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| '''Cities''' are the prominent physical manifestation of major [[Nations]] in the game and are the main source of [[Victory conditions|Victory Points]]. They are where citizens live, improvements built and yields accumulated. Cities are founded by a Settler [[Units|unit]] on a [[map]] tile that's part of a "city Site" cluster. Cities can also be conquered by military units from a rival nation, which gain control of the city after a short transition period.
| | #REDIRECT [[City]] |
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| ==Familiy Affiliation==
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| Upon founding or gaining control of a city, a player must assign one of the available [[Families]] to it. Doing so applies the familiy class bonus to the city and changes some [[Opinion]] modifier for all the families. If the city is the first for its family, it becomes the Family Seat and gain another unique bonus. Most family classes prefer their cities to be close to each other.
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| {| class="wikitable sortable"
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| ! width="80px" | Family Class
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| ! width="280px" | Family Cities
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| ! width="280px" | Family Seat
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| ! width="100px" | Notes
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| |-
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| | Artisans
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| * +4{{icon|culture|12px}} per turn
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| * +20% output from Mine & Lumbermill [[Improvements|improvement]]
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| * New Siege & ship units gain Ingenuity [[Promotions|promotion]]
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| * -2 turns to build Urban improvements
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| * Free Worker unit upon founding
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| |}
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| ==Borders==
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| ==Yields & Production==
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| === Hurry production Cost ===
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| Base formula
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| 1. missing "production units"
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| 2. + 50% (XML stored modifier)
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| 3. + a base cost defined for each currency
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| 4. +10% per previous rushing in the city using the same currency
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| 5. + another global modifier
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| 6. + missing percent to 50% (penalty if less than 50% completed)
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| 7. rounding up to the next round 10
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| ==Citizens & Growth==
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| ==Cultural Levels==
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| ==Discontent Levels==
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| ==Trade Network==
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| ==Governors==
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| ==Defense System & Combat==
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| [[Category:Cities|*]]
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| [[Category:Game Concepts]]
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