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page is where you can add more structures to your city. Many of these structures will add to your city's production of various stores and materiel. Others are very important for the welfare of your population.
On the left of the screen is the menu of the various develops you can place. These are in the DEVELOPMENT OPTIONS
section in the lower part of the menu. Click on one of these, Housing 2 for instance, and you will see a larger version of the icon and an explanation of what it does and how much it costs to build in the SELECTED DEVELOPMENT
section just above that. Note that if the development takes more than 1 turn to build, you will be paying that cost on each of those turns while it is under construction. Housing 2 shows Worker: 20, Lumber: 20, Stone: 20, Metal: 4, Treasure: 20, Time: 2 months, so the cost will be 20 Lumber, 20 Stone, 4 Metal and 20 Treasure for each of the 2 months' turns. You will use 20 of your workers for each month during this time, as well.
To place a development, simply click on the map where you'd like that development placed. Most development require a particular terrain where they are placed. Timber, for instance, can be placed only on a Forest hex. The game will tell you if you cannot place a development in a particular hex. Almost all the structures require a clear or Arable Land hex. You can select the red 'X' then on the map to erase an undesired feature in a hex. (At some point this will cost something, but right now you are free to erase anything you'd like!)
Be careful not to overbuild, especially when you are just starting out. Housing is your best bet, as then your growing population won't be sleeping under trees and in fields! The "Quantity" number on the City
screen shows the number of people who can be housed, so keep an eye on that as you play.
There are two choices that are not developments, but may be important. The blue circle O
, which resets your develop choice, and does nothing when you click on the map. This will help prevent mistakes. The red X
, which allows you to remove unwanted features in terrain, such as a stone resource right where you want to build a Tower.
The DEVELOPMENT COST AND CITY RESOURCES
section show in the Cost line how much the developments you've placed will cost each turn. The Stores line shows what you currently have in your City. Remember that most developments take more than 1 turn (month), so don't spend everything you have without considering the time required to build these developments!
When you are satisfied with what you've done, click the Save
button and you will commit your decisions. If you wish to start over, just click the Develop
menu choice at the top again, and click OK
to navigate away and lose your changes.Development Costs
|Arable Land||Arable Land may be developed into Agriculture.
|Forest||Forest may be logged by Timber development.
|Rock||Rock may be quarried by the Quarry development.
|Lode||Lode may be mined by the Metal Mine development.
|Ore||Ore may be mined by the Mineral Mine development.
|Agriculture||Build on Arable Land to provide farm goods to feed your people.
|Timber||Build on Forest to provide raw material for your Sawmills.
|Quarry||Build on Rock to provide raw material for your Masons.
|Metal||Build on Lode to provide raw material for your Smelters.
|Mineral||Build on Ore to provide raw material for your Jewelers.
|Bakery||Bakeries add to Agriculture to provide additional food for your people.
|Sawmill||Sawmills process Timber into Lumber to provide building materials for structures.
|Mason||Masons process Quarry output into Stone to provide building materials for structures.
|Smelter||Smelters process the Mine output into Metal to provide building materials and raw material for Armor
|Jeweler||Jewelers process the Mineral output into precious materials, adding to your Treasure.
|Housing||Housing is necessary to provide a place for your people to live.
|Market||Markets add to your Trade capability, allowing you better access to other markets.
|Warehouse||Warehouse is required for storing most of your production and facilitates Trade.
|Guild||Guild trains scouts, spies and diplomats.
|Arts||Arts boosts your population Morale and Loyalty.
|Road||Roads facilitate movement and trade.
|Bridge||Bridges facilitate movement and trade over river hexes.
|Wall||Walls are defensive structures that help protect the city.
|Gate||Gates are defensive structures that allow movement through them.
|Tower||Towers are defensive structures that provide both defense and attack advantage.
|Armorer||Armorers produce Armor for your troops or for trade.
|Weaponer||Weaponers produce Weapons for your troops or for trade.
|Bowyer||Bowyers produce Bows and Arrows for your troops or for trade.
|Breeder||Breeders produce Mounts for your troops or for trade.
|Magician||Magicians produce Magic to make potions and other enchanted items for your troops or for trade.
|War College||War College enhances your Warrior skills and maximum level.
|Academy||Academy enhances your Knight skills and maximum level.
|Woods Lore||Woods Lore enhances your Ranger skills and maximum level.
|Temple||Temple enhances your Priest skills and maximum level.
Last Edit 02-17-2010 01:23 AM