Difference between revisions of "Cities"

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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.  
'''Cities''' are the basis of major [[Nations]] in the game, and are the primary source of [[Victory conditions|Victory Points]]. Cities always produce a basic amount growth, training, and civics. These resources are used to construct new units and projects- and of these types, the two types not being used for building will be added to a national stockpile instead. Cities can also produce gold, food, stone and iron, but this usually requires workers to build improvements on the surrounding tiles.


==Familiy Affiliation==
New cities are founded by bringing Settlers [[Units|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.
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.


{| class="wikitable sortable"
==Family Affiliation==
! width="80px" | Family Class
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.
! width="280px" | Family Cities
! width="280px" | Family Seat
! width="100px" | Notes
|-
| Artisans
|
* +4{{icon|culture|12px}} per turn
* +20% output from Mine & Lumbermill [[Improvements|improvement]]
* New Siege & ship units gain Ingenuity [[Promotions|promotion]]
|
* -2 turns to build Urban improvements
* Free Worker unit upon founding
|
|}


==Borders==
==Borders==


==Yields & Production==
==Yields & Production==


=== Hurry production Cost ===
=== Hurry production Cost ===

Revision as of 15:37, 26 June 2022

Cities are the basis of major Nations in the game, and are the primary source of Victory Points. Cities always produce a basic amount growth, training, and civics. These resources are used to construct new units and projects- and of these types, the two types not being used for building will be added to a national stockpile instead. 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 Settlers 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

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

Yields & Production

Hurry production Cost

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

Cultural Levels

Discontent Levels

Trade Network

Governors

Defense System & Combat