Town: Difference between revisions
Siegfried.II (talk | contribs) (New page: == Town == Towns may be founded on plains. A town attracts more population than other fields and promises a higher gold income due to higher tax rates. A town not only brings taxes, but a...) |
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<small>Version 4.2</small> | |||
Towns may be founded on plains. A town attracts more population than other fields and promises a higher gold income due to higher tax rates. A town not only brings taxes, but allows nearby castles to recruit up to 15 % of the | ==Town== | ||
Towns may be founded on plains. A town attracts more population than other fields and promises a higher gold income due to higher tax rates. For each level of a town, population growth is increased by 0.5% in the town itself but also on the 6 adjacent fields. | |||
A town not only brings taxes, but allows nearby castles within a distance of 2 fields to recruit up to 15 % of the town's population for the training of your armies. | |||
Towns have an increased defense against attackers; furthermore, horsemen are hindered in towns similar to mountains and castles. Towns also allow the splitting of armies. | Towns have an increased defense against attackers; furthermore, horsemen are hindered in towns similar to mountains and castles. Towns also allow the splitting of armies. | ||
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{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
|- | |- | ||
!Construction time on an empty field | !Construction time on an empty field<sup>*</sup> | ||
!Rebuilding a ruin | !Rebuilding a ruin<sup>*</sup> | ||
![[ | ![[image:town_new_Ruine.png]] | ||
![[ | ![[Calculation_of_the_combat_value#Terrain_factor|Defense bonus]] | ||
! | !slots | ||
|- | |- | ||
| | |12<sup></sup> | ||
| | |6<sup></sup> | ||
|[[ | |[[image:town_new_L1.png]] | ||
| | | 0.10 | ||
| | |0<sup>#</sup> | ||
|- | |- | ||
| | |9<sup></sup> | ||
| | |5<sup></sup> | ||
|[[ | |[[image:town_new_L2.png]] | ||
| | | 0.11 | ||
| | |0<sup>#</sup> | ||
|- | |- | ||
| | |9<sup></sup> | ||
| | |5<sup></sup> | ||
|[[ | |[[image:town_new_L3.png]] | ||
| | | 0.12 | ||
| | |1<sup>#</sup> | ||
|- | |- | ||
| | |9<sup></sup> | ||
| | |5<sup></sup> | ||
|[[ | |[[image:town_new_L4.png]] | ||
| | | 0.13 | ||
| | |1<sup>#</sup> | ||
|- | |- | ||
| | |10<sup></sup> | ||
| | |5<sup></sup> | ||
|[[ | |[[image:town_new_L5.png]] | ||
| | | 0.14 | ||
| | |1<sup>#</sup> | ||
|- | |- | ||
| | |10<sup></sup> | ||
| | |5<sup></sup> | ||
|[[ | |[[image:town_new_L6.png]] | ||
| | | 0.15 | ||
| | |2<sup>#</sup> | ||
|- | |- | ||
| | |10<sup></sup> | ||
| | |5<sup></sup> | ||
|[[ | |[[image:town_new_L7.png]] | ||
| | | 0.16 | ||
| | |2<sup>#</sup> | ||
|- | |- | ||
| | |11<sup></sup> | ||
| | | | ||
|[[ | |[[image:town_new_L8.png]] | ||
| | | 0.17 | ||
| | |2<sup>#</sup> | ||
|- | |- | ||
| | |11<sup></sup> | ||
| | | | ||
|[[ | |[[image:town_new_L9.png]] | ||
| | | 0.18 | ||
| | |3<sup>#</sup> | ||
|- | |- | ||
| | |11<sup></sup> | ||
| | | | ||
|[[ | |[[image:town_new_L10.png]] | ||
| | | 0.19 | ||
| | |3<sup>#</sup> | ||
|- | |- | ||
|colspan="5"|Constructing a town atop another kind of ruin: | |colspan="5"|Constructing a town atop another kind of ruin: 16* | ||
|} | |} | ||
''*The provided construction | ''<sup>*</sup>The provided construction times do not take the research areas "Fatigue Duty" and "Industrial Cooperative" into account!''<br/>''<sup>#</sup>Slotnumber does not take the research area "Municipal Office" into account!''<br/>''The cancellation of construction orders is possible at any time. 90 % of the paid ressources are returned.'' | ||
''The cancellation of construction orders is possible at any time. 90 % of the paid ressources are returned.'' | |||
== Expansion of a Town by Slots == | |||
To better defend a town against sieges and to increase the output of your fields, towns can be expanded using slots. In the building menue, when a town is selected, slots can be filled with extensions when the respective research has been finished. Depending on the level of a town, more or less slots can be filled. Each expansion can only be built once with the exception of ballistas and mangonels. | |||
[[Image:Townextension_01..png|border|350px|center]] | |||
== Effects of different Slots == | |||
{| class="wikitable" style="text-align:center" | |||
|- | |||
!Warrior | |||
!Settler | |||
!Slot | |||
!Building Time | |||
!Effect | |||
|- | |||
|[[Image:slot.6.1.gif]] | |||
|[[Image:slot.6.1.gif]] | |||
|Towncharter | |||
|1<sup>*</sup> | |||
|Increases population growth in the city (but not on adjacent fields) by 9%. | |||
|- | |||
|[[Image:slot.7.1.gif]] | |||
|[[Image:slot.7.1.gif]] | |||
|Commerce Office | |||
|2<sup>*</sup> | |||
|Increases tax income in the city by 100%. | |||
|- | |||
|[[Image:slot.8.0.gif]] | |||
|[[Image:slot.8.1.gif]] | |||
|Fortification | |||
|2<sup>*</sup> | |||
|Increases the [[Calculation_of_the_combat_value#Terrain_factor|defense bonus]] by 0.3 (Warrior) or. 0.5 (Settler). | |||
|- | |||
|[[Image:slot.9.1.gif]] | |||
|[[Image:slot.9.1.gif]] | |||
|Lighthouse | |||
|2<sup>*</sup> | |||
|Increases the range of vision by 5 fields. | |||
|- | |||
|[[Image:slot.10.1.gif]] | |||
|[[Image:slot.10.1.gif]] | |||
|Guest House | |||
|2<sup>*</sup> | |||
|Increases the fatigue reduction by +1 for armies in the city. | |||
|- | |||
|[[Image:slot.1.gif]] | |||
|[[Image:slot.1.gif]] | |||
|Ballista Emplacement | |||
|1<sup>*</sup> | |||
|A slot with ballistas carries 4 ballistas, which are added toward the castle's militia. | |||
|- | |||
|[[Image:slot.3.gif]] | |||
|[[Image:slot.3.gif]] | |||
|Mangonel | |||
|2<sup>*</sup> | |||
|Every mangonel increases the [[Calculation_of_the_combat_value#terrain_factor|terrain factor]] during the defense of a castle by 0.03-0.05 points. | |||
|- | |||
|[[Image:slot.15.1.gif]] | |||
|[[Image:slot.15.1.gif]] | |||
|Miners Guild | |||
|2<sup>*</sup> | |||
|Increases the output of all mines by 10% in a range of 1 (until town level 5) or 2 (town level 6 or higher) 2 fields. | |||
|- | |||
|[[Image:slot.16.1.gif]] | |||
|[[Image:slot.16.1.gif]] | |||
|Craftsmans Guild | |||
|2<sup>*</sup> | |||
|Increases the output of sawmills, stone masons, and iron smelter by 10% in a range of 1 (until town level 5) or 2 (town level 6 or higher) 2 fields. | |||
|- | |||
|[[Image:slot.11.1.gif]] | |||
|[[Image:slot.11.1.gif]] | |||
|Farmers Guild | |||
|2<sup>*</sup> | |||
|Increases the output of grainfields, paddocks, mills, and bakeries by 10% in a range of 1 (until town level 5) or 2 (town level 6 or higher) 2 fields. | |||
|- | |||
|} | |||
''<sup>*</sup>The provided construction time does not take the research area "Industrial Cooperative" into account!''<br/>''The cancellation of construction orders is possible at any time. 90 % of the paid ressources are returned.'' | |||
== Minimum distance requirements == | == Minimum distance requirements == | ||
* '''Castle-Castle:''' 3 fields between building and construction site | * '''Castle-Castle:''' 3 fields between building and construction site | ||
* '''Town-Town''': 2 fields between building and construction site | * '''Town-Town''': 2 fields between building and construction site | ||
* '''Hafen-Harbour''': 2 fields between building and construction site | * '''Hafen-Harbour''': 2 fields between building and construction site | ||
* '''Castle-Town''': 1 field between building and construction site | * '''Castle-Town''': 1 field between building and construction site | ||
* '''Castle-Harbour''': 1 field between building and construction site | * '''Castle-Harbour''': 1 field between building and construction site | ||
* '''Town-Harbour''': 1 field between building and construction site | * '''Town-Harbour''': 1 field between building and construction site | ||
Latest revision as of 16:00, 9 May 2018
Version 4.2
Town
Towns may be founded on plains. A town attracts more population than other fields and promises a higher gold income due to higher tax rates. For each level of a town, population growth is increased by 0.5% in the town itself but also on the 6 adjacent fields.
A town not only brings taxes, but allows nearby castles within a distance of 2 fields to recruit up to 15 % of the town's population for the training of your armies.
Towns have an increased defense against attackers; furthermore, horsemen are hindered in towns similar to mountains and castles. Towns also allow the splitting of armies.
The construction of towns requires a minimum distance to castles, harbours and other towns!
Construction time on an empty field* | Rebuilding a ruin* | Defense bonus | slots | |
---|---|---|---|---|
12 | 6 | 0.10 | 0# | |
9 | 5 | 0.11 | 0# | |
9 | 5 | 0.12 | 1# | |
9 | 5 | 0.13 | 1# | |
10 | 5 | 0.14 | 1# | |
10 | 5 | 0.15 | 2# | |
10 | 5 | 0.16 | 2# | |
11 | 0.17 | 2# | ||
11 | 0.18 | 3# | ||
11 | 0.19 | 3# | ||
Constructing a town atop another kind of ruin: 16* |
*The provided construction times do not take the research areas "Fatigue Duty" and "Industrial Cooperative" into account!
#Slotnumber does not take the research area "Municipal Office" into account!
The cancellation of construction orders is possible at any time. 90 % of the paid ressources are returned.
Expansion of a Town by Slots
To better defend a town against sieges and to increase the output of your fields, towns can be expanded using slots. In the building menue, when a town is selected, slots can be filled with extensions when the respective research has been finished. Depending on the level of a town, more or less slots can be filled. Each expansion can only be built once with the exception of ballistas and mangonels.
Effects of different Slots
Warrior | Settler | Slot | Building Time | Effect |
---|---|---|---|---|
Towncharter | 1* | Increases population growth in the city (but not on adjacent fields) by 9%. | ||
Commerce Office | 2* | Increases tax income in the city by 100%. | ||
Fortification | 2* | Increases the defense bonus by 0.3 (Warrior) or. 0.5 (Settler). | ||
Lighthouse | 2* | Increases the range of vision by 5 fields. | ||
Guest House | 2* | Increases the fatigue reduction by +1 for armies in the city. | ||
Ballista Emplacement | 1* | A slot with ballistas carries 4 ballistas, which are added toward the castle's militia. | ||
Mangonel | 2* | Every mangonel increases the terrain factor during the defense of a castle by 0.03-0.05 points. | ||
Miners Guild | 2* | Increases the output of all mines by 10% in a range of 1 (until town level 5) or 2 (town level 6 or higher) 2 fields. | ||
Craftsmans Guild | 2* | Increases the output of sawmills, stone masons, and iron smelter by 10% in a range of 1 (until town level 5) or 2 (town level 6 or higher) 2 fields. | ||
Farmers Guild | 2* | Increases the output of grainfields, paddocks, mills, and bakeries by 10% in a range of 1 (until town level 5) or 2 (town level 6 or higher) 2 fields. |
*The provided construction time does not take the research area "Industrial Cooperative" into account!
The cancellation of construction orders is possible at any time. 90 % of the paid ressources are returned.
Minimum distance requirements
- Castle-Castle: 3 fields between building and construction site
- Town-Town: 2 fields between building and construction site
- Hafen-Harbour: 2 fields between building and construction site
- Castle-Town: 1 field between building and construction site
- Castle-Harbour: 1 field between building and construction site
- Town-Harbour: 1 field between building and construction site
Hints by experienced players
Towns should be build within 2 fields distance to a castle; only this allows for the recruitement of the town-population for armies. At the beginning of the Age, however, the building of a city is not advisable because of high material consumption.