Royal Karka
A shining city, a seat of power and a source of pride…The cities of the ancient world were situated where resources were plentiful and could be defended. River crossings, ports and natural trade routes were ideal locations for large populations to arise. Cities developed over long periods of time, often incorporating the architecture of earlier civilisations. In 305BC, the city of Seleucia vastly expanded an existing town on the west bank of the Tigris River. In the centuries that followed it came to rival the great Hellenic cities in magnificence. Often, planned expansion was limited to high-status quarters of the city: palaces, temples and public areas. Everyone else squeezed into the available space within the walls. This led to magnificent buildings being only a stone's throw from squalid slums.
Provincial Capital
Building Name Royal Karka |
Level Name east_city_royal_4 |
Building Chain Provincial Capital |
Building Level 4 |
Create Time 8 |
Create Cost 7500 |
Require Technology Improved Material Transportation |
Effects
+6 Eastern cultural influence (this_region)+6 artillery on walls (this_region)
-8 food (this_region)
+12% wealth from all sources (regions_in_this_province)
500 wealth from subsistence (this_building)
+3 growth per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (this_region)
+12 line of sight across borders (this_region)
Provides Garrison Army
(Eas_Archers)
Missile Infantry
(Eas_Ballista_Bastion)
Field Artillery
(Eas_Onager_Bastion)
Field Artillery
(Eas_Scorpion_Bastion)
Fixed Artillery
(Eas_Spear)
Spear Infantry
Recruitable Units
Recruitable Units Lv. 1 | ||||||||||||||||||
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No. | Unit | Sol. | Costom Cost | Recru. Cost | Unkeep Cost | Ship HP. | Ship Spd. | Msl. Dmg. | Rng. | Sht. /min | Amo. | Mle. Atk. | Mle. Dmg. | Chg. | Mle. Def. | Arm. | HP. | Mor. |
1 |
Melee Infantry / Melee Infantry / (Eas_Hillmen) Hillmen Unschooled in formal warfare, these hillmen are canny fighters if used correctly. |
|||||||||||||||||
160 | 310 | 270 | 25 | 34 | 11 | 42 | 52 | 65 | 35 | |||||||||
2 |
Cavalry / Missile Cavalry / (Eas_Horse_Skirm) Horse Skirmishers These horsemen are useful, swift-moving skirmishers, well able to harass an enemy. |
|||||||||||||||||
90 | 390 | 390 | 30 | 75 | 8 | 18 | 12 | 36 | 18 | 37 | 49 | 90 | 25 | |||||
3 |
Missile Infantry / Missile Infantry / (Eas_Javelinmen) Eastern Javelinmen These skirmishers harass an enemy line with javelins, screening their comrades in the process. |
|||||||||||||||||
120 | 500 | 500 | 32 | 70 | 9 | 18 | 7 | 23 | 3 | 31 | 52 | 50 | 20 | |||||
4 |
Missile Infantry / Missile Infantry / (Eas_Slingers) Eastern Slingers Even giants can be humbled by nimble slingers. |
|||||||||||||||||
120 | 500 | 500 | 22 | 155 | 8 | 35 | 7 | 23 | 3 | 31 | 52 | 50 | 20 | |||||
5 |
Melee Infantry / Spear Infantry / (Eas_Spear) Eastern Spearmen Cheap spearmen are not necessarily poor spearmen. |
|||||||||||||||||
160 | 280 | 280 | 15 | 29 | 11 | 53 | 63 | 65 | 30 |
Disqus |
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