Cities

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Cities are the bases of major Nations in the game, and are the primary source of Victory Points. Cities always produce a basic amount growth, training, and civics. City income of these resources control the speed of producing new units and projects. Cities can also produce gold, food, stone and iron, but this usually requires workers to build improvements on the surrounding tiles.

New cities are founded by bringing Settler unit to a valid city area not currently occupied by a tribe or another nation. As soon as you found your first city, an unoccupied second city area for your first settler will be revealed on the map. Control of a city area is claimed by from a single key tile (this will be where a tribal camp will be if one starts there). However, if no one has settled the city yet, are and there are no enemy units controlling the key tile, a settler can found the new city on any of the urban tiles making up the city area.

Family Affiliation[edit]

Upon founding or gaining control of a city, a player must assign one of their chosen Families to it. Assigning new cities to a family will provide an opinion boost, but owning more cities with unrest will lower that family's opinion. There is also a family opinion benefit if their cities are near to each other, forming a cluster. Each family type applies a different set of bonuses to its cities, and the first city of a family (the family seat) comes with an extra benefit.

Borders[edit]

Borders will extend 2 tiles in all directions from the tile the settler choose to settle on. In addition, all other contiguous urban tiles will be absorbed into the city borders, and another one tile of borders in each direction will be added from those.

City borders can continue to expand into new unclaimed tiles throughout the game. New urban tiles and newly placed specialists will add their surrounding tiles to the borders, and special effects from research and events can also expand them.

Yields & Production[edit]

Cities produce a base yield of +8 growth, which can be improved in many ways, but especially by governors, improvements, and specialists. If the city is not currently building a growth-based task like a settler, growth accumulates toward a new citizen for the city.

Cities produce a base yield of +8 training, which can be improved in many ways, but especially by governors, improvements, and specialists. If the city is not currently building a training-based task like a warrior, this training is added to the national stockpile.

Cities produce a base yield of +8 civics, which can be improved in many ways, but especially governors, projects and specialists. If the city is not currently building a training-based task like a training a specialist, these civics are added to the national stockpile.

Cities produce a base yield of +1 science, which can be improved in many ways, but especially by training specialists. This science can be reduced by discontent levels, and is added directly to the selected national research.

Cities produce a base yield of +2 to +16 money, based on difficulty, and the capital produces an additional +8. More money can be produced in many ways, but especially by building improvements like hamlets in surrounding tiles. Cities also consume money in maintenance costs that increase with more population, improvements and culture levels. City money surpluses are added to the national stockpile each turn (and shortfalls subtracted).

Cities produce a base yield of +0 food, stone and iron and wood. More of these resources can most easily be produced by workers building the appropriate resource improvements in surrounding tiles. These improvements can benefit from various bonuses such as terrain, but each one will at minimum produce +5 per improvement, and allow the training of associated specialists for more production. These resources interact with the national stockpiles in the same fashion as money.

Production speed in cities is limited by the yield of the associated resource, but once a city reaches it's second level of culture, it unlocks various options for rushing production of building tasks to a single turn. These all create unrest and spend another resource as well.

Hurry production Cost[edit]

Base formula 1. missing "production units" 2. + 50% (XML stored modifier) 3. + a base cost defined for each currency 4. +10% per previous rushing in the city using the same currency 5. + another global modifier 6. + missing percent to 50% (penalty if less than 50% completed) 7. rounding up to the next round 10

Citizens & Growth[edit]

Cultural Levels[edit]

Discontent Levels[edit]

Trade Network[edit]

Governors[edit]

Defense System & Combat[edit]