Township
City category

Township

#Township
Value: 5 pts (1.3x per level)

Balanced growth settlement. Good for population and organic resources.

Description

Thriving settlements forming the backbone of the empire. Townships produce 20 Gold per tick with +10% bonus to Food, Wood, and Herbs. Gold and Elixir gain +5%. Peaceful communities have -10% Mutiny and Corruption risk, but +10% Famine and +5% Epidemic from population density. Defenders gain +5% Life and Attack.

📖 Full Encyclopedia Entry

Townships represent the thriving communities that form the productive foundation of your empire. Their agricultural focus provides +10% to Food, Wood, and Herbs, while modest commerce yields 20 Gold per tick (+5% modifier). The peaceful nature of these settlements reduces unrest (-10% Mutiny, -10% Corruption), but population density increases health risks (+10% Famine from higher food demand, +5% Epidemic). Townships excel . Defenders are motivated to protect their homes (+5% Life and Attack).

Creation

Requirements

Must be present (NOT consumed)

Researches:
📖 CivilEngineering 📖 PopulationManagement
Population:
Citizen
👤 Free 150
💰

Costs

Consumed when created

Time 100000 (1.15x)
1m 40s
💰 Gold 4000 (1.3x)
Resources (1.3x scaling)
💎 Food 800
💎 Mineral 300
💎 Stone 500
💎 Wood 600
Population (1.2x scaling)
Citizen
👤 Free 80

Production

Base output per tick (INTEGER values). Scaling ratios show growth per level.

💰 Gold 20 /tick

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Production Modifiers
💰 Gold Production +5%
📖 Research Production ±0%
💎 Coal Production ±0%
💎 Dextronium Production ±0%
💎 Elixir Production +5%
💎 Food Production +10%
💎 Gems Production ±0%
💎 Herbs Production +10%
💎 Marble Production ±0%
💎 Mineral Production ±0%
💎 Mithril Production ±0%
💎 Stone Production ±0%
💎 Wood Production +10%
Event Probability

Modifies chance of city events occurring

Conquest ±0%
Corruption -10%
Epidemic +5%
Famine +10%
Mutiny -10%
Protests ±0%
Resistance ±0%

Battle

Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.

Side Modifiers RATIO
Locals
⚔ Attack +5%
❤ Life +5%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Balanced growth and population center
Relevance All Stages
Type Unique

Advantages

  • + 20 Gold production per tick (base)
  • + +10% Food, Wood, Herbs production
  • + +5% Gold and Elixir production
  • + -10% Mutiny risk - peaceful community
  • + -10% Corruption risk - simple administration
  • + +5% Life and Attack for defenders
  • + Balanced for population growth

Disadvantages

  • - +10% Famine risk - higher food demand
  • - +5% Epidemic risk - population density
  • - No production bonus for minerals or rare resources
  • - Moderate defensive capability

Warnings

  • ! Stockpile food to counter increased famine risk
  • ! Optimal for Meadow terrain food production chains
  • ! Build Residences to maximize population growth
🤝

Synergies

MeadowForestFarmResidencesHumansElves
📈

Scaling

Township bonuses multiply with Race, Terrain, Season, and Building effects.