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A City is a collection of multiple buildings within a small area, and is similar to a "town center" or "metropolitan" area. Cities are partially self sufficient and produce a specific amount of resources at certain intervals of time. A city is highly vulnerable however, and relies on dedicated production facilities built within the economic radius of the city center. A city is also the only creation point for Citizens - resource gathering and building-creating workers.

Function[]

A city is the most important building in a having a successful and thriving nation. Each unique city provides an economic radius around in which most non-military buildings can be constructed. New cities can be constructed, but only after a player researches the Civic.png Civic 1 (City State). New Cities can be built only up to City Limit.png City Limit.

The first city a nation builds is their capital and is the focal point for the nation. If the capital is captured, the capturer will attain a capital victory after a set period of holding the captured city.

A unique aspect of Rise of Nations is that cities cannot be destroyed by enemies. They however, can be captured. When a city's hit points are reduced to zero, nearby armies can be tasked with capturing the city as long as the immediate area of the city is not contested. After a period of neutrality (2 minutes and 13 seconds, or 2000 frames), the city will be fully assimilated into the conqueror's nation, allowing them to create new citizens and rebuild civilian buildings they destroyed in the takeover.

A player can raze their own cities (and captured), provided that there are no non-military buildings in the city radius. The process takes a fair amount of time, however.

Progression[]

Rome wasn't built in a day.

When a city is founded, it starts out small. As the player advances through the ages, and erects more structures within the city limits, the city will expand, increasing its defensive power, gather rate, and extending the national borders, as well as its own radius.

Small City[]

Main article: Small City

A Small City

Large City[]

Main article: Large City

A Large City

The Large City is the first upgrade to the City, occurring automatically in the Medieval Age.png Medieval Age once a given city has five different types of buildings in its radius. In addition to appearance, several stats on the city change as well. These changes reflect the technological advances acquired from the progression in age. Buildings in its economical radius also get an increase in Hit Points by 33%, which applies to the Wonders too.

The following stats are increased from the Small City:

  • Attack increased to 9
  • Hit points increased to 2500
  • Armor increased to 5
  • Maximum number of shots increased to 3
  • Maximum garrison increased to 15
  • Line of sight increased from 14

Major City[]

Main article: Major City

A Major City

The Major City is the second upgrade to the City. Cities that have at least nine different types of buildings in their radius receive this upgrade automatically after advancing to the Industrial Age.png Industrial Age. In addition to appearance, several stats on the city change as well. These changes reflect the technological advances acquired from the progression in age. Buildings in its economical radius also get an increase in Hit Points by 70%, which applies to the Wonders too.

The following stats are increased from the Large City:

  • Attack increased to 11
  • Hit points increased to 5000
  • Armor increased to 7
  • Maximum number of shots increased to 4
  • Maximum garrison increased to 20
  • Line of sight increased to 16

Sea Maps[]

In many Sea Maps, landmasses are separated by water. To colonize a landmass on which a player has no City or Fort requires Commerce.png Commerce 2 (Coinage). The player will be able to build the City or Fort in neutral (or allied) territory, but the first City or Fort must be near the coast. Once a City or Fort is built on a new landmass, subsequent Cities or Forts on that landmass must be within own or allied territory.

Nation powers[]

  • The Bantu Power of Migration: Cities cost 75% less, including ramping costs.
  • The Chinese Power of Culture makes them the only nation without Small Cities; every cities they found, and even their starting city, starts out a Large City, gaining all the advantages that it brings much earlier than any other nation.
  • The German Power of Industry: Cities gather +15 Food.png Food and +15 Timber.png Timber (instead of +10 Food.png/+10 Timber.png), as well as +5 Metal.png Metal.
  • The Indian Power of Majesty: Cities' economic radius +4 tiles.
  • The Maya Power of Architecture: Cities fire extra projectiles, even without garrisoned troops, have +25% hit points, are built 20% faster and costs +25% less Timber.png Timber.
  • The Roman Power of Caesar: Cities gather additional +10 Wealth.png Wealth.

Gallery[]

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