legendary
Adjacent City Center
The Pantheon
+10 Culture per year +40 Training per year +2 Civics per Culture Level [State Religion Cities]
+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.