Capital
#CapitalAdministrative center of the empire. One per empire, highest research and gold.
Description
❖The crown jewel of your civilization. The Capital produces 50 Gold and 20 Research per tick, with +25% Research and +20% Gold modifiers. All resource production gains +5%, Elixir +10%. Defenders receive +10% Life and Attack. Only ONE Capital exists per empire - losing it has severe consequences.
Full Encyclopedia Entry ▼
The Capital serves as the administrative, cultural, and intellectual heart of your empire. Scholars congregate in its libraries (+25% Research), merchants thrive in its markets (+20% Gold), and efficient bureaucracy optimizes all production (+5% resources, +10% Elixir). The base production of 50 Gold and 20 Research per tick represents the royal treasury and great library. However, political concentration attracts unrest: Mutiny (+20%), Protests (+15%), Corruption (+10%), and Epidemic (+10%) risks all increase. Famine risk decreases (-20%) as the capital is well-supplied. Defenders fight with desperate determination for the throne (+10% Life and Attack). Strategic empires protect their Capital fiercely while using it as the research and economic engine.
Production
Base output per tick (INTEGER values). Scaling ratios show growth per level.
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Modifies chance of city events occurring
Battle
Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + 50 Gold production per tick (base)
- + 20 Research production per tick (base)
- + +25% Research production modifier (highest)
- + +20% Gold production modifier
- + +5% all resource production
- + +10% Elixir production
- + +10% Life and Attack for defenders
- + -20% Famine risk (well-supplied)
- + Highest scoring value (10 points, 1.5 ratio)
Disadvantages
- - +20% Mutiny risk - political unrest
- - +15% Protests risk - citizens demand more
- - +10% Corruption risk - power attracts greed
- - +10% Epidemic risk - population density
- - Only ONE per empire - catastrophic if lost
- - Primary target for enemy attacks
Warnings
- ! Heavily fortify your Capital - loss cripples empire
- ! Assign Priests to reduce Mutiny and Protests
- ! Assign Spies to reduce Corruption
- ! Central target for enemy military campaigns
Synergies
Countered By
Scaling
Capital bonuses multiply with Race, Terrain, Season, and Building effects.