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Cities are the most valuable part of your Empire. They produce resources, allow you to train units, provide defensive military structures to protect yourself, and project domain, which allows you to harvest the income from the treasure sites.

ResourcesEdit

See also:Resources

DomainEdit

Most resources are gained as income from your Cities. Cities have an inherent amount of Gold Text Gold and Production Text Production they generate, and they will project Domain, allowing you to harvest resources from the Treasure Sites around your cities. Only explored, unoccupied treasure sites inside your domain will generate resources (hence occupation by hostile independent or faction armies will deprive the city of that resource). These can be bonuses to Gold Text Gold, Mana Text Mana, Knowledge Text Knowledge or Production Text Production, or even increase the city's Happiness Text Happiness and Population Text Population. A treasure site outside your domain will never give any bonus to you.

Forts also project domain, but cannot profit from treasure sites producing Production Text Production, Happiness Text Happiness or Population Text Population, since they are merely military structures, without a population.

City SizeEdit

The gold income, the production and the domain are dependent on the City Size. There are five levels a city can have, from the smallest, Outpost, through Village, Town, City, and the biggest, Metropolis. For each level gained, a city will produce a higher Gold Text Gold income, receive higher Production Text Production, and it will increase it's domain radius, allowing the city to cover more treasure sites. These three factors grow in the following manner:

City Size Outpost Village Town City Metropolis
Req Population 100 3000 6000 12000 22000
Gold Text Income 2 10 20 30 40
Base Production Text 20 25 30 35 40
Domain Radius 2 3 4 5 6

Increasing GoldEdit

Gold Text Gold is probably the hardest resource to produce faster, as it cannot be enhanced with additional buildings. Therefore, after city size, it can only be increased in the following ways:

  • Higher Happiness Text Happiness
  • Treasure Sites
  • by Produce Merchandise
  • A selection of few city enchantments

Increasing ProductionEdit

Production Text Production can be increased simply by building Production Buildings, those having the following effectiveness:

for a total of +45 Production Text Production.
Aside from these, the only other options are:

Increasing DomainEdit

Aside from growing your city, there are a few other methods to increase your domain. The following three buildings will each increase the Domain Radius by 1:

This will result in a maximum Domain Radius of 9, which can only be exceeded by the Warlord, with the Authority of the Sword Authority of the Sword spell, for a Domain Radius of 10.

Mana, Knowledge and PopulationEdit

Cities do not produce Mana Text Mana or Knowledge Text Knowledge inherently, and to produce these from your cities, you will need to build the appropriate Buildings.

Producing ManaEdit

For Mana Text Mana, these are:

All of these will increase Mana Text Mana income by +10 Mana Text.
Mana Text Mana income can further be enhanced by:

  • Higher Happiness Text Happiness
  • Treasure Sites
  • by Generate Mana (Requires: Shrine)
  • Draconians have an innate +3 Mana Text Mana for each city.

Producing KnowledgeEdit

For Knowledge Text Knowledge, these methods are:

All of these will increase Knowledge Text Knowledge income by +10 Knowledge Text. Knowledge Text Knowledge income can further be enhanced by:

Increasing Population GrowthEdit

Base Population Text Population growth is +250 Population Text, regardless of city size. This number can further be enhanced by the following methods:

Both of these will increase Population Text Population growth by +100 Population Text. Population Text Population income can further be enhanced by:

  • Higher Happiness Text Happiness
  • Treasure Sites
  • by Build Housing
  • Some strategic spells and empire upgrades
  • Goblins cities have an additional +50 Population Text Population growth.

ProductionEdit

Cities will spend their Production Text Production on their currently assigned goal, until it is completed. If the city generates more production than required to finish, the excess production is lost.

Production can be hurried. This will cause it to complete the following turn. The cost for this is 50 Gold Text per turn gained, and it gives a 100 Happiness Text Happiness penalty for 5 Turns Text Turns. Necromancer cities instead spend 50 Gold Text and 50 Dead Population per turn gained.

Production Text Production can be spent on either building units or structures. Special activities are not affected by the amount of Production Text your city generates.

Produce MerchandiseEdit

All cities can produce Merchandise, and will automatically do so if they have not been assigned production, or when you don't have the Gold Text or Mana Text to initiate their current production goal. Producing merchandise increases the city's Gold Text Gold income by 50%. Human cities, if the Economic option is chosen by the Deity level of Racial Governance, have doubled effectiveness and having them produce merchandise will increase the city's Gold Text income with 100% instead.

Generate ManaEdit

Once a city has a Shrine, it can Generate Mana to increase it's Mana Text Mana income by 50%.

Seek KnowledgeEdit

Once a city has a Laboratory, it can Seek Knowledge to increase the city's Knowledge Text Knowledge income by 50%

Build HousingEdit

All cities that are not controlled by a Necromancer can build housing to increase Population Text Population growth by 50%.

Forge ItemEdit

A city with an Arcane Item forge can Forge Items. This is unique among the special activities in that it requires Production Text. See Arcane Item Forge for more details.

BuildingsEdit

Main Article: Buildings

All cities can construct the same upgrades with the exception of two buildings, being the defense and the highest military structure, and the class buildings. See the Buildings page for details, and the specific buildings, and the induvidual class pages for their specific buildings.


HappinessEdit

All cities have a Happiness Text Happiness level which indicated how content your citizens are. A high city happiness will enhance both income and production, while a low one will decrease those. These happiness values correspond to the following levels:

Levels of City Happiness

Happiness Rebellious Very Unhappy Unhappy Content Happy Very Happy Cheerful
Symbol
Worst Morale
Very Low Morale
Low Morale
Content
High Morale
Very High Morale
Best Morale
Range -600 and less -599 to -400 -399 to -200 -199 to 199 200 to 399 400 to 599 600 and more
Modifier -50 % -30 % -15 % - +15 % +30 % +50 %

City Happiness ModifiersEdit

City Happiness is affected by Empire Happiness as well as Race Happiness.

In addition, specific bonus and malus apply to cities:

Happiness Text Bonus Description Duration How to obtain
-300 Absorbing city While the absorption progresses Absorb a city you control
-200 Enemy in domain - At least one non-concealed hostile unit is in your domain
-200 Enemy at the gates - At least one hostile unit is in in one of the 7 central hexes of your city
-100 Hurried production 5 Turns Text Whenever you hurry production at this city (stacks)
+50 Is the throne city - As long as this city is the throne of your empire
+50 Leader in this city - As long as your leader is in the central hex of this city
+400 Liberated from Raiders! 10 Turns Text Take back control of a city that was yours and got conquered by roaming independents
+400 Crushed the Rebellion! ? ?

High HappinessEdit

When having Cheerful city happiness, there are more benefits than just the % based one, even if that is already a huge advantage. When Cheerful, the inhabitant of a city may organize certain events because they appreciate their leader, with a certain chance (20%-25%). The possibilities for these events are:

  • Praise the Leader Festival
    • Gives four times the cities gold income in Gold Text
  • Festival of Magic
    • Gives four times the cities mana income in Mana Text
  • Research Breakthrough
    • Gives four times the cities knowledge income in Knowledge Text
  • Summer of Love
    • Gives four times the cities population growth in Population Text
  • City Auto Completion Production
    • Automatically completes the city's current production.
    • If the city would have completed production anyway, completes the next item in queue

Low HappinessEdit

When happiness goes too far down, production and incomes are lowered with the same percentages, and when dropping to Very Unhappy or Rebellious, a city will start to rebel against you. Once this happens, there is an advance warning, and after a few turns, the city will start spawning rebels in the lands around your city, who will conquer the city if you do not guard it well.

BetrayalsEdit

If happiness is low enough, a city can betray it's owner. This means they will offer a quest to a player with a higher race relation with that city's race than the current owner, asking him to attack the city and liberate them from their current owner. Cities with Rally of the Populace Rally of the Populace on them may offer betrayal to the spell's caster even if their race happiness is not higher, but unhappiness is still required. Players attacking a city in response to a betrayal, have a unique city enchantment in their offensive siege. Gates start out breached and walls damaged, and for a number of Turns Text Turns, a random unit will be spawned for the attacker. This is a unit that can currently be build in the city with it's current owner. This includes racial units, machines and class unitsdetails about city

Unit ProductionEdit

One of the most important things about cities is that they allow you to produce more units to fight with. Out of all those, there are two units which you can produce independent of any structures you may or may not have:

After building the corresponding Military Buildings, you will be able to build the other racial units, which can be seen at the pages of the individual races:

The production of machines that aren't class specific will need the Production Buildings. These are:

Note that the Builder and Settler are technically not machines, but laborers.
All Class specific units require either a summoning spell, or a class specific buildings. These are, along with the produced units, listed on the Class pages:


Independent CitiesEdit

At the start of the game, the largest part of the cities are independent. They can be Hostile, Neutral or Friendly towards you.

  • Hostile cities will declare war on you on sight. The only way to get them is to march in and take them by force.
  • Neutral cities neither hate nor like you; you can declare war (100 Evil Text) on them to fight them, or you can wait for quests, or even speed up te process with some Gold Text Gold. However, you are not allowed to pass their domain without an open border agreement, which can usually be bought with a modest sum of Gold Text. Doing a quest for a Neutral city will make them Friendly towards you.
  • Friendly cities offer a peace treaty on sight. You are at once allowed to pass their domain, and they are likely to give you quests, which will raise your relation with them. Once the relation is high enough, they may offer Vassalage.
  • Vassals are cities that almost belong to your empire - you receive a portion of their income, capping out at 80% of their income, if you have maximum relations with them. However, you cannot build anything in a vassal city, and there are still independent guards. Once they are your Vassal for a number of turns, they can be convinced to completely join your empire for an amount of Gold Text Gold dependent on relation and distance.

ConquestEdit

Cities captured by conquest, whether they were independent or owned by another player, will not be of use to you at once - the populace will first have to accept your rule. This can be achieved in one of two ways:

Absorb
Absorbing a city will integrate the population into your empire. This process will take up any amount of turns between 1 Turns Text and 11 Turns Text, depending on alignment. The closer your alignment is towards that of the former owner, the faster a city will be absorbed.
Migrate to ....
Migration will throw out the original population, and replace it with people already in your empire. Therefore, you can only migrate to a race that has been absorbed into your empire. Migrating a city is an act of evil (100 Evil Text), and the time it takes depends on the distance towards the closest city of the desired race; the closer it is, the shorter it will take.

QuestsEdit

There are a multitude of quests a Neutral or Friendly city can give you, but most of them require you in one way or another to fight some independent units. After doing a quest for a Neutral city, it will become Friendly, while doing a quest for a Friendly city will raise your relation with them. Once your relation with them is high enough, they may offer to join your empire as part of the quest reward. However, regardless of whether they join you, they will always offer some units, and dwellings may also offer items as quest rewards.

Buying CitiesEdit

Sometimes, Friendly cities can be bought. They usually cost a hefty sum of Gold Text, increasing with city size. Once bought, they turn to your control, completely unguarded. Unless you have troops close by, it will make easy prey both for other players, as well as for wandering independents. Whenever you buy a friendly city, all current quests from that city for all players are halted(failed). Also, buying a city is an act of Good (150 Good Text).

To buy a city, when in the city diplomacy screen, select the "I think it's time you join my empire" option.

For a city to be able to be bought, you will need a high relation with that city. Also, it cannot be to shortly after making peace with the city.

Leader DeathEdit

Whenever a leader has been eliminated, all his cities will turn independent. They will be Hostile towards any players that had war with their previous owner, while being Neutral or Friendly with all other players. Once turned independent, there is no difference between them and other independent cities.

RazingEdit

Cities can also be razed of plundered for a variety of reasons - because you cannot hold it to your opponents, because absorb/migrate take to long, or because you don't like the race in question. Razing a city is an act of Evil (150 Evil Text), and always takes 2 Turns Text. If the city is captured by another player or the independents within this time, the razing is automatically cancelled. Alternatively, you can Plunder a city, which is just as evil (150 Evil Text), and takes 4 Turns Text. However, it grants some Gold Text and Mana Text. The Gold Text gained in plundering is 12 times the Gold Text income of the city per Turns Text, and the Mana Text gained in plundering is 12 times the Mana Text income of the city per Turns Text. Hasty Plunder Hasty Plunder Allows you to plunder a city at razing speed.

Once a city is razed, it leaves ruins behind on the map. Any player is able to rebuild the ruins with a Settler. Rebuilding a city will happen with 50% of the original Population Text Population, is an act of Good (150 Good Text), and will restore some, but not all of the city upgrades that were build previously.

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