Town: Difference between revisions
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!Effect | !Effect | ||
|- | |- | ||
|[[ | |[[Image:slot.6.1.gif]] | ||
|[[ | |[[Image:slot.6.1.gif]] | ||
|Towncharter | |Towncharter | ||
|1<sup>*</sup> | |1<sup>*</sup> | ||
|Increases population growth in the city (but not on adjacent fields) by 9%. | |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 | |Commerce Office | ||
|2<sup>*</sup> | |2<sup>*</sup> | ||
|Increases tax income in the city by 100%. | |Increases tax income in the city by 100%. | ||
|- | |- | ||
|[[ | |[[Image:slot.8.0.gif]] | ||
|[[ | |[[Image:slot.8.1.gif]] | ||
|Fortification | |Fortification | ||
|2<sup>*</sup> | |2<sup>*</sup> | ||
|Increases the [[Calculation_of_the_combat_value#Terrain_factor|defense bonus]] by 0.3 (Warrior) or. 0.5 (Settler). | |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 | |Lighthouse | ||
|2<sup>*</sup> | |2<sup>*</sup> | ||
|Increases the range of vision by 5 fields. | |Increases the range of vision by 5 fields. | ||
|- | |- | ||
|[[ | |[[Image:slot.10.1.gif]] | ||
|[[ | |[[Image:slot.10.1.gif]] | ||
|Guest House | |Guest House | ||
|2<sup>*</sup> | |2<sup>*</sup> | ||
|Increases the fatigue reduction by +1 for armies in the city. | |Increases the fatigue reduction by +1 for armies in the city. | ||
|- | |- | ||
|[[ | |[[Image:slot.1.gif]] | ||
|[[ | |[[Image:slot.1.gif]] | ||
|Ballista Emplacement | |Ballista Emplacement | ||
|1<sup>*</sup> | |1<sup>*</sup> | ||
|A slot with ballistas carries 4 ballistas, which are added toward the castle's militia. | |A slot with ballistas carries 4 ballistas, which are added toward the castle's militia. | ||
|- | |- | ||
|[[ | |[[Image:slot.3.gif]] | ||
|[[ | |[[Image:slot.3.gif]] | ||
|Mangonel | |Mangonel | ||
|2<sup>*</sup> | |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. | |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 | |Miners Guild | ||
|2<sup>*</sup> | |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. | |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 | |Craftsmans Guild | ||
|2<sup>*</sup> | |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. | |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 | |Farmers Guild | ||
|2<sup>*</sup> | |2<sup>*</sup> |
Revision as of 18:00, 3 April 2018
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 time does 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 expansions 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.