Cities

From Old World Official Wiki
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.

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 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.

Improvement Yearly output Specialist Cost Required terrain or natural 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/Neutral Territory
+2 Unit Vision
Can Heal in Neutral Territory
Destroyed when Pillaged
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
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
Lumbermill +5 Wood Woodcutter 20 Iron
1 Orders for 3 years
Trees Forestry
Grove Various Gardener 20 Wood
1 Orders for 3 years
Citrus, Honey, Incense, Lavender, Olives, Wine Land Consolidation

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.
Improvement Yearly output Cost Terrain if not urban Required technology Min culture level
Odeon +3 Culture
-2 Stone
Enables Poets
40 Stone
1 Orders for 4 years
Arid, Lush, Temperate Drama Weak
Barracks +10 XP per year for Idle Melee Units
+20% Adjacent Garrison Effects
+20% Training
-2 Iron
Enables Officers
40 Stone
1 Orders for 4 years
Arid, Lush, Temperate Military Drill Weak
Range +10 XP per year for Idle Ranged Units
+20% Adjacent Garrison Effects
+20% Training
-2 Wood
Enables Officers
40 Wood
1 Orders for 4 years
Arid, Lush, Temperate Composite Bow Weak
Cold Baths +1 Happiness
-2 Stone
Enables Doctors
40 Stone
1 Orders for 4 years
Arid, Lush, Temperate Coinage Developing
Courthouse +20% Civics
-2 Stone
Enables Scribes
80 Stone
1 Orders for 4 years
Arid, Lush, Temperate Citizenship Developing
Library +20% Science
+1 Science per adjacent resource
Enables Philosophers
80 Stone
1 Orders for 4 years
Arid, Lush, Temperate Scholarship Developing
Market +20% Adjacent Harbor Effects
+20% Money
Enables Shopkeepers
80 Wood
1 Orders for 4 years
Arid, Lush, Temperate Coinage Developing

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 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]
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
Production On Completion Cost Production On Completion Cost Production On Completion Cost Production On Completion Cost
Council +40% (one turn)
+40% (one turn)
+40% (one turn)
1 Turn +60% (one turn)
+60% (one turn)
+60% (one turn)
1 Turn +80% (one turn)
+80% (one turn)
+80% (one turn)
1 Turn +100% (one turn)
+100% (one turn)
+100% (one turn)
1 Turn
Festival 1 per year 20
20
40 1 per year 40
40
60 1 per year 60
60
80 1 per year 80
80
100
Treasury 10 per year 100 40
20
20 per year 200 60
40
30 per year 300 80
60
40 per year
1 per year
400 100
80
Administration technology
Forum 1 per year 20 40
20
2 per year 40 60
40
3 per year 60 80
60
4 per year
1 per year
80 100
80
Rhetoric technology
Archive 1 per year 10 40
20
2 per year 20 60
40
3 per year 30 80
60
4 per year
1 per year
40 100
80
Metaphysics technology
Olympiad 1 per year 50 40 1 per year 100 60 1 per year 150 80 1 per year 200 100 Greece nation