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HomeHome / Total War: Attila / Kingdom of Charlemagne (Age of Charlemagne) / Buildings / Metropolis
Metropolis Kingdom of Charlemagne (Age of Charlemagne)Kingdom of Charlemagne (Age of Charlemagne) City Level 5

Metropolis

Scale and grandeur that defines civilization.

Even in the ancient world, cities grew up in places where people had already been living for a long time because the sites were defensible, controlled river crossings, had natural resources nearby or were safe from floods and other natural disasters. Cities, despite their rulers’ best intentions, were rarely planned. There might be sections where public buildings stood by broad, open streets and temples were laid out in magnificent splendour, and patrician dwellings hid rich opulence behind bland frontages. However, it was just as likely, if you walked a few paces in the wrong direction, that you would find a maze of twisting backstreets, cheek-by-jowl houses, and run-down slums, alehouses and whorehouses, all jostling for what little space there was within the walls.

City

Ruined City
Ruined City
(att_bld_all_city_major_ruins)
City Level 0
Civitas
Civitas
(att_bld_roman_west_city_major_1)
City Level 1
Municipium
Municipium
(att_bld_roman_west_city_major_2)
City Level 2
Urbs
Urbs
(att_bld_roman_west_city_major_3)
City Level 3
Metropolis
Metropolis
(att_bld_roman_west_city_major_4)
City Level 4
Metropolis

Building Name

Metropolis

Level Name

att_bld_roman_west_city_major_4

Building Chain

City

Building Level

5

Create Time

8

Create Cost

12000

Effects

Road Development: 80 (region_to_region_own)
Wealth: 600 from subsistence (building_to_building_own)
Food consumption: -140 (region_to_region_own)
Growth: +8 (province_to_province_own)
Public order: +5 (province_to_province_own)
Squalor: +4 (region_to_region_own)
Settlement has high walls. (region_to_region_own)
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses. (region_to_region_own)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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