Your city starts with 10,000 people. Each 1000 people generate 1 labor and consume 1 food. Labor points may be used to work the terrain surrounding your city producing resources, or used in the city to build or staff buildings.
Your city is surrounded by 18 tiles of varying terrain types. Rivers and special resources (like ores, luxury foods, or magical reagents) can be found in some tiles. Each tile plus its basic improvements can both be fully worked by a single labor point. It is possible that advanced improvements will allow multiple laborers to work a single tile.
Labor may also be spent on construction (in or out of the city) or on manning buildings.
Unused resources will automatically be stored. Standard warehouses can store 20 resources of each type, excluding perishables like food. Resources may be used in the same turn they are produced. Extra resources over the storage limit are considered to be either given away to the populace or stolen.
Urban buildings are made in the city itself, like a smithy, library, or shrine. Some of these have modest staffing requirements and provide a constant benefit. A generic shrine, for instance, gives a passive bonus of 1 spirituality luxury good. Others allow new types of labor to be performed in the city. A smithy allows ores to be processed, for instance, and a hall of learning allows labor to be spent on research.
You may also construct rural terrain upgrades. These generally increase the resource output of the tile they are built in. Plains, for instance, can be irrigated to raise their food output from two to three. Most upgrades are mutually exclusive - you can't build a quarry and irrigation in the same tile - but a few, like walls, can be built alongside others.
The attitude of your citizens is very important! The happier your people are, the more immigrants you attract and the faster your population grows. What's more, at very high and low morale, their productivity is affected. Morale is capped at ten, with a base of five, and can be adjusted by many factors. The effects of morale are as follows:
Morale:yearly population growth
0: -6%, -50% production, rebellion brewing
1:-4%, -30% production
2:-2%, -20% production
3:0, -10% production
4:2%
5:4%
6:5%
7:6%
8:7%, +10% production
9:8%, +15% production
10:10%, +20% production
Some luxury goods can be consumed for morale bonuses. Each point of a luxury good supplies 10,000 people, but goods may be partially consumed down to 0.1 units. Additional luxury goods of the same type provide no benefit; different types are needed. If you have more than two morale from luxury goods, further bonuses become harder to get; each additional point of morale takes two different resources.
That is, to get +1 morale, every pop needs to consume 0.1 of 1 type, +2 morale takes 2 types per 1000 people, +3 takes 4, +4 takes 6, +5 takes 8, etc.
The most common luxury good is clothing, available by refining wool produced by hills. Your people can scrounge for furs and such to keep themselves dressed, but they're happier if they don't have to.
Leather may also be used to craft clothing.
Every civilization has a few citizens with unusual skills and aptitudes. They may be great military leaders, ingenious engineers, wise sages, or any number of other things. Leaders can provide bonuses to appropriate activities - a sage can lead research efforts in your hall of learning to speed your research, for instance. Possibly more important, however, many buildings cannot be built or operated at all unless you have an appropriate leader available. Without a general, for example, a military school cannot be built, nor can it be used while he is away. Other structures only require a leader to be built - building a huge castle requires a skilled engineer, but once it's done he can move on to other things.
Leaders of the same class have the same basic abilities, but each also has their own special ability. You may not initially know what this ability is, however; it must be discovered either by putting the leader in an appropriate situation or through a random event. Alduf the Sage might be a brilliant teacher of magic, giving bonuses to your wizards, but you might not know it if you never put him in charge of a magical college.
Most military units will consist of 100 people, given any weapons and equipment you see fit to assign them. They will usually require one turn to train. You may train them on the same turn you make their equipment, but this will give them a morale debuff for their first turn while they finish acclimating to their gear. You must have the free population available at the start of the turn you train them.
As an example unit, I will train a unit of Spearmen, with wooden spears.
Spearmen - 2s/2d, 100/100, 10/10ml, 3mv
They have 2 shock attack, 2 defense, 100 HP, 10 morale, and have a tactical speed of 3. They have no traits or special strategic movement modifiers.
There are initially three kinds of attack damage: Shock, charge, and ranged.
Shock is a typical melee attack.
Charge is a special melee attack that can deal devastating bonus morale damage to units with a low shock attack rating on its first turn engaging them. Some units, such as pikemen, have a bonus trait to further resist charge damage.
Ranged attacks deal bonus morale damage and often get a bonus round before combat begins.
HP shows how many are alive. It will recover on its own if civilians can be assumed to reach the unit, and recovers fastest when stationed in a town. It takes population to recover.
Permanent HP damage is possible, usually representing a loss of difficult to replace equipment or war beasts. This will take special measures to recover, such as figuring out how to enchant your own artifact shields or establishing trade with someone who has trained pegasi.
Morale indicates discipline, willingness to fight, and to a degree, stamina. It affects the damage dealt, how likely a unit is to retreat during combat, and their chance to succeed at any complicated tactical orders the player gives. Units will frequently get temporary morale boosts to represent combat experience.
Tactical speed will be used behind-the-scenes to calculate combat. It also affects chances at certain tactical orders.
Units will not level up, per say, but may gain traits for special performance or over time as a unit builds institutional knowledge and passes it down. It may be possible to research a way to spread such training to new units. The more traits a unit has, the harder it will be to gain new ones.
Units may be upgraded with new equipment if they spend a turn training. They will typically keep their old traits, unless it would give such nonsense as longbowmen with great cavalry charge abilities.
You may decide to train unarmed units with no equipment. They will have bad morale, and civilian morale will be more strongly impacted by casualties.
As noted earlier, each 1000 people consume 1 food a turn. If extra food is available, it provides morale bonuses - each point of extra food counts as a luxury good for 2000 people.
Famine can easily be disastrous. If there is not enough food, a third of the unfed portion of the population dies or leaves every turn, and morale is reduced by two until the situation is resolved.
Military units consume double food. That is, a standard unit of archers with 100 population will consume 0.2 food per turn. If forced to forage in the wilderness (Extended global travels without supplies or a lack of food), they'll lose morale and health, based on how hospitable the terrain is.
Excess population beyond a 1000 mark will add into a sort of bonus labor pool, rounded down to the 100 level. This will continue to increase each turn. When it reaches 1000, the population will be considered to have an extra 1000 people for the next turn for labor and needs purposes. They'll produce more labor, require food, use luxuries, and be taxed just like a normal 1000 people. This extra will be noted in the turn text.
Initially, your people don't use money much. This changes once you research Trade. Money is used mostly for upkeep of military units and for trading. Each 2000 people produce 1 gold in tax income, and each military unit requires 1 gold in upkeep costs. Before trade is researched, you may only support three military units.
Researching Trade will cause your people to begin producing a small amount of free Trade Goods. Each civilization's trade goods are considered to be a unique luxury good, but they cannot use their own.
Research points are produced primarily with labor spent at the Hall of Learning. You may tell your researchers what you want them to work on, but they may surprise you from time to time. Plus, there is a large random component to research speed, so don't assume much.
The 18 hex tiles surrounding your city are available for production, but tiles being used for production may need to be protected. Enemies can keep you from working tiles, and may also destroy improvements in them. Units in your city may be ordered to defend terrain tiles, or not, as you prefer. Walls improve the strength of your units when they're defending any tile they enclose, but are of no use outside them.
Your tiles may be referred to by number as follows: The tile directly above and right of your city is tile 1, and the remainder of the inner ring is numbered 2 through 6 clockwise. The top middle tile is number 7, and the rest of the outer ring is numbered 8 through 18 clockwise.
Civilizations with an appropriate technology can produce settler units by spending 5 labor, 5 food, and 5 wood. This also reduces the city's population by 5,000. Settlers move like military units, and can be expended to produce a colony or town, depending on the technology used.
Colonies take 10 money in startup costs, and represent relatively small settlements dependent on their parent city for most production. They grow randomly with up to two chances to grow per era, based on when they were founded or last grew. They send resources back to their parent civilization based on their location. Colonies with little or no farmland may require steady food shipments, as well. Colonies initially have no ability to raise military units, and rely on their parent city for protection.
A player may only control one city at a time, although the possibility exists for independent towns to loosely align themselves with a player, trading resources for protection.
Random events will occur as the game goes on. These can be beneficial or harmful. Bad harvests, raiders, abundant harvests, or traveling merchants are a few possibilities. There is no way to prevent them, but bad harvests can be negated by having a granary with enough food stored. Raiders won't be able to do much if there is an army defending the town.
Colonies will have separate chances for random events.
The first era will have more bad events, and higher chances of exploration events, good and bad. Early overextension is dangerous, but may be profitable.
Horses and similar beasts of burden have a few uses. Two maybe be turned into a labor point for the express purposes of working terrain or improving it. They may be eaten if times are hard, for +2 food. With the proper training, horses or beasts of burden may be used as part of a military unit, for cavalry.
Horses or other beasts of burden may be gained through random event, exploration, or raiding. Building a horse farm with them is advised, so that more may be trained.
Military schools give a second training slot. Training slots may be used to train for new traits, if unlocked, or to (re)train a unit to use a new equipment loadout.
There is one exception. A unit with 0 traits, or a new unit, may train to both have a trait and get a new equipment loadout for 1 training slot.
You may also use a training slot to get a temporary morale boost, or a temporary boost for a particular terrain type (this may evolve into a full trait for the unit if they use it in combat). The morale boost roll table will be improved with a military school, staffed or not. The roll table will be improved with a general assigned to training, stackable with the improvement from the military school. There will be strong diminishing returns from trying to get two morale boosts from training at once on one unit.
Laborers get resources
Trickle resources, like Trade's effects
Laborers do tasks that use resources
Population eats and uses luxuries
Civilian morale changes
Population grows
Bonus labor pool increases
Military trained
Disasters rolled and declared
Military moves
Military fights
Military raids, explores, and resolves military events
Civilian morale changes from military and disasters
Other disaster effects, like destroyed stockpiles
Other stockpile changes, like trade.
Morale productivity bonus calculated for next turn
Reference:Plains (Yellow)
2 food
Hills (Brown)
1 food, 1 wool
Forest (Green)
1 food, 1 wood
Mountains (Grey)
1 stone
Ocean/lake (Blue)
2 food
River (Blue line)
+1 food
Terrain improvements (and technology required)
Only improvements marked with a * will take effect on the turn construction finishes.
Irrigation (Farming)
Plains or hills
Requires river or lake present or adjacent
no resources, 2 labor
+1 food
Quarry (Construction)
Hills or mountains
no resources, 2 labor
+1 stone
Pasture (Animal taming)
Hills
1 wood, 3 labor, optionally 1 animal
+1 food OR +1 wool OR +1 animal (and -1 food)
Woodcutting village
Forest
2 wood or stone, 2 labor
+1 wood
Hunter's camp (Archery)
Forest or Swamp
2 wood or stone, 2 labor
+1 food OR +1 leather
Fishing wharf (Fishing)
Ocean/Lake
Requires land adjacent
2 wood, 2 labor
+1 food
Horse Farm (Animal Taming)
Plains
1 wood or stone, 1 horses, 2 labour
+1 horses
Mine (Mining)
Mountains or hills
Requires ore present
1 wood, 3 labor
Production depends on ore type
*Palisade:
Any land, including city hex
2 wood, 2 labor
No tech required
Protects hex against raiders while city is garrisoned, and increases strength of hex defenders while wall is intact by 20%.
*Stone Wall:
Any land, including city hex
3 stone, 3 labor
Construction
Better protects hex against raders while city is garrisoned, and increases strength of hex defenders while wall is intact by 40%.
Only buildings or effects marked with a * take effect on the turn construction finishes.
Explorers Hall
1 wood or stone, 1 labor
Exploration
Allows one labor to be used to train a unit with the Explorer trait, increasing exploration speed and safety.
*Finds or generates one time-limited opportunity per era.
Hall of Learning
2 wood or stone, 2 labor
No tech required
Allows up to three labor to be used on research
Standard Warehouses
Free
No tech required
Stores 20 of each non-food resource type
Stables
2 wood or stone, 2 labor
Horseback riding
Allows production of mounted units
*Granary
2 wood or stone, 2 labor
Construction
Allows storage of up to 20 food
*Warehouses
3 wood or stone, 3 labor
Construction
Increases storage by 20 of each non-food resource type.
Shrine
2 wood or stone, 2 labor
No tech required
+1 Spirituality luxury
Tombs
3 wood or stone, 3 labor
Ceremonial Burial
+1 Spirituality luxury
Marketplace
2 wood or stone, 3 labor
Trade
+50% tax income
*Town Hall
3 wood or stone, 3 labor
Town Planning
Increases the population soft cap from 12,000 to 16,000.
Military workshops
2 wood or stone, 2 labor
No tech required
Doubles production speed of weapons and armor (Normally 2 labor for each)
Clothier's workshops
2 wood or stone, 2 labor
No tech required
Doubles production speed of clothing and luxury clothing (Normally 1 labor for each)
Military school:
2 stone or wood, 4 labor
No tech required
Requires General to build and operate
Train up to 2 units/turn
Canoe Workshop:
3 wood or stone, 3 labor
Canoe Crafting
Build up to 1 canoe/turn
Animal Taming
Build Pasture
Build Horse Farm
Archery
Build hunter's camp
Build archery units
Canoe Crafting
Build Canoe Workshop
Ceremonial Burial
Build Tombs
Construction
Build stone walls, quarries, granary
Exploration
Build Explorer's Hall
Farming
Build irrigation
Fishing
Build fishing villages
Horseback Riding
Build Stables, Horsemen
Mining
Build mine
Prospect ores
Primitive Pottery
Craft Pottery for 3 labor
Town Planning
Build Town Hall
Trade
Enables money
Trade Goods free trickle at 0.1 per 3000 population, rounded down.
Build marketplace
Wooden spears
No tech, no building
2 labor, 1 wood
Wooden shields
No tech, no building
2 labor, 1 wood
Leather armor
No tech, no building
2 labor, 1 leather
Bows
Archery, no building
2 labor, 1 wood
Canoe
Canoe Crafting, Canoe Workshop
3 labor, 2 wood
Stored pottery increases food storage by 5, up to a limit of 1 food stored per 1000 people. Pottery may be consumed at any time as a luxury good.
Primitive Pottery is considered urban work, but is expensive as the crafters harvest clay themselves and shape it by hand. It is, however, a cheap technology.