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 . 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%) -supplied. Defenders fight with desperate determination for the throne (+10% Life and Attack). Strategic empires protect their Capital fiercely while using it .
Creation
Requirements
Must be present (NOT consumed)
Costs
Consumed when created
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.