Tavern
#TabernMorale center. Reduces negative city event probabilities.
Description
❖Place of tales, mercenaries, and secret pacts. Reduces Mutiny by 10%, Protests by 15%, Famine by 5%. Slightly increases Epidemic by 5%. Provides 5% construction time reduction. Requires TradeRoutes research.
Full Encyclopedia Entry ▼
The Tavern is a lively gathering place where travelers, adventurers, merchants, and mercenaries share tales of distant lands and daring feats. The crackling hearth warms weary souls, while dim lanterns illuminate secret conversations and whispered deals. Mechanically, the Tabern reduces city event probabilities: -10% Mutiny, -15% Protests, -5% Famine, but +5% Epidemic (crowded conditions). It also provides 5% construction time reduction (happy workers). Requires TradeRoutes research (Tier 3), costs 150 Gold, 180 Wood, 50 Food (1.15x scaling).
Creation
Requirements
Must be present (NOT consumed)
Costs
Consumed when created
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Modifies chance of city events occurring
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + -10% Mutiny risk (0.9 modifier)
- + -15% Protests risk (0.85 modifier)
- + -5% Famine risk (0.95 modifier)
- + 5% construction time reduction
- + Low construction cost (150 Gold base)
Disadvantages
- - +5% Epidemic risk (1.05 modifier)
- - Requires TradeRoutes research (Tier 3)
- - No direct production output
- - Corruption unaffected (1.0 modifier)
Warnings
- ! Essential for large cities to prevent events
- ! Combine with Priests for maximum stability
- ! Consider Medics to offset Epidemic risk
Synergies
Countered By
Scaling
Event modifiers apply per-building. Time reduction is flat 5%.