City Management
At the beginning there was a Village...
Your first city is a Village of 100 inhabitants, which population
will increase every season. All inhabitants belong to the race you selected
when newplayering. The first good harvesting building has also been
automatically constructed for you and you have a little supply available. Now
is the time to have a look at the building and unit
tree. See how every building and unit you may want to construct needs ressources, a varying amount of the five
available goods, and some production.
Urgent Search Engine Optimisation company in Perth WA Goods are gathered in each city storage rooms every season. The amount and
nature of harvested goods depends on the already present buildings. For
instance the Timberhouse will allow Wood production, whereas the
TrapperHouse helps to gather Leather. Harvesting building come in
Standard, Large, and also Huge size, each one producing more. The large-size
harvesting building is available to any race in its realm of origin. At last,
huge-size one is furthermore restricted to the Dwarves in inner Mountain
provinces only.
Production and supply depends essentially of the size of the city, but the
province profile in also taken into account. You get the most production in
inner mountains and the most supply in inner plains.
Trading Goods
The Merchant's Guild is the main commercial partner of a player. Every city
can trade with the local market. The Guild ensure delivery and
collection of goods for free, but make a 50% margin with buy/sell prices ratio.
Goods are automatically sold to the guild during the new season from a city
storage if there's no more room left.
Harvesting buildings add to the storage capacity of a town for a specific
good. You can also build a generic Warehouse.
You won't buy cheap goods that are producted far away at your local market.
Why not go and fetch them in their home realm ? Build the marketplace
and train a couple of Caravans, then send them at
the other side of the disc to buy those exotic goods cheaper. Beware of pirates
on the road though; have them wait inside
markets rather than on roads or have some military units escort
them.
Having built the marketplace, you'll be able to register
trade offers at the local market so that other players can send their
Caravans to your city to trade goods. You can't neither sell more expensive nor
buy cheaper than the local market, but Caravans usually make better business
trading with cities than the Guild.
Taxes
Every city has a taxe rate per inhabitants. Every season, the balance of your
advisor will go into your treasure room in Greystar. However,
high taxes are the best way to make the inhabitants unhappy, whereas low taxes
will give you additional supply to spend on units.
City Growth and Colonization
Population increasing every season, your Village will soon grow into a
Large Village and become a moderate-size Town, and with a lot
more time a Large City. Population growth max between 1000 and 2000
inhabitants, but there is no actual limit to the amount of inhabitants a
Large City can reach, beside time and end of age of course.
As said before, the more people you have in town, the more production is
available. But keeping a single city makes you vulnerable to military attacks
by other players, and won't allow you to win. Train a settler to extends your
empire to other horizons.
You can found a new city anywhere in the home realm of the settler but
also in any frontier province of an adjacent realm to the home one. For
instance, Humans can settle in all the western side of the Mountains and in
Lethan Valley. Settlers may also be used to transfer
100 inhabitants from one city to an existing city of the same race.
When you have at least 2 cities, think about having at least a Caravan to transfer goods between them when necessary.
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