You will want to inspect cities that have just grown and adjust the tile or role for which the new citizen has been placed. When your cities grow and produce new citizens, the game's "default governor" automatically assigns them to work the nearby terrain it deems best. A Laborer provides one extra shield (production point) per turn. A Farmer provides one extra food per turn. If you own the Adam Smith wonder: A Merchant provides two extra trade and one extra gold per turn. A Scientist adds three points to your research output. A Tax Collector provides three extra gold per turn for your treasury. But citizens can also assume a specialist role.Īn Entertainer produces two luxury points for their city. Most Commerce units (such as Caravans, Freight, Triremes, and Galleys) can contribute their full shield cost into the construction of a Wonder.įrom left to right: Entertainer, Scientist, Tax Collector Laborer, Merchant, FarmerĪ city citizen usually extracts resources from one terrain tile. While buildings affect only their own city, many wonders benefit all your cities. Wonders are unique structures that confer special advantages to your civilization. If a turn comes where you cannot pay the upkeep on all your buildings, some will be automatically sold. You can dismantle and sell a building, receiving one gold for each shield used in its construction. Once completed, most buildings require an upkeep of gold every turn. It costs production points ( shields) to construct buildings - often taking several turns. Most buildings become available when you achieve certain technologies, while other technology makes buildings become obsolete. Workers, Settlers, and Engineers could even transform the terrain to make the tile less productive, just like the Romans sowing the fields of Carthage with salt.Ĭities may be enhanced with buildings, each with a different effect. Most units can be ordered to pillage, which destroys tile improvements. You also can't work terrain if an enemy unit is standing on it: this means you can siege an enemy city by putting your units on the valuable resources of an enemy city. You cannot begin working a tile which a neighboring city is already working, nor can you work terrain inside another nation's borders. If the city has a Supermarket, the city center tile gets an instant +50% food bonus, which can eventually become a 100% bonus if double irrigated as Farmland.Ĭity tiles are automatically developed with Roads and other transportation improvements such as Bridges, after you have the required tech. Irrigating the tile will therefore give it no buns, except in the case of Desert Rivers. City centers also gain whatever food bonus the terrain would get if irrigated. In addition, the city center always produces at least one food point and at least one production point. City centers give free output without being worked by a citizen. Review the terrain chart to see the output of each type of terrain tile, special resources on that tile, and improvements like roads, irrigation, or mines.Ĭity Centers - The tile on which a city is located is called the city center. By de-selecting a tile, the player can choose another tile to work, or assign the citizen to be one of 3 types of specialists (or 6 types with the Adam Smith wonder.) Each active tile is labeled with an XY Z showing the food/production/ trade it generates every turn. To extract resources from a tile, you assign a citizen to work that tile from the city window. The example city on the right has all 4 of its citizens working tiles. Below is shown how a city's citizens extract natural resources, and how to increase city productivity.Įxample city: Note radius of workable tiles.Įach city works terrain in a 5×5 grid around the city, minus the corners. Each city on the map is labeled with its population, or size.Ĭities create production, gold, national territory, and technology. With the loss of its last citizen, a city disappears. Famine, war, or making population units will reduce a city's population. A city can grow to larger sizes and have many citizens working many tiles around it. Two keys to success in the game are: (1) Having as many cities as prudently possible and (2) Quickly growing them to be large.Ī city is created when Settlers or Founders do the Build City ( B) command on a tile. 9.11 Buildings affecting growth and happinessĬities are the source of all your economic output.9.9 Empire size can affect city happiness.9.8 Military units can affect city happiness.
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