109 lines
4.9 KiB
Markdown
109 lines
4.9 KiB
Markdown
# City Status
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**Entity Type:** SystemEntity
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City Status is a measure of growth determined by a city's population. As status increases, cities gain bonuses to Belief, Knowledge, and Prestige per residence, but also incur penalties to Health, Happiness, and Fire Safety.
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## Overview
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- Population determines city status
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- Higher status grants bonuses per residence (Belief, Knowledge, Prestige)
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- Higher status incurs penalties (Happiness, Health, Fire Safety)
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- Starting at City Status II (Minor City), incidents like disease, fire, or unrest can occur
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- Penalties scale based on exact population, not just status tier
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- Two cities with the same status may have slightly different penalties based on where their population falls within the range
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## Regional Differences
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- **Latium:** Standard population requirements, more islands with larger open spaces
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- **Albion:** Lower population requirements due to smaller islands; bonus pattern differs based on Celtic or Romanized path (more Knowledge or Belief bonuses respectively)
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## City Status Tiers (Latium)
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| Status | Population | Penalties | Bonuses (Per Residence) |
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|--------|------------|-----------|------------------------|
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| Outpost (I) | 0-200 | None | None |
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| Minor City (II) | 200-400 | None | None |
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| Major Colonia (III) | 400-800 | -1.3 Fire Safety | +1 Belief |
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| Major Imperial City (IV) | 800-1,500 | -2.5 Happiness, -2.5 Fire Safety | +2 Belief, +1 Knowledge |
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| Vast Imperial City (V) | 1,500-3,000 | -5 Happiness, -2.5 Health, -3.8 Fire Safety | +3 Belief, +2 Knowledge, +1 Prestige |
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| Minor Megalopolis (VI) | 3,000-5,000 | -7.5 Happiness, -5 Health, -5 Fire Safety | +4 Belief, +3 Knowledge, +2 Prestige |
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| Growing Megalopolis (VII) | 5,000-7,500 | -10 Happiness, -7.5 Health, -6.3 Fire Safety | +5 Belief, +4 Knowledge, +3 Prestige |
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| Minor Monstropolis (VIII) | 7,500-10,000 | -12.5 Happiness, -10 Health, -7.5 Fire Safety | +6 Belief, +5 Knowledge, +4 Prestige |
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| Growing Monstropolis (IX) | 10,000-15,000 | -13.8 Happiness, -12.5 Health, -7.8 Fire Safety | +7 Belief, +6 Knowledge, +5 Prestige |
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| Major Monstropolis (X) | 15,000-20,000 | -15 Happiness, -12.8 Health, -8 Fire Safety | +8 Belief, +7 Knowledge, +6 Prestige |
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| Vast Monstropolis (XI) | 20,000-25,000 | -16.3 Happiness, -13 Health, -8.3 Fire Safety | +9 Belief, +8 Knowledge, +7 Prestige |
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Cities can grow beyond Status XI, following the same bonus/penalty patterns.
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## Penalty Curve
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After Vast Imperial City (V), bonuses grow linearly (+1 Belief, +1 Knowledge, +1 Prestige per tier). However, penalties grow unevenly:
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- **Health penalties** increase sharply in early Megalopolis tiers
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- **Happiness penalties** increase significantly at each tier
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- **Fire Safety penalties** grow more gently
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Example: Transitioning from Vast Imperial City (V) to Minor Megalopolis (VI):
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- Fire Safety: -3.8 to -5 (moderate increase)
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- Health: -2.5 to -5 (doubles)
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- Happiness: -5 to -7.5 (50% increase)
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The curve evens out around Status IX-X. Additionally, an Amphitheatre provides island-wide happiness bonuses that can negate happiness penalties entirely while also boosting population.
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## How to Raise City Status
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Status is tied to population, so the primary method is building more residences. However, each residence can house more citizens by:
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1. **Upgrading to higher population tiers** - A Liberti residence holds ~14 people; a Patrician residence can hold 30+
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2. **Providing goods with population bonuses**
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3. **Building services and marvels**
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4. **Using specialists** that provide population bonuses
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### Population-Boosting Goods
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| Good | Notes |
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|------|-------|
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| Sardines | Basic food |
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| Porridge | Basic food |
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| Cockles | Seafood |
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| Eels | Seafood |
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| Bread | Staple food |
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| Cheese | Processed food |
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| Beer | Beverage |
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| Sausages | Processed meat |
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| Roast Beef | Luxury food |
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| Oysters with Caviar | High-tier luxury |
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### Population-Boosting Services and Marvels
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| Service/Marvel | Region |
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|----------------|--------|
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| Market | Both |
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| Tavern | Latium |
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| Bardic Hearth | Albion |
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| Gambling House | Requires technology |
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| Elder Council | Celtic |
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| Forum | Latium |
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| Baths | Both |
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| Amphitheatre | Both |
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| Shrine of Ceres | Latium |
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| Shrine of Epona | Both |
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| Shrine of Mars | Latium |
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### Specialist Example
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**Baker Augcrusta** adds +2 population when citizens are supplied with bread. This affects all Plebeians, Mercators, Equites, Nobles, and Patrician housing.
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## Tips
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- Higher tier houses can benefit from lower tier goods, but not vice versa (Patricians can eat Sardines, but Liberti cannot use Oysters with Caviar)
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- Place Specialists in a Villa or Officium for additional bonuses
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- Settling additional islands or opening trade routes helps provide exotic goods
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- Use the "City Status on Incidents" game setting to adjust penalty difficulty
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## Related Systems
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- [Area Effects](./area-effects.md) - Building proximity modifiers
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- [Maintenance Model](./maintenance.md) - Building upkeep costs
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