City Development

Building List
City Hall – Constructed by settlers when founding a new settlement, the City Hall organizes the inhabitants of the new settlement into an effective building force.
Allows: Library, Marketplace, Shrine, Granary, Smithy, and Housing.
Recruit: Militia, and Settlers.

Housing: Increases the maximum population of a settlement.
Special: Increases automatically, focusing on building housing will construct housing districts faster, and can increase population growth rate by attracting immigration.

Granary – A granary serves as a storehouse for the settlement’s food surplus.
Allows: Farmer’s Market
Special: Increases food production of farm squares by 20%.

Library – A library acts as a storehouse for knowledge and scholarship.
Allows: Sages Guild
Special: Provides 2 Research

Sage’s Guild – A sage’s guild is dedicated to the the advanced study of magic.
Allows: Alchemist’s Guild and University.
Special: Provides 3 Research, allows the use of Nightshade

University – A university serves as a bastion of education and scholarship.
Allows: War College, Wizard’s Guild, Bank, and Mechanist’s’s Guild
Special: Provides 5 Research

Miner’s Guild – The miner’s guilds tains workers in the intricacies of mining.
Special: Increases any special mineral bonuses by 50%, increases the production of mountain and hill squares by 20%

Mechanist’s Guild – A mechanist’s guild teaches advanced engineering and metallurgic techniques.
Allows: Gunsmith
Recruit: Engineers, Catapult

Alchemist’s Guild – The alchemist’s guild provides a location for relatively safe experimentation and education into the alchemical and metallurgical arts, both mundane and magical.
Allows: Gunsmith, Wizard’s Guild
Special: Provides 3 Power, can make use of mithril and/or adamantine

Gunsmith – A gunsmith advances the highly dangerous science of gunpower weaponry.
Recruit: Handcannoneers, Cannon
Special: Has secret requirements

Wizard’s Guild – A wizard’s guild acts as a center for the advancement of magic.
Recruit: Magicians
Special: Provides 8 Research and 1 Universal Mana

Marketplace – A marketplace promotes the settlement’s economic growth by providing a place for merchants to hawk their wares.
Allows: Bank and Farmer’s Market
Special: Increases taxable revenue of settlement by 30%

Farmer’s Market – A farmer’s market provides a focal point for the buying and selling of surplus and luxury foodstuff.
Special: Increases food production of all squares by 10%, increases taxable revenue of settlement by 20%

Shrine – A shrine provides spiritual comfort to the citezenry.
Allows: Temple
Special: Provides 1 Power and reduces unrest by 1, up to 3 per city

Temple – A temple serves as a center for basic religious instruction.
Allows: Animists Guild and Parthenon
Special: Provides 2 Power and reduces unrest by 1, up to 2 per city

Parthenon – A parthenon provides the city with a central focus for the study and teaching of religion.
Allows: Oracle, Cathedral
Recruit: Priests
Special: Provides 3 Power and reduces unrest by 1

Cathedral – A cathedral provides a city with a major cultural and religious center.
Allows: Oracle
Recruit: Paladins
Special: Provides 4 Power and reduces unrest by 1, deity dependent bonus

Oracle – An oracle provides a city with divine and magical guidance
Special: Extends detection of enemy units out to 4 squares, reduces unrest by 2

Smithy – A smithy can develop and produce quality metal tools and weaponry.
Allows: Barracks, Miner’s Guild, Stables and Sawmill.

Miner’s Guild – The miner’s guilds tains workers in the intricacies of mining.
Allows: Mechanist’s Guild
Special: Increases any special mineral bonuses by 50%, increases the production of mountain and hill squares by 20%

Sawmill – A sawmill will greatly facilitate the gathering of lumber and turn wood into deadly weaponry.
Allows: Ship Yard, Stockade and Forester’s Guild
Recruit: Spearment, Bowmen
Special: Increases the production of forest squares by 20% (30% if a river is within city boundaries)

Forester’s Guild – A forester’s guild trains hunters, woodsmen and lumberjacks.
Recruit: Rangers
Allows: Animist’s Guild
Special: Increases the food production of forest squares by 20%, increases the production of forest squares by 20%.

Animist’s Guild: An animist’s guild provides a central meeting place for the study and practice of nature magic.
Recruit: Druids
Special: Increases the food production of all squares by 10%, reduces unrest by 1, allows use of Nightshade, doubles healing rate of units inside city.

Stockade – A stockade is a defensive wall made of wood, typically sharpened logs backed by wooden towers and raised areas for missile support.
Allows: City Walls
Special: Increases defense of settlement.

City Walls – Surrounds the city with a high stone or brick wall supported by stone or brick towers.
Allows: Keep
Special: Extends detection of enemy units out to 3 squares, increases city defensibility.

Barracks – Without a barracks a settlement cannot organize and train regular military units.
Allows: Armory
Recruit: Swordsmen, City Guard

Armory – An armory provides the city with a central location for the storage and distribution of arms and armor.
Allows: Fighters Guild and Maritime Guild
Recruit: Quartermaster Corps

Fighter’s Guild – A fighter’s guild teaches troops discipline and basic fighting techniques.
Allows: Armorer’s Guild
Recruit: Pikemen
SPecial: All new troops start as Regulars.

Armorer’s Guild – An armorer’s guild provides training in advanced armor production techniques.
Recruit: Paladins
Allows: War College

War College – A war college teaches advanced battle strategy and tactics.
Special: All new troops start as veterans

Stables – A stable provides training housing and care for mounts and/or war beasts.
Allows: Animists Guild
Recruit: Cavalry

City Development

Masters of Magic Solysp