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City KushKush Provincial Capital Level 2

City

A centre of administration, religion and trade.

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. But equally likely, if you walked a few paces in the wrong direction, you would be guaranteed to find a maze of twisty backstreets, cheek-by-jowl houses, and run-down slums, alehouses, whorehouses and slaughterhouses, all jostling for what little space there was within the walls. The city was the world in miniature, with all the wonder and squalor that implied. Romans and Greeks equally could take civic pride in their urbanity and sophistication, and at the same moment be a little disgusted by the dirt and tawdriness of the back streets only yards away.

Provincial Capital

Small City
Small City
(dk_all_city_1)
Provincial Capital Level 0
City
City
(dk_all_city_2)
Provincial Capital Level 1
Large City
Large City
(dk_all_city_3)
Provincial Capital Level 2
Royal City
Royal City
(dk_all_city_4)
Provincial Capital Level 3
City

Building Name

City

Level Name

dk_all_city_2

Building Chain

Provincial Capital

Building Level

2

Create Time

3

Create Cost

2700

Effects

-1 food (this_region)
+8% wealth from all sources (regions_in_this_province)
300 wealth from subsistence (this_building)
+5 growth per turn (this_province)
+2 public order 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

120 Archers
120 Archers
Archers
(Afr_Archers)
Missile Infantry
120 Tribesmen
120 Tribesmen
Tribesmen
(Afr_Tribesmen)
Missile Infantry
160 Leopard Warriors
160 Leopard Warriors
Leopard Warriors
(dk_kush_leopard_warriors)
Spear Infantry
120 Royal Kushite Archers
Royal Kushite Archers
(dk_kush_royal_kushite_archers)
Missile Infantry
160 Nubian Spearmen
160 Nubian Spearmen
Nubian Spearmen
(Egy_Nubian_Spear)
Spear Infantry

Recruitable Units

Recruitable Units Lv. 0
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
160 Slave Infantry
Melee Infantry / Melee Infantry / (dk_kush_slave_infantry)
Slave Infantry
Slaves live with death each day; for them, war is just more unpaid work.
160 140 160 22 35 18 24 5 50 25
2
120 Slave Slingers
Missile Infantry / Missile Infantry / (dk_kush_slave_slingers)
Slave Slingers
Fighting from range increases a slave's life expectancy considerably.
120 210 250 20 150 7 25 8 24 3 20 10 45 25
3
160 Nubian Spearmen
Melee Infantry / Spear Infantry / (Egy_Nubian_Spear)
Nubian Spearmen
The harshest landscapes breed the toughest warriors. Nubians are no exception.
160 380 380 25 25 24 53 45 55 50
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